Files
2023-06-16 21:01:54 -05:00

1 line
6.6 MiB
Raw Permalink Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

[{"_index":"aon18","_id":"rules-1","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 1: Introduction](/Rules.aspx?ID=1)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 7 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPathfinder is a fantasy tabletop roleplaying game (RPG) where you and a group of friends gather to tell a tale of brave heroes and cunning villains in a world filled with terrifying monsters and amazing treasures. More importantly, Pathfinder is a game where your characters choices determine how the story unfolds.\n\nPathfinder adventures take place in the Age of Lost Omens, a perilous fantasy world rife with ancient empires; sprawling city-states; and countless tombs, dungeons, and monster lairs packed with plunder. A Pathfinder characters adventures might take them to forsaken underwater ruins, haunted gothic crypts, or magical universities in jungle cities. A world of endless adventure awaits!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-2\" />\r\n\r\n<document level=\"2\" id=\"rules-8\" />\r\n\r\n<document level=\"2\" id=\"rules-11\" />\r\n\r\n<document level=\"2\" id=\"rules-45\" />\r\n\r\n<document level=\"2\" id=\"rules-46\" />\r\n\r\n<document level=\"2\" id=\"rules-59\" />\r\n\r\n<document level=\"2\" id=\"rules-66\" />\r\n\r\n<document level=\"2\" id=\"rules-106\" />\r\n\r\n<document level=\"2\" id=\"rules-116\" />","name":"Chapter 1: Introduction","next_link":{"label":"Chapter 2: Ancestries & Backgrounds","url":"/Rules.aspx?ID=118"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 7 <sup>4.0</sup></row>\n\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 7 <sup>4.0</sup></row>","speed":{},"text":" Chapter 1: Introduction Source Core Rulebook pg. 7 4.0 Pathfinder is a fantasy tabletop roleplaying game (RPG) where you and a group of friends gather to tell a tale of brave heroes and cunning villains in a world filled with terrifying monsters and amazing treasures. More importantly, Pathfinder is a game where your characters choices determine how the story unfolds. Pathfinder adventures take place in the Age of Lost Omens, a perilous fantasy world rife with ancient empires; sprawling city-states; and countless tombs, dungeons, and monster lairs packed with plunder. A Pathfinder characters adventures might take them to forsaken underwater ruins, haunted gothic crypts, or magical universities in jungle cities. A world of endless adventure awaits! ","type":"Rules","url":"/Rules.aspx?ID=1","weakness":{}}},{"_index":"aon18","_id":"rules-2","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-2","markdown":"<title level=\"1\" right=\"Rules\">[What is a Roleplaying Game?](/Rules.aspx?ID=2)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 7 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA roleplaying game is an interactive story where one player, the Game Master (GM), sets the scene and presents challenges, while other players take the roles of player characters (PCs) and attempt to overcome those challenges. Danger comes in the form of monsters, devious traps, and the machinations of adversarial agents, but Pathfinder also provides political schemes, puzzles, interpersonal drama, and much, much more.\n\n The game is typically played in a group of four to seven players, with one of those players serving as the groups Game Master. The GM prepares, presents, and presides over the games world and story, posing challenges and playing adversaries, allies, and bystanders alike. As each scene leads into the next, each player contributes to the story, responding to situations according to the personality and abilities of their character. Dice rolls, combined with preassigned statistics, add an element of chance and determine whether characters succeed or fail at actions they attempt.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Dice</title>\r\n\r\nPathfinder requires a set of polyhedral dice. Each die has a different number of sides—four, six, eight, or more. When these dice are mentioned in the text, theyre indicated by a “d” followed by the number of sides on the die. Pathfinder uses 4-sided dice (or d4), 6-sided dice (d6), 8-sided dice (d8), 10-sided dice (d10), 12-sided dice (d12), and 20-sided dice (d20). If you need to roll multiple dice, a number before the “d” tells you how many. For example, “4d6” means you should roll four dice, all 6-sided. If a rule asks for d%, you generate a number from 1 to 100 by rolling two 10-sided dice, treating one as the tens place and the other as the ones place.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">The First Rule</title>\r\n\r\nThe first rule of Pathfinder is that this game is yours. Use it to tell the stories you want to tell, be the character you want to be, and share exciting adventures with friends. If any other rule gets in the way of your fun, as long as your group agrees, you can alter or ignore it to fit your story. The true goal of Pathfinder is for everyone to enjoy themselves.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-3\" />\r\n\r\n<document level=\"2\" id=\"rules-4\" />\r\n\r\n<document level=\"2\" id=\"rules-5\" />\r\n\r\n<document level=\"2\" id=\"rules-6\" />\r\n\r\n<document level=\"2\" id=\"rules-7\" />","name":"What is a Roleplaying Game?","next_link":{"label":"Basics of Play","url":"/Rules.aspx?ID=8"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 7 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 7 <sup>4.0</sup></row>","speed":{},"text":" What is a Roleplaying Game? Source Core Rulebook pg. 7 4.0 A roleplaying game is an interactive story where one player, the Game Master (GM), sets the scene and presents challenges, while other players take the roles of player characters (PCs) and attempt to overcome those challenges. Danger comes in the form of monsters, devious traps, and the machinations of adversarial agents, but Pathfinder also provides political schemes, puzzles, interpersonal drama, and much, much more. The game is typically played in a group of four to seven players, with one of those players serving as the groups Game Master. The GM prepares, presents, and presides over the games world and story, posing challenges and playing adversaries, allies, and bystanders alike. As each scene leads into the next, each player contributes to the story, responding to situations according to the personality and abilities of their character. Dice rolls, combined with preassigned statistics, add an element of chance and determine whether characters succeed or fail at actions they attempt. Dice Pathfinder requires a set of polyhedral dice. Each die has a different number of sides—four, six, eight, or more. When these dice are mentioned in the text, theyre indicated by a “d” followed by the number of sides on the die. Pathfinder uses 4-sided dice (or d4), 6-sided dice (d6), 8-sided dice (d8), 10-sided dice (d10), 12-sided dice (d12), and 20-sided dice (d20). If you need to roll multiple dice, a number before the “d” tells you how many. For example, “4d6” means you should roll four dice, all 6-sided. If a rule asks for d%, you generate a number from 1 to 100 by rolling two 10-sided dice, treating one as the tens place and the other as the ones place. The First Rule The first rule of Pathfinder is that this game is yours. Use it to tell the stories you want to tell, be the character you want to be, and share exciting adventures with friends. If any other rule gets in the way of your fun, as long as your group agrees, you can alter or ignore it to fit your story. The true goal of Pathfinder is for everyone to enjoy themselves. ","type":"Rules","url":"/Rules.aspx?ID=2","weakness":{}}},{"_index":"aon18","_id":"rules-3","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","What is a Roleplaying Game?"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-3","markdown":"<title level=\"1\" right=\"Rules\">[The Flow of the Game](/Rules.aspx?ID=3)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 7 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPathfinder is played in sessions, during which players gather in person or online for a few hours to play the game. A complete Pathfinder story can be as short as a single session, commonly referred to as a “one-shot,” or it can stretch on for multiple sessions, forming a campaign that might last for months or even years. If the Game Master enjoys telling the story and the players are entertained, the game can go as long as you like.\n\n A session can be mostly action, with battles with vile beasts, escapes from fiendish traps, and the completion of heroic quests. Alternatively, it could include negotiating with a baron for rights to a fort, infiltrating an army of lumbering frost giants, or bargaining with an angel for a strand of hair required for an elixir to revive a slain friend. Ultimately its up to you and your group to determine what kind of game you are playing, from dungeon exploration to a nuanced political drama, or anything in between.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Flow of the Game","next_link":{"label":"The Players","url":"/Rules.aspx?ID=4"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 7 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / What is a Roleplaying Game?\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 7 <sup>4.0</sup></row>","speed":{},"text":" The Flow of the Game Source Core Rulebook pg. 7 4.0 Pathfinder is played in sessions, during which players gather in person or online for a few hours to play the game. A complete Pathfinder story can be as short as a single session, commonly referred to as a “one-shot,” or it can stretch on for multiple sessions, forming a campaign that might last for months or even years. If the Game Master enjoys telling the story and the players are entertained, the game can go as long as you like. A session can be mostly action, with battles with vile beasts, escapes from fiendish traps, and the completion of heroic quests. Alternatively, it could include negotiating with a baron for rights to a fort, infiltrating an army of lumbering frost giants, or bargaining with an angel for a strand of hair required for an elixir to revive a slain friend. Ultimately its up to you and your group to determine what kind of game you are playing, from dungeon exploration to a nuanced political drama, or anything in between. ","type":"Rules","url":"/Rules.aspx?ID=3","weakness":{}}},{"_index":"aon18","_id":"rules-4","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","What is a Roleplaying Game?"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-4","markdown":"<title level=\"1\" right=\"Rules\">[The Players](/Rules.aspx?ID=4)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 7 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEveryone involved in a Pathfinder game is a player, including the Game Master, but for the sake of simplicity, “player” usually refers to participants other than the GM. Before the game begins, players invent a history and personality for their characters, using the rules to determine their characters statistics, abilities, strengths, and weaknesses. The GM might limit the options available during character creation, but the limits are discussed ahead of time so everyone can create interesting heroes. In general, the only limits to character concepts are the players imaginations and the GMs guidelines.\n\n During the game, players describe the actions their characters take and roll dice, using their characters abilities. The GM resolves the outcome of these actions. Some players enjoy acting out (or roleplaying) what they do as if they were their characters, while others describe their characters actions as if narrating a story. Do whatever feels best! If this is your first experience with a roleplaying game, it is recommended that you take on the role of a player to familiarize yourself with the rules and the world.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Players","next_link":{"label":"The Game Master","url":"/Rules.aspx?ID=5"},"previous_link":{"label":"The Flow of the Game","url":"/Rules.aspx?ID=3"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 7 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / What is a Roleplaying Game?\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 7 <sup>4.0</sup></row>","speed":{},"text":" The Players Source Core Rulebook pg. 7 4.0 Everyone involved in a Pathfinder game is a player, including the Game Master, but for the sake of simplicity, “player” usually refers to participants other than the GM. Before the game begins, players invent a history and personality for their characters, using the rules to determine their characters statistics, abilities, strengths, and weaknesses. The GM might limit the options available during character creation, but the limits are discussed ahead of time so everyone can create interesting heroes. In general, the only limits to character concepts are the players imaginations and the GMs guidelines. During the game, players describe the actions their characters take and roll dice, using their characters abilities. The GM resolves the outcome of these actions. Some players enjoy acting out (or roleplaying) what they do as if they were their characters, while others describe their characters actions as if narrating a story. Do whatever feels best! If this is your first experience with a roleplaying game, it is recommended that you take on the role of a player to familiarize yourself with the rules and the world. ","type":"Rules","url":"/Rules.aspx?ID=4","weakness":{}}},{"_index":"aon18","_id":"rules-5","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","What is a Roleplaying Game?"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-5","markdown":"<title level=\"1\" right=\"Rules\">[The Game Master](/Rules.aspx?ID=5)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile the other players create and control their characters, the Game Master (or GM) is in charge of the story and world. The GM describes all the situations player characters experience in an adventure, considers how the actions of player characters affect the story, and interprets the rules along the way.\n\n The GM can create a new adventure—crafting a narrative, selecting monsters, and assigning treasure on their own— or they can instead rely on a published adventure, using it as a basis for the session and modifying it as needed to accommodate their individual players and the groups style of play. Some even run games that combine original and published content, mixed together to form a new narrative.\n\n Being the GM is a challenge, requiring you to adjudicate the rules, narrate the story, and juggle other responsibilities. But it can also be very rewarding and worth all the work required to run a good game. If it is your first time running a game, remember that the only thing that matters is that everyone has a good time, and that includes you. Everything else will come naturally with practice and patience.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Game Master","next_link":{"label":"Gaming is for All","url":"/Rules.aspx?ID=6"},"previous_link":{"label":"The Players","url":"/Rules.aspx?ID=4"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / What is a Roleplaying Game?\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 8"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>","speed":{},"text":" The Game Master Source Core Rulebook pg. 8 4.0 While the other players create and control their characters, the Game Master (or GM) is in charge of the story and world. The GM describes all the situations player characters experience in an adventure, considers how the actions of player characters affect the story, and interprets the rules along the way. The GM can create a new adventure—crafting a narrative, selecting monsters, and assigning treasure on their own— or they can instead rely on a published adventure, using it as a basis for the session and modifying it as needed to accommodate their individual players and the groups style of play. Some even run games that combine original and published content, mixed together to form a new narrative. Being the GM is a challenge, requiring you to adjudicate the rules, narrate the story, and juggle other responsibilities. But it can also be very rewarding and worth all the work required to run a good game. If it is your first time running a game, remember that the only thing that matters is that everyone has a good time, and that includes you. Everything else will come naturally with practice and patience. ","type":"Rules","url":"/Rules.aspx?ID=5","weakness":{}}},{"_index":"aon18","_id":"rules-6","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","What is a Roleplaying Game?"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-6","markdown":"<title level=\"1\" right=\"Rules\">[Gaming is for All](/Rules.aspx?ID=6)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhether you are the GM or a player, participating in a tabletop roleplaying game includes a social contract: everyone has gathered together to have fun telling a story. For many, roleplaying is a way to escape the troubles of everyday life. Be mindful of everyone at the table and what they want out of the game, so that everyone can have fun. When a group gathers for the first time, they should talk about what they hope to experience at the table, as well as any topics they want to avoid. Everyone should understand that elements might come up that make some players feel uncomfortable or even unwelcome, and everyone should agree to respect those boundaries during play. That way, everyone can enjoy the game together.\n\n Pathfinder is a game for everyone, regardless of their age, gender, race or ethnicity, religion, sexual orientation, or any other identities and life experiences. It is the responsibility of all of the players, not just the GM, to make sure the table is fun and welcoming to all.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gaming is for All","next_link":{"label":"Tools of Play","url":"/Rules.aspx?ID=7"},"previous_link":{"label":"The Game Master","url":"/Rules.aspx?ID=5"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / What is a Roleplaying Game?\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 8"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>","speed":{},"text":" Gaming is for All Source Core Rulebook pg. 8 4.0 Whether you are the GM or a player, participating in a tabletop roleplaying game includes a social contract: everyone has gathered together to have fun telling a story. For many, roleplaying is a way to escape the troubles of everyday life. Be mindful of everyone at the table and what they want out of the game, so that everyone can have fun. When a group gathers for the first time, they should talk about what they hope to experience at the table, as well as any topics they want to avoid. Everyone should understand that elements might come up that make some players feel uncomfortable or even unwelcome, and everyone should agree to respect those boundaries during play. That way, everyone can enjoy the game together. Pathfinder is a game for everyone, regardless of their age, gender, race or ethnicity, religion, sexual orientation, or any other identities and life experiences. It is the responsibility of all of the players, not just the GM, to make sure the table is fun and welcoming to all. ","type":"Rules","url":"/Rules.aspx?ID=6","weakness":{}}},{"_index":"aon18","_id":"rules-7","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","What is a Roleplaying Game?"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-7","markdown":"<title level=\"1\" right=\"Rules\">[Tools of Play](/Rules.aspx?ID=7)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn addition to this book, there are a few things you will need to play Pathfinder. These supplies can be found at your local hobby shop or online at [paizo.com](paizo.com). \n\n**Character Sheet**: Each player will need a character sheet to create their character and to record what happens to that character during play. You can find a character sheet in the back of this book and online as a free pdf. \n\n**Dice**: The players and GM will need at least one set of polyhedral dice, although most participants bring their own. Six-sided dice are quite common, but all the dice in the set can be found at hobby game stores or online. See the Dice sidebar on page 7 for more on the different kinds of dice and how they are discussed in the text. \n\n**Adventure**: Every table needs an adventure to play, whether it's designed by the GM or found in a published resource. You can find a variety of exciting adventures and even entire Adventure Path campaigns at paizo.com. \n\n**Bestiary**: From terrifying dragons to mischievous gremlins, monsters are a common threat that the PCs might face, and each type has its own statistics and abilities. These can be found in the _Pathfinder Bestiary_, an absolutely invaluable book for GMs. Monster statistics can also be found online for free at [paizo.com/prd](http://www.paizo.com/prd). \n\n**Maps and Miniatures**: The chaos of combat can be difficult to imagine, so many groups use maps to represent the battlefield. These maps are marked with a 1-inch grid, and each square represents 5 feet in the game. Miniatures and illustrated tokens called pawns are used to represent the characters and the adversaries they face. \n\n**Additional Accessories**: There are a number of additional accessories you can add to your game to enhance the experience, including tools that help you track turns in combat, decks of cards for referencing common rules, digital character-creation tools, and even background music and sound-effect sets.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Tools of Play","next_link":{"label":"Basics of Play","url":"/Rules.aspx?ID=8"},"previous_link":{"label":"Gaming is for All","url":"/Rules.aspx?ID=6"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / What is a Roleplaying Game?\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 8"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>","speed":{},"text":" Tools of Play Source Core Rulebook pg. 8 4.0 In addition to this book, there are a few things you will need to play Pathfinder. These supplies can be found at your local hobby shop or online at paizo.com. Character Sheet : Each player will need a character sheet to create their character and to record what happens to that character during play. You can find a character sheet in the back of this book and online as a free pdf. Dice : The players and GM will need at least one set of polyhedral dice, although most participants bring their own. Six-sided dice are quite common, but all the dice in the set can be found at hobby game stores or online. See the Dice sidebar on page 7 for more on the different kinds of dice and how they are discussed in the text. Adventure : Every table needs an adventure to play, whether it's designed by the GM or found in a published resource. You can find a variety of exciting adventures and even entire Adventure Path campaigns at paizo.com. Bestiary : From terrifying dragons to mischievous gremlins, monsters are a common threat that the PCs might face, and each type has its own statistics and abilities. These can be found in the Pathfinder Bestiary , an absolutely invaluable book for GMs. Monster statistics can also be found online for free at paizo.com/prd. Maps and Miniatures : The chaos of combat can be difficult to imagine, so many groups use maps to represent the battlefield. These maps are marked with a 1-inch grid, and each square represents 5 feet in the game. Miniatures and illustrated tokens called pawns are used to represent the characters and the adversaries they face. Additional Accessories : There are a number of additional accessories you can add to your game to enhance the experience, including tools that help you track turns in combat, decks of cards for referencing common rules, digital character-creation tools, and even background music and sound-effect sets. ","type":"Rules","url":"/Rules.aspx?ID=7","weakness":{}}},{"_index":"aon18","_id":"rules-8","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-8","markdown":"<title level=\"1\" right=\"Rules\">[Basics of Play](/Rules.aspx?ID=8)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBefore creating your first character or adventure, you should understand a number of basic concepts used in the game. New concepts are presented in bold to make them easy to find, but this chapter is only an introduction to the basics of play. The complete game rules are defined in later chapters, and the Glossary and Index in the back of this book will help you find specific rules you need.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-9\" />\r\n\r\n<document level=\"2\" id=\"rules-10\" />","name":"Basics of Play","next_link":{"label":"Playing the Game","url":"/Rules.aspx?ID=11"},"previous_link":{"label":"What is a Roleplaying Game?","url":"/Rules.aspx?ID=2"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 8"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>","speed":{},"text":" Basics of Play Source Core Rulebook pg. 8 4.0 Before creating your first character or adventure, you should understand a number of basic concepts used in the game. New concepts are presented in bold to make them easy to find, but this chapter is only an introduction to the basics of play. The complete game rules are defined in later chapters, and the Glossary and Index in the back of this book will help you find specific rules you need. ","type":"Rules","url":"/Rules.aspx?ID=8","weakness":{}}},{"_index":"aon18","_id":"rules-9","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Basics of Play"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-9","markdown":"<title level=\"1\" right=\"Rules\">[Defining Characters](/Rules.aspx?ID=9)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn Pathfinder, the players take on the role of **player characters (PCs)**, while the Game Master portrays **nonplayer characters (NPCs)** and **monsters**. While PCs and NPCs are both important to the story, they serve very different purposes in the game. PCs are the protagonists— the narrative is about them—while NPCs and monsters are allies, contacts, adversaries, and villains. That said, PCs, NPCs, and monsters share several characteristics.\n\n **Level** is one of the most important statistics of the game, as it conveys the approximate power and capabilities of every individual creature. PCs range in level from 1st, at the start of the characters adventuring career, to 20th, the very height of power. As the characters overcome challenges, defeat foes, and complete adventures, they accumulate **Experience Points (XP)**. Every time a character amasses 1,000 XP, they go up a level, gaining new abilities so they can take on even greater challenges. A 1st-level PC might face off against a giant rat or a group of bandits, but at 20th level, that same character might be able to bring ruin to an entire city with a single spell.\n\n In addition to level, characters are defined by **ability scores**, which measure a characters raw potential and are used to calculate most of their other statistics. There are six ability scores in the game. **Strength** represents a characters physical might, while **Dexterity** represents agility and the ability to avoid danger. **Constitution** indicates a characters overall health and well-being. **Intelligence** represents raw knowledge and problem-solving ability, while **Wisdom** measures a characters insight and the ability to evaluate a situation. Finally, **Charisma** indicates charm, persuasiveness, and force of personality. Ability scores for ordinary folk range from as low as 3 to as high as 18, with 10 representing average human capabilities. High-level characters can have ability scores that range much higher than 18.\n\n An ability score thats above the average increases your chance of success at tasks related to the ability score, while those below the average decrease your chance. This adjustment is called an **ability modifier**.\n\n Your player character is also defined by some key choices you make. The first choice is a PCs **ancestry**, representing the characters parents and heritage, such as human, elf, or goblin. Next up is the PCs **background**, which describes their upbringing, from lowly street urchin to wealthy noble. Finally, and most importantly, a PCs **class** defines the majority of their aptitudes and abilities, like a wizards command of powerful arcane spells or a druids power to transform into a fearsome beast!\n\n In addition to these key choices, player characters also have a number of **feats**— individual abilities selected during character creation and as the character increases in level. Every feat has a type to denote where its explanation can be found (for example, elf feats can be found in the elf ancestry) and its theme (wizard feats, for example, grant abilities that deal with spells). Finally, characters have **skills** that measure their ability to hide, swim, bargain, and perform other common tasks.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Defining Characters","next_link":{"label":"Creating a Narrative","url":"/Rules.aspx?ID=10"},"previous_link":{"label":"What is a Roleplaying Game?","url":"/Rules.aspx?ID=2"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Basics of Play\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 8"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 8 <sup>4.0</sup></row>","speed":{},"text":" Defining Characters Source Core Rulebook pg. 8 4.0 In Pathfinder, the players take on the role of player characters (PCs) , while the Game Master portrays nonplayer characters (NPCs) and monsters . While PCs and NPCs are both important to the story, they serve very different purposes in the game. PCs are the protagonists— the narrative is about them—while NPCs and monsters are allies, contacts, adversaries, and villains. That said, PCs, NPCs, and monsters share several characteristics. Level is one of the most important statistics of the game, as it conveys the approximate power and capabilities of every individual creature. PCs range in level from 1st, at the start of the characters adventuring career, to 20th, the very height of power. As the characters overcome challenges, defeat foes, and complete adventures, they accumulate Experience Points (XP) . Every time a character amasses 1,000 XP, they go up a level, gaining new abilities so they can take on even greater challenges. A 1st-level PC might face off against a giant rat or a group of bandits, but at 20th level, that same character might be able to bring ruin to an entire city with a single spell. In addition to level, characters are defined by ability scores , which measure a characters raw potential and are used to calculate most of their other statistics. There are six ability scores in the game. Strength represents a characters physical might, while Dexterity represents agility and the ability to avoid danger. Constitution indicates a characters overall health and well-being. Intelligence represents raw knowledge and problem-solving ability, while Wisdom measures a characters insight and the ability to evaluate a situation. Finally, Charisma indicates charm, persuasiveness, and force of personality. Ability scores for ordinary folk range from as low as 3 to as high as 18, with 10 representing average human capabilities. High-level characters can have ability scores that range much higher than 18. An ability score thats above the average increases your chance of success at tasks related to the ability score, while those below the average decrease your chance. This adjustment is called an ability modifier . Your player character is also defined by some key choices you make. The first choice is a PCs ancestry , representing the characters parents and heritage, such as human, elf, or goblin. Next up is the PCs background , which describes their upbringing, from lowly street urchin to wealthy noble. Finally, and most importantly, a PCs class defines the majority of their aptitudes and abilities, like a wizards command of powerful arcane spells or a druids power to transform into a fearsome beast! In addition to these key choices, player characters also have a number of feats — individual abilities selected during character creation and as the character increases in level. Every feat has a type to denote where its explanation can be found (for example, elf feats can be found in the elf ancestry) and its theme (wizard feats, for example, grant abilities that deal with spells). Finally, characters have skills that measure their ability to hide, swim, bargain, and perform other common tasks. ","type":"Rules","url":"/Rules.aspx?ID=9","weakness":{}}},{"_index":"aon18","_id":"rules-10","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Basics of Play"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-10","markdown":"<title level=\"1\" right=\"Rules\">[Creating a Narrative](/Rules.aspx?ID=10)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 9 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters and their choices create the story of Pathfinder, but how they interact with each other and the world around them is governed by rules. So, while you might decide that your character undertakes an epic journey to overcome terrifying foes and make the world a safer place, your characters chance of success is determined by their abilities, the choices you make, and the roll of the dice.\n\n The GM determines the premise and background of most adventures, although character histories and personalities certainly play a part. Once a game session begins, the players take turns describing what their characters attempt to do, while the GM determines the outcome, with the table working together toward a specific goal. The GM also describes the environment, other characters actions, and events. For example, the GM might announce that the characters hometown is under attack by marauding trolls. The characters might track the trolls to a nearby swamp—only to discover that the trolls were driven from their swamp by a fearsome dragon! The PCs then have the choice of taking on an entire tribe of trolls, the dragon, or both. Whatever they decide, their success depends on their choices and the die rolls they make during play.\n\n A single narrative—including the setup, plot, and conclusion—is called an **adventure**. A series of adventures creates an even larger narrative, called a **campaign**. An adventure might take several sessions to complete, whereas a campaign might take months or even years!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">The World as a Participant</title>\r\n\r\nAside from characters and monsters, the world of Pathfinder itself can be a force at the table and in the narrative. While the presence of the larger world can sometimes be an obvious hazard, such as when a powerful storm lashes the countryside, the world can also act in subtle, small ways. Traps and treasures are just as important in many tales as cunning beasts. To help you understand these game elements, many of them use the same characteristics as characters and monsters. For example, most environmental hazards have a level, which indicates how dangerous they are, and the level of a magic item gives you a sense of its overall power and impact on a story.\r\n</aside>","name":"Creating a Narrative","next_link":{"label":"Playing the Game","url":"/Rules.aspx?ID=11"},"previous_link":{"label":"Defining Characters","url":"/Rules.aspx?ID=9"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 9 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Basics of Play\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 9"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 9 <sup>4.0</sup></row>","speed":{},"text":" Creating a Narrative Source Core Rulebook pg. 9 4.0 Characters and their choices create the story of Pathfinder, but how they interact with each other and the world around them is governed by rules. So, while you might decide that your character undertakes an epic journey to overcome terrifying foes and make the world a safer place, your characters chance of success is determined by their abilities, the choices you make, and the roll of the dice. The GM determines the premise and background of most adventures, although character histories and personalities certainly play a part. Once a game session begins, the players take turns describing what their characters attempt to do, while the GM determines the outcome, with the table working together toward a specific goal. The GM also describes the environment, other characters actions, and events. For example, the GM might announce that the characters hometown is under attack by marauding trolls. The characters might track the trolls to a nearby swamp—only to discover that the trolls were driven from their swamp by a fearsome dragon! The PCs then have the choice of taking on an entire tribe of trolls, the dragon, or both. Whatever they decide, their success depends on their choices and the die rolls they make during play. A single narrative—including the setup, plot, and conclusion—is called an adventure . A series of adventures creates an even larger narrative, called a campaign . An adventure might take several sessions to complete, whereas a campaign might take months or even years! The World as a Participant Aside from characters and monsters, the world of Pathfinder itself can be a force at the table and in the narrative. While the presence of the larger world can sometimes be an obvious hazard, such as when a powerful storm lashes the countryside, the world can also act in subtle, small ways. Traps and treasures are just as important in many tales as cunning beasts. To help you understand these game elements, many of them use the same characteristics as characters and monsters. For example, most environmental hazards have a level, which indicates how dangerous they are, and the level of a magic item gives you a sense of its overall power and impact on a story. ","type":"Rules","url":"/Rules.aspx?ID=10","weakness":{}}},{"_index":"aon18","_id":"rules-11","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-11","markdown":"<title level=\"1\" right=\"Rules\">[Playing the Game](/Rules.aspx?ID=11)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 10 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn a Pathfinder game, three modes of play determine the pacing of each scene in the story. Most of your characters time is spent in **exploration**, uncovering mysteries, solving problems, and interacting with other characters. The Age of Lost Omens abounds with danger, however, and characters often find themselves in an **encounter**, fighting savage beasts and terrifying monsters. Finally, time moves quickly when the characters enjoy **downtime**, a respite from the worlds troubles and a chance to rest and train for future expeditions. Throughout an adventure, game play moves between these three modes many times, as needed for the story. The more you play the game, the more youll see that each mode has its own play style, but moving from mode to mode has few hard boundaries.\n\n During the game, your character will face situations where the outcome is uncertain. A character might need to climb a sheer cliff, track down a wounded chimera, or sneak past a sleeping dragon, all of which are dangerous tasks with a price for failure. In such cases, the acting character (or characters) will be asked to attempt a **check** to determine whether or not they succeed. A check is usually made by rolling a single 20-sided die (a d20) and adding a number based on the relevant ability. In such cases, rolling high is always good.\n\n Once a check is rolled, the GM compares the result to a target number called the **difficulty class (DC)** to determine the outcome. If the result of the check is equal to or greater than the DC, the check is successful. If it is less, the check is a failure. Beating the DC by 10 or more is referred to as a **critical success**, which usually grants an especially positive outcome. Similarly, failing the check by 10 or more is a **critical failure** (sometimes called a fumble). This sometimes results in additional negative effects. You also often score a critical success by rolling a 20 on the die when attempting a check (before adding anything). Likewise, rolling a 1 on the die when attempting a check often results in a critical failure. Note that not all checks have a special effect on a critical success or critical failure and such results should be treated just like an ordinary success or failure instead.\n\n For example, in pursuit of the wounded chimera, your character might find the path blocked by a fast-moving river. You decide to swim across, but the GM declares this a dangerous task and asks you to roll an Athletics skill check (since swimming is covered by the Athletics skill). On your character sheet, you see that your character has a +8 modifier for such checks. Rolling the d20, you get an 18, for a total of 26. The GM compares this to the DC (which was 16) and finds that you got a critical success (since the result exceeded the DC by 10). Your character swims quickly across the river and continues the pursuit, drenched but unharmed. Had you gotten a result less than 26 but equal to or greater than 16, your character would have made it halfway across the river. Had your result been less than 16, your character might have been swept downriver or, worse, been pulled under the current and begun to drown!\n\n Checks like this are the heart of the game and are rolled all the time, in every mode of play, to determine the outcome of tasks. While the roll of the die is critical, the statistic you add to the roll (called a **modifier**) often makes the difference between success and failure. Every character is made up of many such statistics governing what the character is good at, each consisting of a relevant ability modifier plus a **proficiency** bonus, and sometimes modified further by other factors, such as bonuses or penalties from gear, spells, feats, magic items, and other special circumstances.\n\n Proficiency is a simple way of assessing your characters general level of training and aptitude for a given task. It is broken into five different ranks: **untrained**, **trained**, **expert**, **master**, and **legendary**. Each rank grants a different proficiency bonus. If youre untrained at a statistic, your proficiency bonus is +0—you must rely solely on the raw potential of your ability modifier. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your characters level plus another number based on the rank (2, 4, 6, and 8, respectively). Proficiency ranks are part of almost every statistic in the game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-12\" />\r\n\r\n<document level=\"2\" id=\"rules-13\" />\r\n\r\n<document level=\"2\" id=\"rules-14\" />\r\n\r\n<document level=\"2\" id=\"rules-15\" />","name":"Playing the Game","next_link":{"label":"Example of Play","url":"/Rules.aspx?ID=45"},"previous_link":{"label":"Basics of Play","url":"/Rules.aspx?ID=8"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 10 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 10"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 10 <sup>4.0</sup></row>","speed":{},"text":" Playing the Game Source Core Rulebook pg. 10 4.0 In a Pathfinder game, three modes of play determine the pacing of each scene in the story. Most of your characters time is spent in exploration , uncovering mysteries, solving problems, and interacting with other characters. The Age of Lost Omens abounds with danger, however, and characters often find themselves in an encounter , fighting savage beasts and terrifying monsters. Finally, time moves quickly when the characters enjoy downtime , a respite from the worlds troubles and a chance to rest and train for future expeditions. Throughout an adventure, game play moves between these three modes many times, as needed for the story. The more you play the game, the more youll see that each mode has its own play style, but moving from mode to mode has few hard boundaries. During the game, your character will face situations where the outcome is uncertain. A character might need to climb a sheer cliff, track down a wounded chimera, or sneak past a sleeping dragon, all of which are dangerous tasks with a price for failure. In such cases, the acting character (or characters) will be asked to attempt a check to determine whether or not they succeed. A check is usually made by rolling a single 20-sided die (a d20) and adding a number based on the relevant ability. In such cases, rolling high is always good. Once a check is rolled, the GM compares the result to a target number called the difficulty class (DC) to determine the outcome. If the result of the check is equal to or greater than the DC, the check is successful. If it is less, the check is a failure. Beating the DC by 10 or more is referred to as a critical success , which usually grants an especially positive outcome. Similarly, failing the check by 10 or more is a critical failure (sometimes called a fumble). This sometimes results in additional negative effects. You also often score a critical success by rolling a 20 on the die when attempting a check (before adding anything). Likewise, rolling a 1 on the die when attempting a check often results in a critical failure. Note that not all checks have a special effect on a critical success or critical failure and such results should be treated just like an ordinary success or failure instead. For example, in pursuit of the wounded chimera, your character might find the path blocked by a fast-moving river. You decide to swim across, but the GM declares this a dangerous task and asks you to roll an Athletics skill check (since swimming is covered by the Athletics skill). On your character sheet, you see that your character has a +8 modifier for such checks. Rolling the d20, you get an 18, for a total of 26. The GM compares this to the DC (which was 16) and finds that you got a critical success (since the result exceeded the DC by 10). Your character swims quickly across the river and continues the pursuit, drenched but unharmed. Had you gotten a result less than 26 but equal to or greater than 16, your character would have made it halfway across the river. Had your result been less than 16, your character might have been swept downriver or, worse, been pulled under the current and begun to drown! Checks like this are the heart of the game and are rolled all the time, in every mode of play, to determine the outcome of tasks. While the roll of the die is critical, the statistic you add to the roll (called a modifier ) often makes the difference between success and failure. Every character is made up of many such statistics governing what the character is good at, each consisting of a relevant ability modifier plus a proficiency bonus, and sometimes modified further by other factors, such as bonuses or penalties from gear, spells, feats, magic items, and other special circumstances. Proficiency is a simple way of assessing your characters general level of training and aptitude for a given task. It is broken into five different ranks: untrained , trained , expert , master , and legendary . Each rank grants a different proficiency bonus. If youre untrained at a statistic, your proficiency bonus is +0—you must rely solely on the raw potential of your ability modifier. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your characters level plus another number based on the rank (2, 4, 6, and 8, respectively). Proficiency ranks are part of almost every statistic in the game. ","type":"Rules","url":"/Rules.aspx?ID=11","weakness":{}}},{"_index":"aon18","_id":"rules-12","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-12","markdown":"<title level=\"1\" right=\"Rules\">[Exploration](/Rules.aspx?ID=12)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 10 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost of the time, your character will explore the world, interact with characters, travel from place to place, and overcome challenges. This is called exploration. Game play is relatively free-form during exploration, with players responding to the narrative whenever they have an idea of what to do next. Leaving town via horseback, following the trail of a marauding orc tribe, avoiding the tribes scouts, and convincing a local hunter to help in an upcoming fight are all examples of things that might occur during exploration.\n\n Throughout this mode of play, the GM asks the players what their characters are doing as they explore. This is important in case a conflict arises. If combat breaks out, the tasks the PCs undertook while exploring might give them an edge or otherwise inform how the combat begins.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Exploration","next_link":{"label":"Encounters","url":"/Rules.aspx?ID=13"},"previous_link":{"label":"Basics of Play","url":"/Rules.aspx?ID=8"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 10 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 10"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 10 <sup>4.0</sup></row>","speed":{},"text":" Exploration Source Core Rulebook pg. 10 4.0 Most of the time, your character will explore the world, interact with characters, travel from place to place, and overcome challenges. This is called exploration. Game play is relatively free-form during exploration, with players responding to the narrative whenever they have an idea of what to do next. Leaving town via horseback, following the trail of a marauding orc tribe, avoiding the tribes scouts, and convincing a local hunter to help in an upcoming fight are all examples of things that might occur during exploration. Throughout this mode of play, the GM asks the players what their characters are doing as they explore. This is important in case a conflict arises. If combat breaks out, the tasks the PCs undertook while exploring might give them an edge or otherwise inform how the combat begins. ","type":"Rules","url":"/Rules.aspx?ID=12","weakness":{}}},{"_index":"aon18","_id":"rules-13","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-13","markdown":"<title level=\"1\" right=\"Rules\">[Encounters](/Rules.aspx?ID=13)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 10 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn the course of your adventures, there will be times when a simple skill check is not enough to resolve a challenge— when fearsome monsters stand in your characters way and the only choice is to do battle. In Pathfinder, this is called an encounter. Encounters usually involve combat, but they can also be used in situations where timing is critical, such as during a chase or when dodging hazards.\n\n While exploration is handled in a free-form manner, encounters are more structured. The players and GM roll **initiative** to determine who acts in what order. The encounter occurs over a number of **rounds**, each of which is equal to about 6 seconds of time in the world of the game. During a round, each participant takes a **turn**. When its your turn to act, you can use up to three **actions**. Most simple things, such as drawing a weapon, moving a short distance, opening a door, or swinging a sword, use a single action to perform. There are also **activities** that use more than a single action to perform; these are often special abilities from your characters class and feats. One common activity in the game is casting a spell, which usually uses two actions.\n\n **Free actions**, such as dropping an object, dont count toward the three actions you can take on your turn. Finally, each character can use up to one **reaction** during a round. This special type of action can be used even when its not your turn, but only in response to certain events, and only if you have an ability that allows it. Rogues, for example, can select a feat that lets them use their reaction to dodge an incoming attack.\n\n Attacking another creature is one of the most common actions in combat, and is done by using the **Strike** action. This requires an attack roll—a kind of check made against the **Armor Class (AC)** of the creature youre attacking. Strikes can be made using weapons, spells, or even parts of a creatures body, like a fist, claw, or tail. You add a modifier to this roll based on your proficiency rank with the type of attack youre using, your ability scores, and any other bonuses or penalties based on the situation. The targets AC is calculated using their proficiency rank in the armor theyre wearing and their Dexterity modifier. An attack deals damage if it hits, and rolling a critical success results in the attack dealing double damage!\n\n You can use more than one Strike action on your turn, but each additional attack after the first becomes less accurate. This is reflected by a **multiple attack penalty** that starts at 5 on the second attack, but increases to 10 on the third. There are many ways to reduce this penalty, and it resets at the end of your turn.\n\n If your character finds themself the target of a magical _lightning bolt_ or the freezing breath of a fearsome white dragon, you will be called on to attempt a saving throw, representing your characters ability to avoid danger or otherwise withstand an assault to their mind or body. A saving throw is a check attempted against the DC of the spell or special ability targeting your character. There are three types of saving throws, and a characters proficiency in each says a great deal about what they can endure. A **Fortitude** saving throw is used when your characters health or vitality is under attack, such as from poison or disease. A **Reflex** saving throw is called for when your character must dodge away from danger, usually something that affects a large area, such as the scorching blast of a fireball spell. Finally, a **Will** saving throw is often your defense against spells and effects that target your characters mind, such as a charm or confusion spell. For all saving throws, a success lessens the harmful effect, and scoring a critical success usually means your character escapes unscathed.\n\n Attacks, spells, hazards, and special abilities frequently either deal **damage** to a character or impose one or more **conditions**—and sometimes both. Damage is subtracted from a creatures **Hit Points (HP)**—a measure of health— and when a creature is reduced to 0 HP, it falls unconscious and may die! A combat encounter typically lasts until one side has been defeated, and while this can mean retreat or surrender, it most often happens because one side is dead or dying. Conditions can hinder a creature for a time, limiting the actions they can use and applying penalties to future checks. Some conditions are even permanent, requiring a character to seek out powerful magic to undo their effects.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Encounters","next_link":{"label":"Downtime","url":"/Rules.aspx?ID=14"},"previous_link":{"label":"Exploration","url":"/Rules.aspx?ID=12"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 10 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 10"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 10 <sup>4.0</sup></row>","speed":{},"text":" Encounters Source Core Rulebook pg. 10 4.0 In the course of your adventures, there will be times when a simple skill check is not enough to resolve a challenge— when fearsome monsters stand in your characters way and the only choice is to do battle. In Pathfinder, this is called an encounter. Encounters usually involve combat, but they can also be used in situations where timing is critical, such as during a chase or when dodging hazards. While exploration is handled in a free-form manner, encounters are more structured. The players and GM roll initiative to determine who acts in what order. The encounter occurs over a number of rounds , each of which is equal to about 6 seconds of time in the world of the game. During a round, each participant takes a turn . When its your turn to act, you can use up to three actions . Most simple things, such as drawing a weapon, moving a short distance, opening a door, or swinging a sword, use a single action to perform. There are also activities that use more than a single action to perform; these are often special abilities from your characters class and feats. One common activity in the game is casting a spell, which usually uses two actions. Free actions , such as dropping an object, dont count toward the three actions you can take on your turn. Finally, each character can use up to one reaction during a round. This special type of action can be used even when its not your turn, but only in response to certain events, and only if you have an ability that allows it. Rogues, for example, can select a feat that lets them use their reaction to dodge an incoming attack. Attacking another creature is one of the most common actions in combat, and is done by using the Strike action. This requires an attack roll—a kind of check made against the Armor Class (AC) of the creature youre attacking. Strikes can be made using weapons, spells, or even parts of a creatures body, like a fist, claw, or tail. You add a modifier to this roll based on your proficiency rank with the type of attack youre using, your ability scores, and any other bonuses or penalties based on the situation. The targets AC is calculated using their proficiency rank in the armor theyre wearing and their Dexterity modifier. An attack deals damage if it hits, and rolling a critical success results in the attack dealing double damage! You can use more than one Strike action on your turn, but each additional attack after the first becomes less accurate. This is reflected by a multiple attack penalty that starts at 5 on the second attack, but increases to 10 on the third. There are many ways to reduce this penalty, and it resets at the end of your turn. If your character finds themself the target of a magical lightning bolt or the freezing breath of a fearsome white dragon, you will be called on to attempt a saving throw, representing your characters ability to avoid danger or otherwise withstand an assault to their mind or body. A saving throw is a check attempted against the DC of the spell or special ability targeting your character. There are three types of saving throws, and a characters proficiency in each says a great deal about what they can endure. A Fortitude saving throw is used when your characters health or vitality is under attack, such as from poison or disease. A Reflex saving throw is called for when your character must dodge away from danger, usually something that affects a large area, such as the scorching blast of a fireball spell. Finally, a Will saving throw is often your defense against spells and effects that target your characters mind, such as a charm or confusion spell. For all saving throws, a success lessens the harmful effect, and scoring a critical success usually means your character escapes unscathed. Attacks, spells, hazards, and special abilities frequently either deal damage to a character or impose one or more conditions —and sometimes both. Damage is subtracted from a creatures Hit Points (HP) —a measure of health— and when a creature is reduced to 0 HP, it falls unconscious and may die! A combat encounter typically lasts until one side has been defeated, and while this can mean retreat or surrender, it most often happens because one side is dead or dying. Conditions can hinder a creature for a time, limiting the actions they can use and applying penalties to future checks. Some conditions are even permanent, requiring a character to seek out powerful magic to undo their effects. ","type":"Rules","url":"/Rules.aspx?ID=13","weakness":{}}},{"_index":"aon18","_id":"rules-14","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-14","markdown":"<title level=\"1\" right=\"Rules\">[Downtime](/Rules.aspx?ID=14)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters dont spend every waking moment adventuring. Instead, they recover from wounds, plan future conquests, or pursue a trade. In Pathfinder, this is called downtime, and it allows time to pass quickly while characters work toward long-term tasks or objectives. Most characters can practice a trade in downtime, earning a few coins, but those with the right skills can instead spend time crafting, creating new gear or even magic items. Characters can also use downtime to retrain, replacing one character choice with another to reflect their evolving priorities. They might also research a problem, learn new spells, or even run a business or kingdom!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Downtime","next_link":{"label":"Key Terms","url":"/Rules.aspx?ID=15"},"previous_link":{"label":"Encounters","url":"/Rules.aspx?ID=13"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Downtime Source Core Rulebook pg. 12 4.0 Characters dont spend every waking moment adventuring. Instead, they recover from wounds, plan future conquests, or pursue a trade. In Pathfinder, this is called downtime, and it allows time to pass quickly while characters work toward long-term tasks or objectives. Most characters can practice a trade in downtime, earning a few coins, but those with the right skills can instead spend time crafting, creating new gear or even magic items. Characters can also use downtime to retrain, replacing one character choice with another to reflect their evolving priorities. They might also research a problem, learn new spells, or even run a business or kingdom! ","type":"Rules","url":"/Rules.aspx?ID=14","weakness":{}}},{"_index":"aon18","_id":"rules-15","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-15","markdown":"<title level=\"1\" right=\"Rules\">[Key Terms](/Rules.aspx?ID=15)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere are a number of important terms that youll need to know as you create your first character or adventure. Some of the most important terms mentioned on previous pages are also included here for reference.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-16\" />\r\n\r\n<document level=\"2\" id=\"rules-17\" />\r\n\r\n<document level=\"2\" id=\"rules-18\" />\r\n\r\n<document level=\"2\" id=\"rules-19\" />\r\n\r\n<document level=\"2\" id=\"rules-20\" />\r\n\r\n<document level=\"2\" id=\"rules-21\" />\r\n\r\n<document level=\"2\" id=\"rules-22\" />\r\n\r\n<document level=\"2\" id=\"rules-23\" />\r\n\r\n<document level=\"2\" id=\"rules-24\" />\r\n\r\n<document level=\"2\" id=\"rules-25\" />\r\n\r\n<document level=\"2\" id=\"rules-26\" />\r\n\r\n<document level=\"2\" id=\"rules-27\" />\r\n\r\n<document level=\"2\" id=\"rules-28\" />\r\n\r\n<document level=\"2\" id=\"rules-29\" />\r\n\r\n<document level=\"2\" id=\"rules-30\" />\r\n\r\n<document level=\"2\" id=\"rules-31\" />\r\n\r\n<document level=\"2\" id=\"rules-32\" />\r\n\r\n<document level=\"2\" id=\"rules-33\" />\r\n\r\n<document level=\"2\" id=\"rules-34\" />\r\n\r\n<document level=\"2\" id=\"rules-35\" />\r\n\r\n<document level=\"2\" id=\"rules-36\" />\r\n\r\n<document level=\"2\" id=\"rules-37\" />\r\n\r\n<document level=\"2\" id=\"rules-38\" />\r\n\r\n<document level=\"2\" id=\"rules-39\" />\r\n\r\n<document level=\"2\" id=\"rules-40\" />\r\n\r\n<document level=\"2\" id=\"rules-41\" />\r\n\r\n<document level=\"2\" id=\"rules-42\" />\r\n\r\n<document level=\"2\" id=\"rules-43\" />\r\n\r\n<document level=\"2\" id=\"rules-44\" />","name":"Key Terms","next_link":{"label":"Example of Play","url":"/Rules.aspx?ID=45"},"previous_link":{"label":"Downtime","url":"/Rules.aspx?ID=14"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Key Terms Source Core Rulebook pg. 12 4.0 There are a number of important terms that youll need to know as you create your first character or adventure. Some of the most important terms mentioned on previous pages are also included here for reference. ","type":"Rules","url":"/Rules.aspx?ID=15","weakness":{}}},{"_index":"aon18","_id":"rules-16","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-16","markdown":"<title level=\"1\" right=\"Rules\">[Ability Scores](/Rules.aspx?ID=16)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach creature has six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores represent a creatures raw potential and basic attributes. The higher the score, the greater the creatures potential in that ability. Ability scores are described in full later in this chapter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Scores","next_link":{"label":"Alignment","url":"/Rules.aspx?ID=17"},"previous_link":{"label":"Downtime","url":"/Rules.aspx?ID=14"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Ability Scores Source Core Rulebook pg. 12 4.0 Each creature has six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores represent a creatures raw potential and basic attributes. The higher the score, the greater the creatures potential in that ability. Ability scores are described in full later in this chapter. ","type":"Rules","url":"/Rules.aspx?ID=16","weakness":{}}},{"_index":"aon18","_id":"rules-17","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-17","markdown":"<title level=\"1\" right=\"Rules\">[Alignment](/Rules.aspx?ID=17)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlignment represents a creatures fundamental moral and ethical attitude.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alignment","next_link":{"label":"Ancestry","url":"/Rules.aspx?ID=18"},"previous_link":{"label":"Ability Scores","url":"/Rules.aspx?ID=16"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Alignment Source Core Rulebook pg. 12 4.0 Alignment represents a creatures fundamental moral and ethical attitude. ","type":"Rules","url":"/Rules.aspx?ID=17","weakness":{}}},{"_index":"aon18","_id":"rules-18","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-18","markdown":"<title level=\"1\" right=\"Rules\">[Ancestry](/Rules.aspx?ID=18)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn ancestry is the broad family of people that a character belongs to. Ancestry determines a characters starting Hit Points, languages, senses, and Speed, and it grants access to ancestry feats. Ancestries can be found in Chapter 2.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ancestry","next_link":{"label":"Armor Class (AC)","url":"/Rules.aspx?ID=19"},"previous_link":{"label":"Alignment","url":"/Rules.aspx?ID=17"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Ancestry Source Core Rulebook pg. 12 4.0 An ancestry is the broad family of people that a character belongs to. Ancestry determines a characters starting Hit Points, languages, senses, and Speed, and it grants access to ancestry feats. Ancestries can be found in Chapter 2. ","type":"Rules","url":"/Rules.aspx?ID=18","weakness":{}}},{"_index":"aon18","_id":"rules-19","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-19","markdown":"<title level=\"1\" right=\"Rules\">[Armor Class (AC)](/Rules.aspx?ID=19)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAll creatures in the game have an Armor Class. This score represents how hard it is to hit and damage a creature. It serves as the Difficulty Class for hitting a creature with an attack.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Armor Class (AC)","next_link":{"label":"Attack","url":"/Rules.aspx?ID=20"},"previous_link":{"label":"Ancestry","url":"/Rules.aspx?ID=18"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Armor Class (AC) Source Core Rulebook pg. 12 4.0 All creatures in the game have an Armor Class. This score represents how hard it is to hit and damage a creature. It serves as the Difficulty Class for hitting a creature with an attack. ","type":"Rules","url":"/Rules.aspx?ID=19","weakness":{}}},{"_index":"aon18","_id":"rules-20","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-20","markdown":"<title level=\"1\" right=\"Rules\">[Attack](/Rules.aspx?ID=20)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen a creature tries to harm another creature, it makes a Strike or uses some other attack action. Most attacks are Strikes made with a weapon, but a character might Strike with their fist, grapple or shove with their hands, or attack with a spell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Attack","next_link":{"label":"Background","url":"/Rules.aspx?ID=21"},"previous_link":{"label":"Armor Class (AC)","url":"/Rules.aspx?ID=19"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Attack Source Core Rulebook pg. 12 4.0 When a creature tries to harm another creature, it makes a Strike or uses some other attack action. Most attacks are Strikes made with a weapon, but a character might Strike with their fist, grapple or shove with their hands, or attack with a spell. ","type":"Rules","url":"/Rules.aspx?ID=20","weakness":{}}},{"_index":"aon18","_id":"rules-21","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-21","markdown":"<title level=\"1\" right=\"Rules\">[Background](/Rules.aspx?ID=21)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA background represents what a character experienced before they took up the life of an adventurer. Each background grants a feat and training in one or more skills. You can read more about backgrounds in Chapter 2.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Background","next_link":{"label":"Bonuses and Penalties","url":"/Rules.aspx?ID=22"},"previous_link":{"label":"Attack","url":"/Rules.aspx?ID=20"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Background Source Core Rulebook pg. 12 4.0 A background represents what a character experienced before they took up the life of an adventurer. Each background grants a feat and training in one or more skills. You can read more about backgrounds in Chapter 2. ","type":"Rules","url":"/Rules.aspx?ID=21","weakness":{}}},{"_index":"aon18","_id":"rules-22","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-22","markdown":"<title level=\"1\" right=\"Rules\">[Bonuses and Penalties](/Rules.aspx?ID=22)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBonuses and penalties apply to checks and certain statistics. There are several types of bonuses and penalties. If you have more than one bonus of the same type, you use only the highest bonus. Likewise, you use only the worst penalty of each type.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bonuses and Penalties","next_link":{"label":"Class","url":"/Rules.aspx?ID=23"},"previous_link":{"label":"Background","url":"/Rules.aspx?ID=21"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Bonuses and Penalties Source Core Rulebook pg. 12 4.0 Bonuses and penalties apply to checks and certain statistics. There are several types of bonuses and penalties. If you have more than one bonus of the same type, you use only the highest bonus. Likewise, you use only the worst penalty of each type. ","type":"Rules","url":"/Rules.aspx?ID=22","weakness":{}}},{"_index":"aon18","_id":"rules-23","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-23","markdown":"<title level=\"1\" right=\"Rules\">[Class](/Rules.aspx?ID=23)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA class represents the adventuring profession chosen by a character. A characters class determines most of their proficiencies, grants the character Hit Points each time they gain a new level, and gives access to a set of class feats. Classes appear in Chapter 3.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Class","next_link":{"label":"Condition","url":"/Rules.aspx?ID=24"},"previous_link":{"label":"Bonuses and Penalties","url":"/Rules.aspx?ID=22"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Class Source Core Rulebook pg. 12 4.0 A class represents the adventuring profession chosen by a character. A characters class determines most of their proficiencies, grants the character Hit Points each time they gain a new level, and gives access to a set of class feats. Classes appear in Chapter 3. ","type":"Rules","url":"/Rules.aspx?ID=23","weakness":{}}},{"_index":"aon18","_id":"rules-24","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-24","markdown":"<title level=\"1\" right=\"Rules\">[Condition](/Rules.aspx?ID=24)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn ongoing effect that changes how a character can act, or that alters some of their statistics, is called a condition. The rules for the basic conditions used in the game can be found in the Conditions Appendix at the back of this book.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Condition","next_link":{"label":"Currency","url":"/Rules.aspx?ID=25"},"previous_link":{"label":"Class","url":"/Rules.aspx?ID=23"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Condition Source Core Rulebook pg. 12 4.0 An ongoing effect that changes how a character can act, or that alters some of their statistics, is called a condition. The rules for the basic conditions used in the game can be found in the Conditions Appendix at the back of this book. ","type":"Rules","url":"/Rules.aspx?ID=24","weakness":{}}},{"_index":"aon18","_id":"rules-25","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-25","markdown":"<title level=\"1\" right=\"Rules\">[Currency](/Rules.aspx?ID=25)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe most common currencies in the game are gold pieces (gp) and silver pieces (sp). One gp is worth 10 sp. In addition, 1 sp is worth 10 copper pieces (cp), and 10 gp are worth 1 platinum piece (pp). Characters begin play with 15 gp (or 150 sp) to spend on equipment.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Currency","next_link":{"label":"Feat","url":"/Rules.aspx?ID=26"},"previous_link":{"label":"Condition","url":"/Rules.aspx?ID=24"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Currency Source Core Rulebook pg. 12 4.0 The most common currencies in the game are gold pieces (gp) and silver pieces (sp). One gp is worth 10 sp. In addition, 1 sp is worth 10 copper pieces (cp), and 10 gp are worth 1 platinum piece (pp). Characters begin play with 15 gp (or 150 sp) to spend on equipment. ","type":"Rules","url":"/Rules.aspx?ID=25","weakness":{}}},{"_index":"aon18","_id":"rules-26","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-26","markdown":"<title level=\"1\" right=\"Rules\">[Feat](/Rules.aspx?ID=26)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA feat is an ability you can select for your character due to their ancestry, background, class, general training, or skill training. Some feats grant the ability to use special actions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Feat","next_link":{"label":"Game Master (GM)","url":"/Rules.aspx?ID=27"},"previous_link":{"label":"Currency","url":"/Rules.aspx?ID=25"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Feat Source Core Rulebook pg. 12 4.0 A feat is an ability you can select for your character due to their ancestry, background, class, general training, or skill training. Some feats grant the ability to use special actions. ","type":"Rules","url":"/Rules.aspx?ID=26","weakness":{}}},{"_index":"aon18","_id":"rules-27","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-27","markdown":"<title level=\"1\" right=\"Rules\">[Game Master (GM)](/Rules.aspx?ID=27)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Game Master is the player who adjudicates the rules and narrates the various elements of the Pathfinder story and world that the other players explore.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Game Master (GM)","next_link":{"label":"Golarion","url":"/Rules.aspx?ID=28"},"previous_link":{"label":"Feat","url":"/Rules.aspx?ID=26"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Game Master (GM) Source Core Rulebook pg. 12 4.0 The Game Master is the player who adjudicates the rules and narrates the various elements of the Pathfinder story and world that the other players explore. ","type":"Rules","url":"/Rules.aspx?ID=27","weakness":{}}},{"_index":"aon18","_id":"rules-28","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-28","markdown":"<title level=\"1\" right=\"Rules\">[Golarion](/Rules.aspx?ID=28)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPathfinder is set on the planet Golarion during the Age of Lost Omens. It is an ancient world with a rich diversity of people and cultures, exciting locations to explore, and deadly villains. More information on the Age of Lost Omens, the world of Golarion, and its deities can be found in Chapter 8.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Golarion","next_link":{"label":"Hit Points (HP)","url":"/Rules.aspx?ID=29"},"previous_link":{"label":"Game Master (GM)","url":"/Rules.aspx?ID=27"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Golarion Source Core Rulebook pg. 12 4.0 Pathfinder is set on the planet Golarion during the Age of Lost Omens. It is an ancient world with a rich diversity of people and cultures, exciting locations to explore, and deadly villains. More information on the Age of Lost Omens, the world of Golarion, and its deities can be found in Chapter 8. ","type":"Rules","url":"/Rules.aspx?ID=28","weakness":{}}},{"_index":"aon18","_id":"rules-29","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-29","markdown":"<title level=\"1\" right=\"Rules\">[Hit Points (HP)](/Rules.aspx?ID=29)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHit Points represent the amount of punishment a creature can take before it falls unconscious and begins dying. Damage decreases Hit Points on a 1-to-1 basis, while healing restores Hit Points at the same rate.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hit Points (HP)","next_link":{"label":"Initiative","url":"/Rules.aspx?ID=30"},"previous_link":{"label":"Golarion","url":"/Rules.aspx?ID=28"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 12 <sup>4.0</sup></row>","speed":{},"text":" Hit Points (HP) Source Core Rulebook pg. 12 4.0 Hit Points represent the amount of punishment a creature can take before it falls unconscious and begins dying. Damage decreases Hit Points on a 1-to-1 basis, while healing restores Hit Points at the same rate. ","type":"Rules","url":"/Rules.aspx?ID=29","weakness":{}}},{"_index":"aon18","_id":"rules-30","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-30","markdown":"<title level=\"1\" right=\"Rules\">[Initiative](/Rules.aspx?ID=30)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt the start of an encounter, all creatures involved roll for initiative to determine the order in which they act. The higher the result of its roll, the earlier a creature gets to act. Initiative and combat are described in Chapter 9.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Initiative","next_link":{"label":"Level","url":"/Rules.aspx?ID=31"},"previous_link":{"label":"Hit Points (HP)","url":"/Rules.aspx?ID=29"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Initiative Source Core Rulebook pg. 13 4.0 At the start of an encounter, all creatures involved roll for initiative to determine the order in which they act. The higher the result of its roll, the earlier a creature gets to act. Initiative and combat are described in Chapter 9. ","type":"Rules","url":"/Rules.aspx?ID=30","weakness":{}}},{"_index":"aon18","_id":"rules-31","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-31","markdown":"<title level=\"1\" right=\"Rules\">[Level](/Rules.aspx?ID=31)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA level is a number that measures somethings overall power. Player characters have a level, ranging from 1st to 20th, representing their level of experience. Monsters, NPCs, hazards, diseases, and poisons have levels ranging from 1 to 30 that measure the danger they pose. An items level, usually within the range of 0 to 20 but sometimes higher, indicates its power and suitability as treasure.\n\n Spells have levels ranging from 1st to 10th, which measure their power; characters and monsters can usually cast only a certain number of spells of any given level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Level","next_link":{"label":"Nonplayer Character (NPC)","url":"/Rules.aspx?ID=32"},"previous_link":{"label":"Initiative","url":"/Rules.aspx?ID=30"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Level Source Core Rulebook pg. 13 4.0 A level is a number that measures somethings overall power. Player characters have a level, ranging from 1st to 20th, representing their level of experience. Monsters, NPCs, hazards, diseases, and poisons have levels ranging from 1 to 30 that measure the danger they pose. An items level, usually within the range of 0 to 20 but sometimes higher, indicates its power and suitability as treasure. Spells have levels ranging from 1st to 10th, which measure their power; characters and monsters can usually cast only a certain number of spells of any given level. ","type":"Rules","url":"/Rules.aspx?ID=31","weakness":{}}},{"_index":"aon18","_id":"rules-32","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-32","markdown":"<title level=\"1\" right=\"Rules\">[Nonplayer Character (NPC)](/Rules.aspx?ID=32)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA nonplayer character, controlled by the GM, interacts with players and helps advance the story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Nonplayer Character (NPC)","next_link":{"label":"Perception","url":"/Rules.aspx?ID=33"},"previous_link":{"label":"Level","url":"/Rules.aspx?ID=31"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Nonplayer Character (NPC) Source Core Rulebook pg. 13 4.0 A nonplayer character, controlled by the GM, interacts with players and helps advance the story. ","type":"Rules","url":"/Rules.aspx?ID=32","weakness":{}}},{"_index":"aon18","_id":"rules-33","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-33","markdown":"<title level=\"1\" right=\"Rules\">[Perception](/Rules.aspx?ID=33)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPerception measures your characters ability to notice hidden objects or unusual situations, and it usually determines how quickly the character springs into action in combat. It is described in full in Chapter 9.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Perception","next_link":{"label":"Player Character (PC)","url":"/Rules.aspx?ID=34"},"previous_link":{"label":"Nonplayer Character (NPC)","url":"/Rules.aspx?ID=32"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Perception Source Core Rulebook pg. 13 4.0 Perception measures your characters ability to notice hidden objects or unusual situations, and it usually determines how quickly the character springs into action in combat. It is described in full in Chapter 9. ","type":"Rules","url":"/Rules.aspx?ID=33","weakness":{}}},{"_index":"aon18","_id":"rules-34","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-34","markdown":"<title level=\"1\" right=\"Rules\">[Player Character (PC)](/Rules.aspx?ID=34)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis is a character created and controlled by a player.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Player Character (PC)","next_link":{"label":"Proficiency","url":"/Rules.aspx?ID=35"},"previous_link":{"label":"Perception","url":"/Rules.aspx?ID=33"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Player Character (PC) Source Core Rulebook pg. 13 4.0 This is a character created and controlled by a player. ","type":"Rules","url":"/Rules.aspx?ID=34","weakness":{}}},{"_index":"aon18","_id":"rules-35","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-35","markdown":"<title level=\"1\" right=\"Rules\">[Proficiency](/Rules.aspx?ID=35)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nProficiency is a system that measures a characters aptitude at a specific task or quality, and it has five ranks: untrained, trained, expert, master, and legendary. Proficiency gives you a bonus thats added when determining the following modifiers and statistics: AC, attack rolls, Perception, saving throws, skills, and the effectiveness of spells. If youre untrained, your proficiency bonus is +0. If youre trained, expert, master, or legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Proficiency","next_link":{"label":"Rarity","url":"/Rules.aspx?ID=36"},"previous_link":{"label":"Player Character (PC)","url":"/Rules.aspx?ID=34"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Proficiency Source Core Rulebook pg. 13 4.0 Proficiency is a system that measures a characters aptitude at a specific task or quality, and it has five ranks: untrained, trained, expert, master, and legendary. Proficiency gives you a bonus thats added when determining the following modifiers and statistics: AC, attack rolls, Perception, saving throws, skills, and the effectiveness of spells. If youre untrained, your proficiency bonus is +0. If youre trained, expert, master, or legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively. ","type":"Rules","url":"/Rules.aspx?ID=35","weakness":{}}},{"_index":"aon18","_id":"rules-36","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-36","markdown":"<title level=\"1\" right=\"Rules\">[Rarity](/Rules.aspx?ID=36)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome elements of the game have a rarity to denote how often theyre encountered in the game world. Rarity primarily applies to equipment and magic items, but spells, feats, and other rules elements also have a rarity. If no rarity appears in the traits of an item, spell, or other game element, it is of common rarity. Uncommon items are available only to those who have special training, grew up in a certain culture, or come from a particular part of the world. Rare items are almost impossible to find and are usually given out only by the GM, while unique ones are literally one-of-a-kind in the game. The GM might alter the way rarity works or change the rarity of individual items to suit the story they want to tell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rarity","next_link":{"label":"Roleplaying","url":"/Rules.aspx?ID=37"},"previous_link":{"label":"Proficiency","url":"/Rules.aspx?ID=35"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Rarity Source Core Rulebook pg. 13 4.0 Some elements of the game have a rarity to denote how often theyre encountered in the game world. Rarity primarily applies to equipment and magic items, but spells, feats, and other rules elements also have a rarity. If no rarity appears in the traits of an item, spell, or other game element, it is of common rarity. Uncommon items are available only to those who have special training, grew up in a certain culture, or come from a particular part of the world. Rare items are almost impossible to find and are usually given out only by the GM, while unique ones are literally one-of-a-kind in the game. The GM might alter the way rarity works or change the rarity of individual items to suit the story they want to tell. ","type":"Rules","url":"/Rules.aspx?ID=36","weakness":{}}},{"_index":"aon18","_id":"rules-37","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-37","markdown":"<title level=\"1\" right=\"Rules\">[Roleplaying](/Rules.aspx?ID=37)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDescribing a characters actions, often while acting from the perspective of the character, is called roleplaying. When a player speaks or describes action from the perspective of a character, they are “in character.”\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Roleplaying","next_link":{"label":"Round","url":"/Rules.aspx?ID=38"},"previous_link":{"label":"Rarity","url":"/Rules.aspx?ID=36"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Roleplaying Source Core Rulebook pg. 13 4.0 Describing a characters actions, often while acting from the perspective of the character, is called roleplaying. When a player speaks or describes action from the perspective of a character, they are “in character.” ","type":"Rules","url":"/Rules.aspx?ID=37","weakness":{}}},{"_index":"aon18","_id":"rules-38","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-38","markdown":"<title level=\"1\" right=\"Rules\">[Round](/Rules.aspx?ID=38)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA round is a period of time during an encounter in which all participants get a chance to act. A round represents approximately 6 seconds in game time.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Round","next_link":{"label":"Saving Throw (Save)","url":"/Rules.aspx?ID=39"},"previous_link":{"label":"Roleplaying","url":"/Rules.aspx?ID=37"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Round Source Core Rulebook pg. 13 4.0 A round is a period of time during an encounter in which all participants get a chance to act. A round represents approximately 6 seconds in game time. ","type":"Rules","url":"/Rules.aspx?ID=38","weakness":{}}},{"_index":"aon18","_id":"rules-39","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-39","markdown":"<title level=\"1\" right=\"Rules\">[Saving Throw (Save)](/Rules.aspx?ID=39)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen a creature is subject to a dangerous effect that must be avoided, it attempts a saving throw to mitigate the effect. You attempt a saving throw automatically—you dont have to use an action or a reaction. Unlike for most checks, the character who isnt acting rolls the d20 for a saving throw, and the creature who is acting provides the DC. There are three types of saving throws: Fortitude (to resist diseases, poisons, and physical effects), Reflex (to evade effects a character could quickly dodge), and Will (to resist effects that target the mind and personality).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Saving Throw (Save)","next_link":{"label":"Skill","url":"/Rules.aspx?ID=40"},"previous_link":{"label":"Round","url":"/Rules.aspx?ID=38"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Saving Throw (Save) Source Core Rulebook pg. 13 4.0 When a creature is subject to a dangerous effect that must be avoided, it attempts a saving throw to mitigate the effect. You attempt a saving throw automatically—you dont have to use an action or a reaction. Unlike for most checks, the character who isnt acting rolls the d20 for a saving throw, and the creature who is acting provides the DC. There are three types of saving throws: Fortitude (to resist diseases, poisons, and physical effects), Reflex (to evade effects a character could quickly dodge), and Will (to resist effects that target the mind and personality). ","type":"Rules","url":"/Rules.aspx?ID=39","weakness":{}}},{"_index":"aon18","_id":"rules-40","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-40","markdown":"<title level=\"1\" right=\"Rules\">[Skill](/Rules.aspx?ID=40)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA skill represents a creatures ability to perform certain tasks that require instruction or practice. Skills are fully described in Chapter 4. Each skill includes ways anyone can use that skill even if untrained, as well as uses that require a character to be trained in the skill.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill","next_link":{"label":"Speed","url":"/Rules.aspx?ID=41"},"previous_link":{"label":"Saving Throw (Save)","url":"/Rules.aspx?ID=39"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Skill Source Core Rulebook pg. 13 4.0 A skill represents a creatures ability to perform certain tasks that require instruction or practice. Skills are fully described in Chapter 4. Each skill includes ways anyone can use that skill even if untrained, as well as uses that require a character to be trained in the skill. ","type":"Rules","url":"/Rules.aspx?ID=40","weakness":{}}},{"_index":"aon18","_id":"rules-41","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-41","markdown":"<title level=\"1\" right=\"Rules\">[Speed](/Rules.aspx?ID=41)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSpeed is the distance a character can move using a single action, measured in feet.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Speed","next_link":{"label":"Spell","url":"/Rules.aspx?ID=42"},"previous_link":{"label":"Skill","url":"/Rules.aspx?ID=40"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Speed Source Core Rulebook pg. 13 4.0 Speed is the distance a character can move using a single action, measured in feet. ","type":"Rules","url":"/Rules.aspx?ID=41","weakness":{}}},{"_index":"aon18","_id":"rules-42","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-42","markdown":"<title level=\"1\" right=\"Rules\">[Spell](/Rules.aspx?ID=42)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSpells are magical effects created by performing mystical incantations and gestures known only to those with special training or inborn abilities. Casting a spell is an activity that usually uses two actions. Each spell specifies what it targets, the actions needed to cast it, its effects, and how it can be resisted. If a class grants spells, the basics of that ability are provided in the class description in Chapter 3, while the spells themselves are detailed in Chapter 7.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spell","next_link":{"label":"Trait","url":"/Rules.aspx?ID=43"},"previous_link":{"label":"Speed","url":"/Rules.aspx?ID=41"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Spell Source Core Rulebook pg. 13 4.0 Spells are magical effects created by performing mystical incantations and gestures known only to those with special training or inborn abilities. Casting a spell is an activity that usually uses two actions. Each spell specifies what it targets, the actions needed to cast it, its effects, and how it can be resisted. If a class grants spells, the basics of that ability are provided in the class description in Chapter 3, while the spells themselves are detailed in Chapter 7. ","type":"Rules","url":"/Rules.aspx?ID=42","weakness":{}}},{"_index":"aon18","_id":"rules-43","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-43","markdown":"<title level=\"1\" right=\"Rules\">[Trait](/Rules.aspx?ID=43)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA trait is a keyword that conveys additional information about a rules element, such as a school of magic or rarity. Often, a trait indicates how other rules interact with an ability, creature, item, or another rules element that has that trait. All the traits used in this book are listed [here](/traits).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Trait","next_link":{"label":"Turn","url":"/Rules.aspx?ID=44"},"previous_link":{"label":"Spell","url":"/Rules.aspx?ID=42"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Trait Source Core Rulebook pg. 13 4.0 A trait is a keyword that conveys additional information about a rules element, such as a school of magic or rarity. Often, a trait indicates how other rules interact with an ability, creature, item, or another rules element that has that trait. All the traits used in this book are listed here. ","type":"Rules","url":"/Rules.aspx?ID=43","weakness":{}}},{"_index":"aon18","_id":"rules-44","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Playing the Game","Key Terms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-44","markdown":"<title level=\"1\" right=\"Rules\">[Turn](/Rules.aspx?ID=44)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDuring the course of a round, each creature takes a single turn according to initiative. A creature can typically use up to three actions during its turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Turn","next_link":{"label":"Example of Play","url":"/Rules.aspx?ID=45"},"previous_link":{"label":"Trait","url":"/Rules.aspx?ID=43"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Playing the Game / Key Terms\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 13 <sup>4.0</sup></row>","speed":{},"text":" Turn Source Core Rulebook pg. 13 4.0 During the course of a round, each creature takes a single turn according to initiative. A creature can typically use up to three actions during its turn. ","type":"Rules","url":"/Rules.aspx?ID=44","weakness":{}}},{"_index":"aon18","_id":"rules-45","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-45","markdown":"<title level=\"1\" right=\"Rules\">[Example of Play](/Rules.aspx?ID=45)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 14 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following example is presented to give you a better idea of how the game of Pathfinder is played. In this adventure, Erik is the GM. Lyz is playing Valeros, a daring human fighter, James is playing Merisiel, a deadly elven rogue, and Judy is taking on the role of Kyra, a fiery human cleric of Sarenrae. The group has just defeated a horde of undead and is making its way into an ancient mausoleum.\n\n **Erik:** The entrance to the crypt stands before you, a set of crumbling stairs leading down into darkness. A terrible smell issues forth from the doorway—the stench of old, rotted flesh.<br /> **Lyz:** I'm not afraid of a foul stink! I draw my sword and ready my shield.<br /> **Judy:** The light of Sarenrae will guide us. I cast my light spell on my religious symbol.<br /> **Erik:** All right, a glowing radiance spills forth, illuminating the stairs. They appear to go down only about 10 feet before opening up into a chamber. Puddles of stagnant water fill the cracks between uneven stone tiles.<br /> **James:** I should go first to make sure it's safe. I'm going to draw my rapier and carefully go down the stairs, looking for traps as I go.<br /> **Erik:** Sure, but looking for traps is a secret check, so I'll roll for you. What's your Perception modifier?<br /> **James:** I have a +5.\n\n _Erik rolls a d20 behind his GM screen, hidden from the players' view, and gets a 17 on the die for a total of 22, more than enough to find the trip wire on the third step._\n\n **Erik:** Your caution pays off! You spot a thin wire located at ankle height just above the third stair.<br /> **James:** I point it out to the others and head down.<br /> **Lyz:** I follow right behind Merisiel, avoiding the wire but otherwise keeping an eye out for danger.<br /> **Judy:** Me too.<br /> **Erik:** Okay! You make it down the stairs to find yourselves in a crypt. Ancient wood coffins are arranged around the room, covered in cobwebs and dust. Directly ahead, on a raised dais, is a stone casket adorned with wicked-looking symbols. You can tell that it was once wrapped in iron chains, but now twisted links are scattered around the room, along with chunks of what must have been the casket's lid. From the damage, it looks like it was shattered from within!<br /> **Judy:** Sarenrae protect us. I draw my blade and advance—I want a better look at those symbols.<br /> **Lyz:** I'll keep pace with her. I don't like the look of this.<br /> **James:** I think I'll stay back here and hide behind one of the coffins.<br /> **Erik:** Merisiel takes cover while the two of you advance. As you draw near, the stench of rot grows stronger until it's almost overpowering. Suddenly you see the source of the horrid odor. Rising up out of the casket is a nightmarish dead thing. It might have once been a human, but it's hard to tell from its withered body. Its flesh is the color of a new bruise, pulled so tight across its bones that it has split in places. It's hairless, with pointed ears, but worst of all, its mouth is lined with tiny, sharp teeth and its tongue is entirely too long.<br /> **Lyz:** So, not a friend?<br /> **Erik:** Most certainly not. It looks poised to leap at you and attack. Roll for initiative! Valeros and Kyra need to roll Perception, while Merisiel should roll Stealth.\n\n _Everyone rolls for their initiative. Lyz rolls a 2 for Valeros, getting a total of 8. Judy rolls better for Kyra, getting a total of 14. James uses Stealth for Initiative, because Merisiel was hiding at the start of the fight, and rolls a 17 for a total of 25! Erik rolls for the undead creature, getting a 12. Erik records all these totals, putting the characters in order from highest to lowest._\n\n **Erik:** Looks like Merisiel gets to act first. Whatever that thing is, you're pretty sure it doesn't know you are there.<br /> **James:** Awesome! For my first action, I want to draw a dagger. For my second, I want to move closer.<br /> **Erik:** You can get to within 15 feet of it with one Stride action.<br /> **James:** Perfect. For my final action, I'm going to throw my dagger at it!\n\n _James rolls a 13 and adds 8, due to Merisiel's skill at thrown daggers, for a total of 21, but the range means he takes a 2 penalty for a result of 19. Erik consults his notes to learn that the monster has an AC of 18._\n\n **Erik:** That's a hit! Go ahead and roll damage.<br /> **James:** Okay, and I get to add extra damage due to sneak attack.\n\n _Rogues have the ability to deal extra damage to foes that haven't acted yet in an encounter. This extra damage also applies to attacks against enemies that are distracted. James rolls 1d4 for the dagger and 1d6 for the sneak attack, and he adds 4 for Merisiel's Dexterity, getting a total of 9._\n\n **Erik:** It hisses as the blade sinks into its shoulder. That looks like it hurt, but the undead thing doesn't appear to be slowing down. James, that was all three of your actions. Next up is Kyra!<br /> **Judy:** I think this is undead. What do I know about it?<br /> **Erik:** You use an action to recall your training about the living dead. Give me a Religion skill check.\n\n _Judy rolls a 16, adding Kyra's +8 with Religion to get a total of 24._\n\n **Erik:** At first, you thought this thing might be a ghoul, which is a type of undead that feasts on the flesh of the dead, but the terrible smell reveals the truth. This thing is a ghast, a more powerful type of ghoul. You are pretty sure that its stench can make you sick and that its claws can paralyze you with a touch.<br /> **Judy:** This is bad. I am going to spend my last two actions to cast bless. It gives anyone next to me a +1 bonus to attack rolls.\n\n _Casting this spell is an activity that requires two actions to complete, and it has two components. The complex gestures needed to invoke the spell are the somatic component, and Kyra's prayers to her deity are the verbal component._\n\n **Erik:** Okay! The ghast leaps from the casket straight toward Merisiel. The stench of its rotting body is absolutely horrific up close. Attempt a Fortitude save!\n\n _James rolls an 8, for a total of 14._\n\n **Erik:** Not quite enough—you gain the sickened 1 condition, which is going to give you a 1 penalty to most of your d20 rolls. Next, it lunges at you, trying to bite you!<br /> **James:** Oh no! I use my reaction to nimbly dodge out of the way.\n\n _Erik rolls an attack roll for the ghast, getting an 9 on the die. Looking at the monster's statistics, he adds 11 for a total of 20. Merisiel's AC is normally 19, but the Nimble Dodge feat lets her use her reaction to increase her AC by 2 against a single attack. In this case, it turns the ghast's attack into a miss._\n\n **Erik:** Does a 20 hit you?<br /> **James:** Nope, just missed!<br /> **Erik:** You twist away from the ghast as its tongue leaves a slimy film on your armor. With its final action, the undead menace lashes out at you with its claw.\n\n _Erik rolls a second attack with the ghast, this time with its claw. Normally this attack would take a 5 multiple attack penalty, but since the claw has the agile trait, the penalty is only 4. He rolls a 19 on the die, adds 11 for the ghoul's attack modifier and subtracts 4, for a total of 26._\n\n **Erik:** You may have dodged the ghast's bite, but the thing's bony claw rakes across your face!\n\n _Erik knows this is a hit and rolls the ghast's claw damage, getting a total of 8._\n\n **Erik:** Take 8 points of damage, and I need you to attempt a Fortitude saving throw as a numbing sensation spreads from the wound.\n\n _James rolls a Fortitude saving throw. He gets a 4 on the die, and after adding his bonus and the penalty from the sickened condition, it comes out to only a 9._\n\n **James:** This isn't my day. I don't suppose a 9 is good enough?<br /> **Erik:** I am afraid not. You are paralyzed!\n\n _Erik notes that Merisiel is paralyzed, making her unable to act, but she will get a new saving throw at the end of each of her turns to shake off the effect._\n\n **Erik:** A dry, creaking laugh escapes the ghast's curled lips, but that's the end of its turn. Valeros, you are the last one to act this round.<br /> **Lyz:** About time, too! I raise my shield and use my final two actions to make a Sudden Charge!\n\n _Sudden Charge is a fighter feat that lets Valeros move up to twice his Speed and attack at the end of his movement, all for only two actions._\n\n **Erik:** As you draw near, the smell is horrific. Attempt a Fortitude save.\n\n _After rolling, Lyz gets a 19 on the Fortitude save._\n\n **Erik:** You fight off the nausea from this thing's stench. Make your attack roll.\n\n _Lyz rolls the die and it comes up a 20._\n\n **Lyz:** I got a 20! That must be a critical success!<br /> **Erik:** Your blade hits the vile creature right in the neck, dealing double damage!\n\n _Lyz rolls a 5 on her d8, then adds 4 because of Valeros's Strength modifier. Because it is a critical success, she then doubles the total._\n\n **Lyz:** A mighty 18 damage! That surely had to kill it!<br /> **Erik:** I'm afraid not. Black ichor runs from the deep wound on its neck, but it only turns to look at you. You can see burning hatred in its eyes!<br /> **Lyz:** Uh-oh.\n\n _That is the end of the first round of combat. The second round begins immediately after this, using the same initiative order as before. The fight is far from over..._\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Example of Play","next_link":{"label":"Using This Book","url":"/Rules.aspx?ID=46"},"previous_link":{"label":"Playing the Game","url":"/Rules.aspx?ID=11"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 14 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 14"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 14 <sup>4.0</sup></row>","speed":{},"text":" Example of Play Source Core Rulebook pg. 14 4.0 The following example is presented to give you a better idea of how the game of Pathfinder is played. In this adventure, Erik is the GM. Lyz is playing Valeros, a daring human fighter, James is playing Merisiel, a deadly elven rogue, and Judy is taking on the role of Kyra, a fiery human cleric of Sarenrae. The group has just defeated a horde of undead and is making its way into an ancient mausoleum. Erik: The entrance to the crypt stands before you, a set of crumbling stairs leading down into darkness. A terrible smell issues forth from the doorway—the stench of old, rotted flesh. Lyz: I'm not afraid of a foul stink! I draw my sword and ready my shield. Judy: The light of Sarenrae will guide us. I cast my light spell on my religious symbol. Erik: All right, a glowing radiance spills forth, illuminating the stairs. They appear to go down only about 10 feet before opening up into a chamber. Puddles of stagnant water fill the cracks between uneven stone tiles. James: I should go first to make sure it's safe. I'm going to draw my rapier and carefully go down the stairs, looking for traps as I go. Erik: Sure, but looking for traps is a secret check, so I'll roll for you. What's your Perception modifier? James: I have a +5. Erik rolls a d20 behind his GM screen, hidden from the players' view, and gets a 17 on the die for a total of 22, more than enough to find the trip wire on the third step. Erik: Your caution pays off! You spot a thin wire located at ankle height just above the third stair. James: I point it out to the others and head down. Lyz: I follow right behind Merisiel, avoiding the wire but otherwise keeping an eye out for danger. Judy: Me too. Erik: Okay! You make it down the stairs to find yourselves in a crypt. Ancient wood coffins are arranged around the room, covered in cobwebs and dust. Directly ahead, on a raised dais, is a stone casket adorned with wicked-looking symbols. You can tell that it was once wrapped in iron chains, but now twisted links are scattered around the room, along with chunks of what must have been the casket's lid. From the damage, it looks like it was shattered from within! Judy: Sarenrae protect us. I draw my blade and advance—I want a better look at those symbols. Lyz: I'll keep pace with her. I don't like the look of this. James: I think I'll stay back here and hide behind one of the coffins. Erik: Merisiel takes cover while the two of you advance. As you draw near, the stench of rot grows stronger until it's almost overpowering. Suddenly you see the source of the horrid odor. Rising up out of the casket is a nightmarish dead thing. It might have once been a human, but it's hard to tell from its withered body. Its flesh is the color of a new bruise, pulled so tight across its bones that it has split in places. It's hairless, with pointed ears, but worst of all, its mouth is lined with tiny, sharp teeth and its tongue is entirely too long. Lyz: So, not a friend? Erik: Most certainly not. It looks poised to leap at you and attack. Roll for initiative! Valeros and Kyra need to roll Perception, while Merisiel should roll Stealth. Everyone rolls for their initiative. Lyz rolls a 2 for Valeros, getting a total of 8. Judy rolls better for Kyra, getting a total of 14. James uses Stealth for Initiative, because Merisiel was hiding at the start of the fight, and rolls a 17 for a total of 25! Erik rolls for the undead creature, getting a 12. Erik records all these totals, putting the characters in order from highest to lowest. Erik: Looks like Merisiel gets to act first. Whatever that thing is, you're pretty sure it doesn't know you are there. James: Awesome! For my first action, I want to draw a dagger. For my second, I want to move closer. Erik: You can get to within 15 feet of it with one Stride action. James: Perfect. For my final action, I'm going to throw my dagger at it! James rolls a 13 and adds 8, due to Merisiel's skill at thrown daggers, for a total of 21, but the range means he takes a 2 penalty for a result of 19. Erik consults his notes to learn that the monster has an AC of 18. Erik: That's a hit! Go ahead and roll damage. James: Okay, and I get to add extra damage due to sneak attack. Rogues have the ability to deal extra damage to foes that haven't acted yet in an encounter. This extra damage also applies to attacks against enemies that are distracted. James rolls 1d4 for the dagger and 1d6 for the sneak attack, and he adds 4 for Merisiel's Dexterity, getting a total of 9. Erik: It hisses as the blade sinks into its shoulder. That looks like it hurt, but the undead thing doesn't appear to be slowing down. James, that was all three of your actions. Next up is Kyra! Judy: I think this is undead. What do I know about it? Erik: You use an action to recall your training about the living dead. Give me a Religion skill check. Judy rolls a 16, adding Kyra's +8 with Religion to get a total of 24. Erik: At first, you thought this thing might be a ghoul, which is a type of undead that feasts on the flesh of the dead, but the terrible smell reveals the truth. This thing is a ghast, a more powerful type of ghoul. You are pretty sure that its stench can make you sick and that its claws can paralyze you with a touch. Judy: This is bad. I am going to spend my last two actions to cast bless. It gives anyone next to me a +1 bonus to attack rolls. Casting this spell is an activity that requires two actions to complete, and it has two components. The complex gestures needed to invoke the spell are the somatic component, and Kyra's prayers to her deity are the verbal component. Erik: Okay! The ghast leaps from the casket straight toward Merisiel. The stench of its rotting body is absolutely horrific up close. Attempt a Fortitude save! James rolls an 8, for a total of 14. Erik: Not quite enough—you gain the sickened 1 condition, which is going to give you a 1 penalty to most of your d20 rolls. Next, it lunges at you, trying to bite you! James: Oh no! I use my reaction to nimbly dodge out of the way. Erik rolls an attack roll for the ghast, getting an 9 on the die. Looking at the monster's statistics, he adds 11 for a total of 20. Merisiel's AC is normally 19, but the Nimble Dodge feat lets her use her reaction to increase her AC by 2 against a single attack. In this case, it turns the ghast's attack into a miss. Erik: Does a 20 hit you? James: Nope, just missed! Erik: You twist away from the ghast as its tongue leaves a slimy film on your armor. With its final action, the undead menace lashes out at you with its claw. Erik rolls a second attack with the ghast, this time with its claw. Normally this attack would take a 5 multiple attack penalty, but since the claw has the agile trait, the penalty is only 4. He rolls a 19 on the die, adds 11 for the ghoul's attack modifier and subtracts 4, for a total of 26. Erik: You may have dodged the ghast's bite, but the thing's bony claw rakes across your face! Erik knows this is a hit and rolls the ghast's claw damage, getting a total of 8. Erik: Take 8 points of damage, and I need you to attempt a Fortitude saving throw as a numbing sensation spreads from the wound. James rolls a Fortitude saving throw. He gets a 4 on the die, and after adding his bonus and the penalty from the sickened condition, it comes out to only a 9. James: This isn't my day. I don't suppose a 9 is good enough? Erik: I am afraid not. You are paralyzed! Erik notes that Merisiel is paralyzed, making her unable to act, but she will get a new saving throw at the end of each of her turns to shake off the effect. Erik: A dry, creaking laugh escapes the ghast's curled lips, but that's the end of its turn. Valeros, you are the last one to act this round. Lyz: About time, too! I raise my shield and use my final two actions to make a Sudden Charge! Sudden Charge is a fighter feat that lets Valeros move up to twice his Speed and attack at the end of his movement, all for only two actions. Erik: As you draw near, the smell is horrific. Attempt a Fortitude save. After rolling, Lyz gets a 19 on the Fortitude save. Erik: You fight off the nausea from this thing's stench. Make your attack roll. Lyz rolls the die and it comes up a 20. Lyz: I got a 20! That must be a critical success! Erik: Your blade hits the vile creature right in the neck, dealing double damage! Lyz rolls a 5 on her d8, then adds 4 because of Valeros's Strength modifier. Because it is a critical success, she then doubles the total. Lyz: A mighty 18 damage! That surely had to kill it! Erik: I'm afraid not. Black ichor runs from the deep wound on its neck, but it only turns to look at you. You can see burning hatred in its eyes! Lyz: Uh-oh. That is the end of the first round of combat. The second round begins immediately after this, using the same initiative order as before. The fight is far from over... ","type":"Rules","url":"/Rules.aspx?ID=45","weakness":{}}},{"_index":"aon18","_id":"rules-46","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-46","markdown":"<title level=\"1\" right=\"Rules\">[Using This Book](/Rules.aspx?ID=46)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile this chapter is here to teach you the basics of Pathfinder, the rest of this rulebook serves as a reference manual during play, and it is organized to make finding the rule you need as easy as possible. Rules are grouped together in chapters, with the early chapters focusing on character creation. The last two chapters contain rules for GMs, with advice on how to run a game of Pathfinder and a rich array of treasure. The following is a summary of what you can expect to find in each chapter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-47\" />\r\n\r\n<document level=\"2\" id=\"rules-48\" />\r\n\r\n<document level=\"2\" id=\"rules-49\" />\r\n\r\n<document level=\"2\" id=\"rules-50\" />\r\n\r\n<document level=\"2\" id=\"rules-51\" />\r\n\r\n<document level=\"2\" id=\"rules-52\" />\r\n\r\n<document level=\"2\" id=\"rules-53\" />\r\n\r\n<document level=\"2\" id=\"rules-54\" />\r\n\r\n<document level=\"2\" id=\"rules-55\" />\r\n\r\n<document level=\"2\" id=\"rules-56\" />\r\n\r\n<document level=\"2\" id=\"rules-57\" />\r\n\r\n<document level=\"2\" id=\"rules-58\" />","name":"Using This Book","next_link":{"label":"Format of Rules Elements","url":"/Rules.aspx?ID=59"},"previous_link":{"label":"Example of Play","url":"/Rules.aspx?ID=45"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>","speed":{},"text":" Using This Book Source Core Rulebook pg. 16 4.0 While this chapter is here to teach you the basics of Pathfinder, the rest of this rulebook serves as a reference manual during play, and it is organized to make finding the rule you need as easy as possible. Rules are grouped together in chapters, with the early chapters focusing on character creation. The last two chapters contain rules for GMs, with advice on how to run a game of Pathfinder and a rich array of treasure. The following is a summary of what you can expect to find in each chapter. ","type":"Rules","url":"/Rules.aspx?ID=46","weakness":{}}},{"_index":"aon18","_id":"rules-47","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Using This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-47","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 1: Introduction](/Rules.aspx?ID=47)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis introduction is designed to help you understand the basics of Pathfinder. This chapter also includes the rules for building and leveling up a character. The chapter ends with an example of building a 1st-level character.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chapter 1: Introduction","next_link":{"label":"Chapter 2: Ancestries & Backgrounds","url":"/Rules.aspx?ID=48"},"previous_link":{"label":"Example of Play","url":"/Rules.aspx?ID=45"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Using This Book\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>","speed":{},"text":" Chapter 1: Introduction Source Core Rulebook pg. 16 4.0 This introduction is designed to help you understand the basics of Pathfinder. This chapter also includes the rules for building and leveling up a character. The chapter ends with an example of building a 1st-level character. ","type":"Rules","url":"/Rules.aspx?ID=47","weakness":{}}},{"_index":"aon18","_id":"rules-48","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Using This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-48","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 2: Ancestries &amp; Backgrounds](/Rules.aspx?ID=48)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe rules for the most common ancestries in the Age of Lost Omens are in this chapter, including their ancestry feat options. Backgrounds are at the end of this chapter, along with a section about languages, as these are most often influenced by your choice of ancestry.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chapter 2: Ancestries & Backgrounds","next_link":{"label":"Chapter 3: Classes","url":"/Rules.aspx?ID=49"},"previous_link":{"label":"Chapter 1: Introduction","url":"/Rules.aspx?ID=47"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Using This Book\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>","speed":{},"text":" Chapter 2: Ancestries &amp; Backgrounds Source Core Rulebook pg. 16 4.0 The rules for the most common ancestries in the Age of Lost Omens are in this chapter, including their ancestry feat options. Backgrounds are at the end of this chapter, along with a section about languages, as these are most often influenced by your choice of ancestry. ","type":"Rules","url":"/Rules.aspx?ID=48","weakness":{}}},{"_index":"aon18","_id":"rules-49","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Using This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-49","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 3: Classes](/Rules.aspx?ID=49)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis chapter contains the rules for all 12 classes. Each class entry includes guidelines on playing the class, rules for building and advancing a character of that class, sample builds, and all of the class feats available to members of that class. This chapter also includes rules for animal companions and familiars, which can be acquired by members of several different classes. At the end of this chapter are the rules for archetypes—special options available to characters as they increase in level. These rules allow a character to dabble in the abilities of another class or concept.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chapter 3: Classes","next_link":{"label":"Chapter 4: Skills","url":"/Rules.aspx?ID=50"},"previous_link":{"label":"Chapter 2: Ancestries & Backgrounds","url":"/Rules.aspx?ID=48"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Using This Book\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>","speed":{},"text":" Chapter 3: Classes Source Core Rulebook pg. 16 4.0 This chapter contains the rules for all 12 classes. Each class entry includes guidelines on playing the class, rules for building and advancing a character of that class, sample builds, and all of the class feats available to members of that class. This chapter also includes rules for animal companions and familiars, which can be acquired by members of several different classes. At the end of this chapter are the rules for archetypes—special options available to characters as they increase in level. These rules allow a character to dabble in the abilities of another class or concept. ","type":"Rules","url":"/Rules.aspx?ID=49","weakness":{}}},{"_index":"aon18","_id":"rules-50","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Using This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-50","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 4: Skills](/Rules.aspx?ID=50)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe rules for using skills are presented in this chapter, and they detail what a character can do with a given skill, based on that characters proficiency rank. Ancestry, background, and class can define some of a characters skill proficiencies, and each character can also select a few additional skills to reflect their personality and training.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chapter 4: Skills","next_link":{"label":"Chapter 5: Feats","url":"/Rules.aspx?ID=51"},"previous_link":{"label":"Chapter 3: Classes","url":"/Rules.aspx?ID=49"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Using This Book\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>","speed":{},"text":" Chapter 4: Skills Source Core Rulebook pg. 16 4.0 The rules for using skills are presented in this chapter, and they detail what a character can do with a given skill, based on that characters proficiency rank. Ancestry, background, and class can define some of a characters skill proficiencies, and each character can also select a few additional skills to reflect their personality and training. ","type":"Rules","url":"/Rules.aspx?ID=50","weakness":{}}},{"_index":"aon18","_id":"rules-51","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Using This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-51","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 5: Feats](/Rules.aspx?ID=51)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs a character advances in level, they gain additional feats to represent their growing abilities. General feats and skill feats (which are a subset of general feats) are presented in this chapter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chapter 5: Feats","next_link":{"label":"Chapter 6: Equipment","url":"/Rules.aspx?ID=52"},"previous_link":{"label":"Chapter 4: Skills","url":"/Rules.aspx?ID=50"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Using This Book\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>","speed":{},"text":" Chapter 5: Feats Source Core Rulebook pg. 16 4.0 As a character advances in level, they gain additional feats to represent their growing abilities. General feats and skill feats (which are a subset of general feats) are presented in this chapter. ","type":"Rules","url":"/Rules.aspx?ID=51","weakness":{}}},{"_index":"aon18","_id":"rules-52","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Using This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-52","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 6: Equipment](/Rules.aspx?ID=52)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nArmor, weapons, and other gear can all be found in this chapter, along with the price for services, cost of living, and animals (such as horses, dogs, and pack animals).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chapter 6: Equipment","next_link":{"label":"Chapter 7: Spells","url":"/Rules.aspx?ID=53"},"previous_link":{"label":"Chapter 5: Feats","url":"/Rules.aspx?ID=51"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Using This Book\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>","speed":{},"text":" Chapter 6: Equipment Source Core Rulebook pg. 16 4.0 Armor, weapons, and other gear can all be found in this chapter, along with the price for services, cost of living, and animals (such as horses, dogs, and pack animals). ","type":"Rules","url":"/Rules.aspx?ID=52","weakness":{}}},{"_index":"aon18","_id":"rules-53","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Using This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-53","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 7: Spells](/Rules.aspx?ID=53)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis chapter starts with rules for casting spells, determining their effects, and getting rid of foes spells (called counteracting). After that, the spell lists for each spellcasting tradition are included, making it easy to quickly find spells by their level. Next are rules for every spell, presented in alphabetical order. Following the spell descriptions are all of the focus spells—special spells granted by specific class abilities and feats. While most spells appear on multiple spell lists, focus spells are granted only to members of a specific class and are grouped together by class for ease of reference. Finally, at the end of the chapter are rules for rituals, complicated and risky spells that any character can cast.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chapter 7: Spells","next_link":{"label":"Chapter 8: The Age of Lost Omens","url":"/Rules.aspx?ID=54"},"previous_link":{"label":"Chapter 6: Equipment","url":"/Rules.aspx?ID=52"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Using This Book\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>","speed":{},"text":" Chapter 7: Spells Source Core Rulebook pg. 16 4.0 This chapter starts with rules for casting spells, determining their effects, and getting rid of foes spells (called counteracting). After that, the spell lists for each spellcasting tradition are included, making it easy to quickly find spells by their level. Next are rules for every spell, presented in alphabetical order. Following the spell descriptions are all of the focus spells—special spells granted by specific class abilities and feats. While most spells appear on multiple spell lists, focus spells are granted only to members of a specific class and are grouped together by class for ease of reference. Finally, at the end of the chapter are rules for rituals, complicated and risky spells that any character can cast. ","type":"Rules","url":"/Rules.aspx?ID=53","weakness":{}}},{"_index":"aon18","_id":"rules-54","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Using This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-54","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 8: The Age of Lost Omens](/Rules.aspx?ID=54)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe setting of Golarion is described in this chapter, including a brief overview of the world and its people, followed by a timeline of events. Most importantly, characters who venerate a deity should look to this chapter to find the rules associated with their faith.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chapter 8: The Age of Lost Omens","next_link":{"label":"Chapter 9: Playing the Game","url":"/Rules.aspx?ID=55"},"previous_link":{"label":"Chapter 7: Spells","url":"/Rules.aspx?ID=53"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Using This Book\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>","speed":{},"text":" Chapter 8: The Age of Lost Omens Source Core Rulebook pg. 16 4.0 The setting of Golarion is described in this chapter, including a brief overview of the world and its people, followed by a timeline of events. Most importantly, characters who venerate a deity should look to this chapter to find the rules associated with their faith. ","type":"Rules","url":"/Rules.aspx?ID=54","weakness":{}}},{"_index":"aon18","_id":"rules-55","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Using This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-55","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 9: Playing the Game](/Rules.aspx?ID=55)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis important chapter contains the universal rules needed to play Pathfinder, including rules for the various modes of play, the basic actions that every character can perform, the rules for combat, and the rules for death and dying. Every player should be familiar with this chapter, especially the GM.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chapter 9: Playing the Game","next_link":{"label":"Chapter 10: Game Mastering","url":"/Rules.aspx?ID=56"},"previous_link":{"label":"Chapter 8: The Age of Lost Omens","url":"/Rules.aspx?ID=54"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Using This Book\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>","speed":{},"text":" Chapter 9: Playing the Game Source Core Rulebook pg. 16 4.0 This important chapter contains the universal rules needed to play Pathfinder, including rules for the various modes of play, the basic actions that every character can perform, the rules for combat, and the rules for death and dying. Every player should be familiar with this chapter, especially the GM. ","type":"Rules","url":"/Rules.aspx?ID=55","weakness":{}}},{"_index":"aon18","_id":"rules-56","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Using This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-56","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 10: Game Mastering](/Rules.aspx?ID=56)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPacked full of guidelines and advice, this chapter helps Game Masters tell an interesting and compelling story. It also includes advice on creating a fun and encouraging game space and guides for empowering players to create characters they want to play. This chapter also includes rules that are particularly important for the GM to know, such as rules dealing with traps, environmental dangers, and afflictions (such as curses, diseases, and poisons), as well as guidance on setting DCs and handing out rewards to player characters.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chapter 10: Game Mastering","next_link":{"label":"Chapter 11: Crafting and Treasure","url":"/Rules.aspx?ID=57"},"previous_link":{"label":"Chapter 9: Playing the Game","url":"/Rules.aspx?ID=55"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Using This Book\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>","speed":{},"text":" Chapter 10: Game Mastering Source Core Rulebook pg. 16 4.0 Packed full of guidelines and advice, this chapter helps Game Masters tell an interesting and compelling story. It also includes advice on creating a fun and encouraging game space and guides for empowering players to create characters they want to play. This chapter also includes rules that are particularly important for the GM to know, such as rules dealing with traps, environmental dangers, and afflictions (such as curses, diseases, and poisons), as well as guidance on setting DCs and handing out rewards to player characters. ","type":"Rules","url":"/Rules.aspx?ID=56","weakness":{}}},{"_index":"aon18","_id":"rules-57","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Using This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-57","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 11: Crafting and Treasure](/Rules.aspx?ID=57)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe treasures characters find during their adventures take many forms, from gold and gemstones to powerful magical weapons. This chapter details guidelines for distributing treasure to characters, as well as descriptions of hundreds of magic items. This chapter also contains the rules for alchemical items.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chapter 11: Crafting and Treasure","next_link":{"label":"Appendices","url":"/Rules.aspx?ID=58"},"previous_link":{"label":"Chapter 10: Game Mastering","url":"/Rules.aspx?ID=56"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Using This Book\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>","speed":{},"text":" Chapter 11: Crafting and Treasure Source Core Rulebook pg. 16 4.0 The treasures characters find during their adventures take many forms, from gold and gemstones to powerful magical weapons. This chapter details guidelines for distributing treasure to characters, as well as descriptions of hundreds of magic items. This chapter also contains the rules for alchemical items. ","type":"Rules","url":"/Rules.aspx?ID=57","weakness":{}}},{"_index":"aon18","_id":"rules-58","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Using This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-58","markdown":"<title level=\"1\" right=\"Rules\">[Appendices](/Rules.aspx?ID=58)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe back of this book has an appendix with the rules for all of the conditions that you will find in the game. This section also includes a blank character sheet, and an index with a comprehensive glossary of common terms and traits that youll encounter in the game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Appendices","next_link":{"label":"Format of Rules Elements","url":"/Rules.aspx?ID=59"},"previous_link":{"label":"Chapter 11: Crafting and Treasure","url":"/Rules.aspx?ID=57"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Using This Book\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 16 <sup>4.0</sup></row>","speed":{},"text":" Appendices Source Core Rulebook pg. 16 4.0 The back of this book has an appendix with the rules for all of the conditions that you will find in the game. This section also includes a blank character sheet, and an index with a comprehensive glossary of common terms and traits that youll encounter in the game. ","type":"Rules","url":"/Rules.aspx?ID=58","weakness":{}}},{"_index":"aon18","_id":"rules-59","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-59","markdown":"<title level=\"1\" right=\"Rules\">[Format of Rules Elements](/Rules.aspx?ID=59)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThroughout this rulebook, you will see formatting standards that might look a bit unusual at first. Specifically, the games rules are set apart in this text using specialized capitalization and italicization. These standards are in place to make this book rules elements easier to recognize.\n\n The names of specific statistics, skills, feats, actions, and some other mechanical elements in Pathfinder are capitalized. This way, when you see the statement “a Strike targets Armor Class,” you know that both Strike and Armor Class are referring to rules.\n\n If a word or a phrase is italicized, it is describing a spell or a magic item. This way, when you see the statement “the door is sealed by _lock_,” you know that in this case the word denotes the [_lock_](/Spells.aspx?ID=174) spell, rather than a physical item.\n\n Pathfinder also uses many terms that are typically expressed as abbreviations, like AC for Armor Class, DC for Difficulty Class, and HP for Hit Points. If youre ever confused about a game term or an abbreviation, you can always turn to the Glossary and Index, beginning on page 628, and look it up.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-60\" />\r\n\r\n<document level=\"2\" id=\"rules-65\" />","name":"Format of Rules Elements","next_link":{"label":"Character Creation","url":"/Rules.aspx?ID=66"},"previous_link":{"label":"Using This Book","url":"/Rules.aspx?ID=46"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 17"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>","speed":{},"text":" Format of Rules Elements Source Core Rulebook pg. 17 4.0 Throughout this rulebook, you will see formatting standards that might look a bit unusual at first. Specifically, the games rules are set apart in this text using specialized capitalization and italicization. These standards are in place to make this book rules elements easier to recognize. The names of specific statistics, skills, feats, actions, and some other mechanical elements in Pathfinder are capitalized. This way, when you see the statement “a Strike targets Armor Class,” you know that both Strike and Armor Class are referring to rules. If a word or a phrase is italicized, it is describing a spell or a magic item. This way, when you see the statement “the door is sealed by lock ,” you know that in this case the word denotes the lock spell, rather than a physical item. Pathfinder also uses many terms that are typically expressed as abbreviations, like AC for Armor Class, DC for Difficulty Class, and HP for Hit Points. If youre ever confused about a game term or an abbreviation, you can always turn to the Glossary and Index, beginning on page 628, and look it up. ","type":"Rules","url":"/Rules.aspx?ID=59","weakness":{}}},{"_index":"aon18","_id":"rules-60","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Format of Rules Elements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-60","markdown":"<title level=\"1\" right=\"Rules\">[Understanding Actions](/Rules.aspx?ID=60)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters and their adversaries affect the world of Pathfinder by using actions and producing effects. This is especially the case during encounters, when every action counts. When you use an action, you generate an effect. This effect might be automatic, but sometimes actions necessitate that you roll a die, and the effect is based on what you rolled.\n\n Throughout this book, you will see special icons to denote actions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-61\" />\r\n\r\n<document level=\"2\" id=\"rules-62\" />\r\n\r\n<document level=\"2\" id=\"rules-63\" />\r\n\r\n<document level=\"2\" id=\"rules-64\" />","name":"Understanding Actions","next_link":{"label":"Reading Rules","url":"/Rules.aspx?ID=65"},"previous_link":{"label":"Using This Book","url":"/Rules.aspx?ID=46"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Format of Rules Elements\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 17"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>","speed":{},"text":" Understanding Actions Source Core Rulebook pg. 17 4.0 Characters and their adversaries affect the world of Pathfinder by using actions and producing effects. This is especially the case during encounters, when every action counts. When you use an action, you generate an effect. This effect might be automatic, but sometimes actions necessitate that you roll a die, and the effect is based on what you rolled. Throughout this book, you will see special icons to denote actions. ","type":"Rules","url":"/Rules.aspx?ID=60","weakness":{}}},{"_index":"aon18","_id":"rules-61","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Format of Rules Elements","Understanding Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-61","markdown":"<title level=\"1\" right=\"Rules\">[Single Actions](/Rules.aspx?ID=61)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSingle actions use this symbol: <actions string=\"Single Action\" />. Theyre the simplest, most common type of action. You can use three single actions on your turn in an encounter, in any order you see fit.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Single Actions","next_link":{"label":"<%ACTION.TYPES#5%%> Reactions","url":"/Rules.aspx?ID=62"},"previous_link":{"label":"Using This Book","url":"/Rules.aspx?ID=46"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Format of Rules Elements / Understanding Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 17"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>","speed":{},"text":" Single Actions Source Core Rulebook pg. 17 4.0 Single actions use this symbol: Single Action. Theyre the simplest, most common type of action. You can use three single actions on your turn in an encounter, in any order you see fit. ","type":"Rules","url":"/Rules.aspx?ID=61","weakness":{}}},{"_index":"aon18","_id":"rules-62","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Format of Rules Elements","Understanding Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-62","markdown":"<title level=\"1\" right=\"Rules\">[Reactions](/Rules.aspx?ID=62)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nReactions use this symbol: <actions string=\"Reaction\" />. These actions can be used even when its not your turn. You get only one reaction per encounter round, and you can use it only when its specific trigger is fulfilled. Often, the trigger is another creatures action.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Reactions","next_link":{"label":"<%ACTION.TYPES#6%%> Free Actions","url":"/Rules.aspx?ID=63"},"previous_link":{"label":"<%ACTION.TYPES#2%%> Single Actions","url":"/Rules.aspx?ID=61"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Format of Rules Elements / Understanding Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 17"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>","speed":{},"text":" Reactions Source Core Rulebook pg. 17 4.0 Reactions use this symbol: Reaction. These actions can be used even when its not your turn. You get only one reaction per encounter round, and you can use it only when its specific trigger is fulfilled. Often, the trigger is another creatures action. ","type":"Rules","url":"/Rules.aspx?ID=62","weakness":{}}},{"_index":"aon18","_id":"rules-63","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Format of Rules Elements","Understanding Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-63","markdown":"<title level=\"1\" right=\"Rules\">[Free Actions](/Rules.aspx?ID=63)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFree actions use this symbol: <actions string=\"Free Action\" />. Free actions dont require you to spend any of your three single actions or your reaction. A free action might have a trigger like a reaction does. If so, you can use it just like a reaction—even if its not your turn. However, you can use only one free action per trigger, so if you have multiple free actions with the same trigger, you have to decide which to use. If a free action doesnt have a trigger, you use it like a single action, just without spending any of your actions for the turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Free Actions","next_link":{"label":"Activities","url":"/Rules.aspx?ID=64"},"previous_link":{"label":"<%ACTION.TYPES#5%%> Reactions","url":"/Rules.aspx?ID=62"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Format of Rules Elements / Understanding Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 17"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>","speed":{},"text":" Free Actions Source Core Rulebook pg. 17 4.0 Free actions use this symbol: Free Action. Free actions dont require you to spend any of your three single actions or your reaction. A free action might have a trigger like a reaction does. If so, you can use it just like a reaction—even if its not your turn. However, you can use only one free action per trigger, so if you have multiple free actions with the same trigger, you have to decide which to use. If a free action doesnt have a trigger, you use it like a single action, just without spending any of your actions for the turn. ","type":"Rules","url":"/Rules.aspx?ID=63","weakness":{}}},{"_index":"aon18","_id":"rules-64","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Format of Rules Elements","Understanding Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-64","markdown":"<title level=\"1\" right=\"Rules\">[Activities](/Rules.aspx?ID=64)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nActivities are special tasks that you complete by spending one or more of your actions together. Usually, an activity uses two or more actions and lets you do more than a single action would allow. You have to spend all the actions an activity requires for its effects to happen. Spellcasting is one of the most common activities, as most spells take more than a single action to cast.\n\n Activities that use two actions use this symbol: <actions string=\"Two Actions\" />. Activities that use three actions use this symbol: <actions string=\"Three Actions\" />. A few special activities, such as spells you can cast in an instant, can be performed by spending a free action or a reaction.\n\n All tasks that take longer than a turn are activities. If an activity is meant to be done during exploration, it has the exploration trait. An activity that takes a day or more of commitment and that can be done only during downtime has the downtime trait.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Activities","next_link":{"label":"Reading Rules","url":"/Rules.aspx?ID=65"},"previous_link":{"label":"<%ACTION.TYPES#6%%> Free Actions","url":"/Rules.aspx?ID=63"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Format of Rules Elements / Understanding Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 17"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 17 <sup>4.0</sup></row>","speed":{},"text":" Activities Source Core Rulebook pg. 17 4.0 Activities are special tasks that you complete by spending one or more of your actions together. Usually, an activity uses two or more actions and lets you do more than a single action would allow. You have to spend all the actions an activity requires for its effects to happen. Spellcasting is one of the most common activities, as most spells take more than a single action to cast. Activities that use two actions use this symbol: Two Actions. Activities that use three actions use this symbol: Three Actions. A few special activities, such as spells you can cast in an instant, can be performed by spending a free action or a reaction. All tasks that take longer than a turn are activities. If an activity is meant to be done during exploration, it has the exploration trait. An activity that takes a day or more of commitment and that can be done only during downtime has the downtime trait. ","type":"Rules","url":"/Rules.aspx?ID=64","weakness":{}}},{"_index":"aon18","_id":"rules-65","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Format of Rules Elements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-65","markdown":"<title level=\"1\" right=\"Rules\">[Reading Rules](/Rules.aspx?ID=65)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 18 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis book contains hundreds of rules elements that give characters new and interesting ways to respond to situations in the game. All characters can use the basic actions found in Chapter 9, but an individual character often has special rules that allow them to do things most other characters cant. Most of these options are feats, which are gained by making certain choices at character creation or when a character advances in level.\n\n Regardless of the game mechanic they convey, rules elements are always presented in the form of a stat block, a summary of the rules necessary to bring the monster, character, item, or other rules element to life during play. Where appropriate, stat blocks are introduced with an explanation of their format. For example, the Ancestry section of Chapter 2 contains rules for each of the games six core ancestries, and an explanation of these rules appears at the beginning of that chapter.\n\n The general format for stat blocks is shown below. Entries are omitted from a stat block when they dont apply, so not all rule elements have all of the entries given below. Actions, reactions, and free actions each have the corresponding icon next to their name to indicate their type. An activity that can be completed in a single turn has a symbol indicating how many actions are needed to complete it; activities that take longer to perform omit these icons. If a character must attain a certain level before accessing an ability, that level is indicated to the right of the stat blocks name. Rules also often have traits associated with them (traits appear in the Glossary and Index).\n\n Spells, alchemical items, and magic items use a similar format, but their stat blocks contain a number of unique elements (see Chapter 7 for more on reading spells, and Chapter 11 for more on alchemical and magic items).\n\n<title level=\"3\" right=\"Level\">Action or Feat Name <actions string=\"Single Action\" /></title><traits><trait label=\"Traits\" /></traits>**Prerequisites** Any minimum ability scores, feats, proficiency ranks, or other prerequisites you must have before you can access this rule element are listed here. Feats also have a level prerequisite, which appears above.<br /> **Frequency** This is the limit on how many times you can use the ability within a given time.<br /> **Trigger** Reactions and some free actions have triggers that must be met before they can be used.<br /> **Requirements** Sometimes you must have a certain item or be in a certain circumstance to use an ability. If so, its listed in this section.\n\n---\n\nThis section describes the effects or benefits of a rule element. If the rule is an action, it explains what the effect is or what you must roll to determine the effect. If its a feat that modifies an existing action or grants a constant effect, the benefit is explained here. <br />**Special** Any special qualities of the rule are explained in this section. Usually this section appears in feats you can select more than once, explaining what happens when you do.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Reading Rules","next_link":{"label":"Character Creation","url":"/Rules.aspx?ID=66"},"previous_link":{"label":"Understanding Actions","url":"/Rules.aspx?ID=60"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 18 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Format of Rules Elements\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 18"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 18 <sup>4.0</sup></row>","speed":{},"text":" Reading Rules Source Core Rulebook pg. 18 4.0 This book contains hundreds of rules elements that give characters new and interesting ways to respond to situations in the game. All characters can use the basic actions found in Chapter 9, but an individual character often has special rules that allow them to do things most other characters cant. Most of these options are feats, which are gained by making certain choices at character creation or when a character advances in level. Regardless of the game mechanic they convey, rules elements are always presented in the form of a stat block, a summary of the rules necessary to bring the monster, character, item, or other rules element to life during play. Where appropriate, stat blocks are introduced with an explanation of their format. For example, the Ancestry section of Chapter 2 contains rules for each of the games six core ancestries, and an explanation of these rules appears at the beginning of that chapter. The general format for stat blocks is shown below. Entries are omitted from a stat block when they dont apply, so not all rule elements have all of the entries given below. Actions, reactions, and free actions each have the corresponding icon next to their name to indicate their type. An activity that can be completed in a single turn has a symbol indicating how many actions are needed to complete it; activities that take longer to perform omit these icons. If a character must attain a certain level before accessing an ability, that level is indicated to the right of the stat blocks name. Rules also often have traits associated with them (traits appear in the Glossary and Index). Spells, alchemical items, and magic items use a similar format, but their stat blocks contain a number of unique elements (see Chapter 7 for more on reading spells, and Chapter 11 for more on alchemical and magic items). Action or Feat Name Single Action Prerequisites Any minimum ability scores, feats, proficiency ranks, or other prerequisites you must have before you can access this rule element are listed here. Feats also have a level prerequisite, which appears above. Frequency This is the limit on how many times you can use the ability within a given time. Trigger Reactions and some free actions have triggers that must be met before they can be used. Requirements Sometimes you must have a certain item or be in a certain circumstance to use an ability. If so, its listed in this section. --- This section describes the effects or benefits of a rule element. If the rule is an action, it explains what the effect is or what you must roll to determine the effect. If its a feat that modifies an existing action or grants a constant effect, the benefit is explained here. Special Any special qualities of the rule are explained in this section. Usually this section appears in feats you can select more than once, explaining what happens when you do. ","type":"Rules","url":"/Rules.aspx?ID=65","weakness":{}}},{"_index":"aon18","_id":"rules-66","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-66","markdown":"<title level=\"1\" right=\"Rules\">[Character Creation](/Rules.aspx?ID=66)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUnless youre the GM, the first thing you need to do when playing Pathfinder is create your character. Its up to you to imagine your characters past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. Youll use the games mechanics to determine your characters ability to perform various tasks and use special abilities during the game.\n\n This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.\n\nMany of the steps on pages 2128 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 2425; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when youre actually playing the game—but creating a character happens in a different order, so youll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.\n\nAll the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 2425, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which arent shown, the text will tell you.\n\nIf youre creating a higher-level character, its a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-67\" />\r\n\r\n<document level=\"2\" id=\"rules-74\" />\r\n\r\n<document level=\"2\" id=\"rules-77\" />\r\n\r\n<document level=\"2\" id=\"rules-78\" />\r\n\r\n<document level=\"2\" id=\"rules-82\" />\r\n\r\n<document level=\"2\" id=\"rules-83\" />\r\n\r\n<document level=\"2\" id=\"rules-84\" />\r\n\r\n<document level=\"2\" id=\"rules-85\" />\r\n\r\n<document level=\"2\" id=\"rules-86\" />\r\n\r\n<document level=\"2\" id=\"rules-87\" />\r\n\r\n<document level=\"2\" id=\"rules-88\" />\r\n\r\n<document level=\"2\" id=\"rules-89\" />\r\n\r\n<document level=\"2\" id=\"rules-94\" />","name":"Character Creation","next_link":{"label":"Sample Character","url":"/Rules.aspx?ID=106"},"previous_link":{"label":"Format of Rules Elements","url":"/Rules.aspx?ID=59"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 19"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>","speed":{},"text":" Character Creation Source Core Rulebook pg. 19 4.0 Unless youre the GM, the first thing you need to do when playing Pathfinder is create your character. Its up to you to imagine your characters past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. Youll use the games mechanics to determine your characters ability to perform various tasks and use special abilities during the game. This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer. Many of the steps on pages 2128 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 2425; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when youre actually playing the game—but creating a character happens in a different order, so youll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank. All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 2425, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which arent shown, the text will tell you. If youre creating a higher-level character, its a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters. ","type":"Rules","url":"/Rules.aspx?ID=66","weakness":{}}},{"_index":"aon18","_id":"rules-67","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-67","markdown":"<title level=\"1\" right=\"Rules\">[The Six Ability Scores](/Rules.aspx?ID=67)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOne of the most important aspects of your character is their ability scores. These scores represent your characters raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.\n\n Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your characters physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your characters learned prowess, awareness, and force of personality.\n\n Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-68\" />\r\n\r\n<document level=\"2\" id=\"rules-69\" />\r\n\r\n<document level=\"2\" id=\"rules-70\" />\r\n\r\n<document level=\"2\" id=\"rules-71\" />\r\n\r\n<document level=\"2\" id=\"rules-72\" />\r\n\r\n<document level=\"2\" id=\"rules-73\" />","name":"The Six Ability Scores","next_link":{"label":"Ability Score Overview","url":"/Rules.aspx?ID=74"},"previous_link":{"label":"Format of Rules Elements","url":"/Rules.aspx?ID=59"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 19"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>","speed":{},"text":" The Six Ability Scores Source Core Rulebook pg. 19 4.0 One of the most important aspects of your character is their ability scores. These scores represent your characters raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation. Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your characters physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your characters learned prowess, awareness, and force of personality. Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success. ","type":"Rules","url":"/Rules.aspx?ID=67","weakness":{}}},{"_index":"aon18","_id":"rules-68","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","The Six Ability Scores"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-68","markdown":"<title level=\"1\" right=\"Rules\">[Strength](/Rules.aspx?ID=68)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStrength measures your characters physical power. Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Strength","next_link":{"label":"Dexterity","url":"/Rules.aspx?ID=69"},"previous_link":{"label":"Format of Rules Elements","url":"/Rules.aspx?ID=59"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / The Six Ability Scores\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 19"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>","speed":{},"text":" Strength Source Core Rulebook pg. 19 4.0 Strength measures your characters physical power. Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry. ","type":"Rules","url":"/Rules.aspx?ID=68","weakness":{}}},{"_index":"aon18","_id":"rules-69","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","The Six Ability Scores"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-69","markdown":"<title level=\"1\" right=\"Rules\">[Dexterity](/Rules.aspx?ID=69)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDexterity measures your characters agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your characters AC and Reflex saving throws.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dexterity","next_link":{"label":"Constitution","url":"/Rules.aspx?ID=70"},"previous_link":{"label":"Strength","url":"/Rules.aspx?ID=68"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / The Six Ability Scores\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 19"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>","speed":{},"text":" Dexterity Source Core Rulebook pg. 19 4.0 Dexterity measures your characters agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your characters AC and Reflex saving throws. ","type":"Rules","url":"/Rules.aspx?ID=69","weakness":{}}},{"_index":"aon18","_id":"rules-70","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","The Six Ability Scores"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-70","markdown":"<title level=\"1\" right=\"Rules\">[Constitution](/Rules.aspx?ID=70)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nConstitution measures your characters overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat. Your Constitution modifier is added to your Hit Points and Fortitude saving throws.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Constitution","next_link":{"label":"Intelligence","url":"/Rules.aspx?ID=71"},"previous_link":{"label":"Dexterity","url":"/Rules.aspx?ID=69"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / The Six Ability Scores\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 19"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>","speed":{},"text":" Constitution Source Core Rulebook pg. 19 4.0 Constitution measures your characters overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat. Your Constitution modifier is added to your Hit Points and Fortitude saving throws. ","type":"Rules","url":"/Rules.aspx?ID=70","weakness":{}}},{"_index":"aon18","_id":"rules-71","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","The Six Ability Scores"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-71","markdown":"<title level=\"1\" right=\"Rules\">[Intelligence](/Rules.aspx?ID=71)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIntelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Intelligence","next_link":{"label":"Wisdom","url":"/Rules.aspx?ID=72"},"previous_link":{"label":"Constitution","url":"/Rules.aspx?ID=70"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / The Six Ability Scores\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 19"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>","speed":{},"text":" Intelligence Source Core Rulebook pg. 19 4.0 Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages. ","type":"Rules","url":"/Rules.aspx?ID=71","weakness":{}}},{"_index":"aon18","_id":"rules-72","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","The Six Ability Scores"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-72","markdown":"<title level=\"1\" right=\"Rules\">[Wisdom](/Rules.aspx?ID=72)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWisdom measures your characters common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Wisdom","next_link":{"label":"Charisma","url":"/Rules.aspx?ID=73"},"previous_link":{"label":"Intelligence","url":"/Rules.aspx?ID=71"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / The Six Ability Scores\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 19"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>","speed":{},"text":" Wisdom Source Core Rulebook pg. 19 4.0 Wisdom measures your characters common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws. ","type":"Rules","url":"/Rules.aspx?ID=72","weakness":{}}},{"_index":"aon18","_id":"rules-73","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","The Six Ability Scores"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-73","markdown":"<title level=\"1\" right=\"Rules\">[Charisma](/Rules.aspx?ID=73)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharisma measures your characters personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Charisma","next_link":{"label":"Ability Score Overview","url":"/Rules.aspx?ID=74"},"previous_link":{"label":"Wisdom","url":"/Rules.aspx?ID=72"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / The Six Ability Scores\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 19"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 19 <sup>4.0</sup></row>","speed":{},"text":" Charisma Source Core Rulebook pg. 19 4.0 Charisma measures your characters personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others. ","type":"Rules","url":"/Rules.aspx?ID=73","weakness":{}}},{"_index":"aon18","_id":"rules-74","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-74","markdown":"<title level=\"1\" right=\"Rules\">[Ability Score Overview](/Rules.aspx?ID=74)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 20 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach ability score starts at 10, representing human average, but as you make character choices, youll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions. \n\n**Ancestry**: Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24). \n\n**Background**: Your characters background provides two ability boosts. \n\n**Class**: Your characters class provides an ability boost to the ability score most important to your class, called your key ability score. \n\n**Determine Scores**: After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Alternative Method: Rolling Ability Scores</title>\r\n\r\nThe standard method of generating ability scores thats described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.\n\n If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process. \n\n### STEP 1: ROLL AND ASSIGN SCORES\n Roll four 6-sided dice (4d6) and discard the lowest die result. Add the three remaining results together and record the sum. (For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until youve generated six such values. Decide which value you want for each of your ability scores. \n\n### STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS\n Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your characters ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the characters background (you do not get the other free ability boost).\n\n These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase. \n\n### STEP 3: RECORD SCORES AND MODIFIERS\n Record the final scores and assign the ability modifiers according to Table 11. When your character receives additional ability boosts at higher levels, you assign them as any character would.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-75\" />\r\n\r\n<document level=\"2\" id=\"rules-76\" />","name":"Ability Score Overview","next_link":{"label":"Ability Modifiers","url":"/Rules.aspx?ID=77"},"previous_link":{"label":"The Six Ability Scores","url":"/Rules.aspx?ID=67"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 20 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 20"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 20 <sup>4.0</sup></row>","speed":{},"text":" Ability Score Overview Source Core Rulebook pg. 20 4.0 Each ability score starts at 10, representing human average, but as you make character choices, youll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions. Ancestry : Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24). Background : Your characters background provides two ability boosts. Class : Your characters class provides an ability boost to the ability score most important to your class, called your key ability score. Determine Scores : After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores. Alternative Method: Rolling Ability Scores The standard method of generating ability scores thats described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume. If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process. ### STEP 1: ROLL AND ASSIGN SCORES Roll four 6-sided dice (4d6) and discard the lowest die result. Add the three remaining results together and record the sum. (For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until youve generated six such values. Decide which value you want for each of your ability scores. ### STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your characters ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the characters background (you do not get the other free ability boost). These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase. ### STEP 3: RECORD SCORES AND MODIFIERS Record the final scores and assign the ability modifiers according to Table 11. When your character receives additional ability boosts at higher levels, you assign them as any character would. ","type":"Rules","url":"/Rules.aspx?ID=74","weakness":{}}},{"_index":"aon18","_id":"rules-75","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Ability Score Overview"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-75","markdown":"<title level=\"1\" right=\"Rules\">[Ability Boosts](/Rules.aspx?ID=75)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 20 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn ability boost normally increases an ability scores value by 2. However, if the ability score to which youre applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score thats higher than 18.\n\n When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a “free” ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Boosts","next_link":{"label":"Ability Flaws","url":"/Rules.aspx?ID=76"},"previous_link":{"label":"The Six Ability Scores","url":"/Rules.aspx?ID=67"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 20 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Ability Score Overview\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 20"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 20 <sup>4.0</sup></row>","speed":{},"text":" Ability Boosts Source Core Rulebook pg. 20 4.0 An ability boost normally increases an ability scores value by 2. However, if the ability score to which youre applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score thats higher than 18. When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a “free” ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom. ","type":"Rules","url":"/Rules.aspx?ID=75","weakness":{}}},{"_index":"aon18","_id":"rules-76","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Ability Score Overview"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-76","markdown":"<title level=\"1\" right=\"Rules\">[Ability Flaws](/Rules.aspx?ID=76)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 20 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAbility flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Flaws","next_link":{"label":"Ability Modifiers","url":"/Rules.aspx?ID=77"},"previous_link":{"label":"Ability Boosts","url":"/Rules.aspx?ID=75"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 20 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Ability Score Overview\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 20"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 20 <sup>4.0</sup></row>","speed":{},"text":" Ability Flaws Source Core Rulebook pg. 20 4.0 Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2. ","type":"Rules","url":"/Rules.aspx?ID=76","weakness":{}}},{"_index":"aon18","_id":"rules-77","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-77","markdown":"<title level=\"1\" right=\"Rules\">[Ability Modifiers](/Rules.aspx?ID=77)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 20 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce youve finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in Table 11: Ability Modifiers to determine its ability modifier.\n\n## Table 1-1: Ability Modifiers\n<row gap=\"tiny\">\n<table> <tr><td>**Ability Score**</td><td>**Modifier**</td></tr> <tr><td>1</td><td>-5</td></tr> <tr><td>2-3</td><td>-4</td></tr> <tr><td>4-5</td><td>-3</td></tr> <tr><td>6-7</td><td>-2</td></tr> <tr><td>8-9</td><td>-1</td></tr> <tr><td>10-11</td><td>+0</td></tr> <tr><td>12-13</td><td>+1</td></tr> <tr><td>14-15</td><td>+2</td></tr> <tr><td>16-17</td><td>+3</td></tr> <tr><td>18-19</td><td>+4</td></tr> <tr><td>20-21</td><td>+5</td></tr> <tr><td>22-23</td><td>+6</td></tr> <tr><td>24-25</td><td>+7</td></tr> <tr><td>etc.</td><td></td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Modifiers","next_link":{"label":"Step 1 Create a Concept","url":"/Rules.aspx?ID=78"},"previous_link":{"label":"Ability Score Overview","url":"/Rules.aspx?ID=74"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 20 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 20"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 20 <sup>4.0</sup></row>","speed":{},"text":" Ability Modifiers Source Core Rulebook pg. 20 4.0 Once youve finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in Table 11: Ability Modifiers to determine its ability modifier. ## Table 1-1: Ability Modifiers Ability Score Modifier 1 -5 2-3 -4 4-5 -3 6-7 -2 8-9 -1 10-11 +0 12-13 +1 14-15 +2 16-17 +3 18-19 +4 20-21 +5 22-23 +6 24-25 +7 etc. ","type":"Rules","url":"/Rules.aspx?ID=77","weakness":{}}},{"_index":"aon18","_id":"rules-78","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-78","markdown":"<title level=\"1\" right=\"Rules\">[Step 1 Create a Concept](/Rules.aspx?ID=78)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhat sort of hero do you want to play? The answer to this question might be as simple as “a brave warrior,” or as complicated as “the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.” Consider your characters personality, sketch out a few details about their past, and think about how and why they adventure. Youll want to peruse Pathfinders available ancestries, backgrounds, and classes. The summaries on pages 2223 might help you match your concept with some of these basic rule elements. Before a game begins, its also a good idea for the players to discuss how their characters might know each other and how theyll work together throughout the course of their adventures.\n\n There are many ways to approach your character concept. Once you have a good idea of the character youd like to play, move on to Step 2 to start building your character.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Ancestries and Class</title>\r\n\r\nEach player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!\n\n When you turn the page, youll see a graphical representation of ancestries and classes that provide at-a-glance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have. You can find more about ability boosts and ability flaws in Ability Scores on page 20.\n\n The summaries of the classes on pages 2223 list each classs key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.\n\n Keep in mind a characters background also affects their ability scores, though theres more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 6064.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Character Sheet</title>\r\n\r\nOnce youve developed your characters concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details youve already decided, such as your characters name, on the appropriate lines on the first page.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-79\" />\r\n\r\n<document level=\"2\" id=\"rules-80\" />\r\n\r\n<document level=\"2\" id=\"rules-81\" />","name":"Step 1 Create a Concept","next_link":{"label":"Step 2 Start Building Ability Scores","url":"/Rules.aspx?ID=82"},"previous_link":{"label":"Ability Modifiers","url":"/Rules.aspx?ID=77"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 21"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>","speed":{},"text":" Step 1 Create a Concept Source Core Rulebook pg. 21 4.0 What sort of hero do you want to play? The answer to this question might be as simple as “a brave warrior,” or as complicated as “the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.” Consider your characters personality, sketch out a few details about their past, and think about how and why they adventure. Youll want to peruse Pathfinders available ancestries, backgrounds, and classes. The summaries on pages 2223 might help you match your concept with some of these basic rule elements. Before a game begins, its also a good idea for the players to discuss how their characters might know each other and how theyll work together throughout the course of their adventures. There are many ways to approach your character concept. Once you have a good idea of the character youd like to play, move on to Step 2 to start building your character. Ancestries and Class Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way! When you turn the page, youll see a graphical representation of ancestries and classes that provide at-a-glance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have. You can find more about ability boosts and ability flaws in Ability Scores on page 20. The summaries of the classes on pages 2223 list each classs key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class. Keep in mind a characters background also affects their ability scores, though theres more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 6064. Character Sheet Once youve developed your characters concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details youve already decided, such as your characters name, on the appropriate lines on the first page. ","type":"Rules","url":"/Rules.aspx?ID=78","weakness":{}}},{"_index":"aon18","_id":"rules-79","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 1 Create a Concept"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-79","markdown":"<title level=\"1\" right=\"Rules\">[Ancestry, Background, Class, or Details](/Rules.aspx?ID=79)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf one of Pathfinders character ancestries, backgrounds, or classes particularly intrigues you, its easy to build a character concept around these options. The summaries of ancestries and classes on pages 2223 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your characters upbringing, their familys livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.\n\n Building a character around a specific ancestry, background, or class can be a fun way to interact with the worlds lore. Would you like to build a typical member of your characters ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people? For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.\n\n You can draw your concept from any aspect of a characters details. You can use roleplaying to challenge not only the norms of Pathfinders fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ancestry, Background, Class, or Details","next_link":{"label":"Faith","url":"/Rules.aspx?ID=80"},"previous_link":{"label":"Ability Modifiers","url":"/Rules.aspx?ID=77"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 1 Create a Concept\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 21"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>","speed":{},"text":" Ancestry, Background, Class, or Details Source Core Rulebook pg. 21 4.0 If one of Pathfinders character ancestries, backgrounds, or classes particularly intrigues you, its easy to build a character concept around these options. The summaries of ancestries and classes on pages 2223 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your characters upbringing, their familys livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60. Building a character around a specific ancestry, background, or class can be a fun way to interact with the worlds lore. Would you like to build a typical member of your characters ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people? For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about. You can draw your concept from any aspect of a characters details. You can use roleplaying to challenge not only the norms of Pathfinders fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit. ","type":"Rules","url":"/Rules.aspx?ID=79","weakness":{}}},{"_index":"aon18","_id":"rules-80","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 1 Create a Concept"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-80","markdown":"<title level=\"1\" right=\"Rules\">[Faith](/Rules.aspx?ID=80)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPerhaps youd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from [Cayden Cailean](/Deities.aspx?ID=4), the Drunken Hero of good-hearted adventuring; to [Desna](/Deities.aspx?ID=5), the Song of Spheres and goddess of dreaming and the stars; to [Iomedae](/Deities.aspx?ID=9), the Inheritor, goddess of honor, justice, and rulership. Pathfinders major deities appear on pages 437440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faiths teachings to daily life, or simply the child of devout parents.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Faith","next_link":{"label":"Your Allies","url":"/Rules.aspx?ID=81"},"previous_link":{"label":"Ancestry, Background, Class, or Details","url":"/Rules.aspx?ID=79"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 1 Create a Concept\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 21"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>","speed":{},"text":" Faith Source Core Rulebook pg. 21 4.0 Perhaps youd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinders major deities appear on pages 437440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faiths teachings to daily life, or simply the child of devout parents. ","type":"Rules","url":"/Rules.aspx?ID=80","weakness":{}}},{"_index":"aon18","_id":"rules-81","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 1 Create a Concept"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-81","markdown":"<title level=\"1\" right=\"Rules\">[Your Allies](/Rules.aspx?ID=81)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing. However, Pathfinders classes include a lot of choices, and there are many options for building each type of character, so dont let these broad categories restrict your decisions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Your Allies","next_link":{"label":"Step 2 Start Building Ability Scores","url":"/Rules.aspx?ID=82"},"previous_link":{"label":"Faith","url":"/Rules.aspx?ID=80"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 1 Create a Concept\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 21"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>","speed":{},"text":" Your Allies Source Core Rulebook pg. 21 4.0 You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing. However, Pathfinders classes include a lot of choices, and there are many options for building each type of character, so dont let these broad categories restrict your decisions. ","type":"Rules","url":"/Rules.aspx?ID=81","weakness":{}}},{"_index":"aon18","_id":"rules-82","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-82","markdown":"<title level=\"1\" right=\"Rules\">[Step 2 Start Building Ability Scores](/Rules.aspx?ID=82)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt this point, you need to start building your characters ability scores. See the overview of ability scores on pages 1920 for more information about these important aspects of your character and an overview of the process.\n\n Your characters ability scores each start at 10, and as you select your ancestry, background, and class, youll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 2223 for more information.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2 Start Building Ability Scores","next_link":{"label":"Step 3 Select an Ancestry","url":"/Rules.aspx?ID=83"},"previous_link":{"label":"Step 1 Create a Concept","url":"/Rules.aspx?ID=78"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 21"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 21 <sup>4.0</sup></row>","speed":{},"text":" Step 2 Start Building Ability Scores Source Core Rulebook pg. 21 4.0 At this point, you need to start building your characters ability scores. See the overview of ability scores on pages 1920 for more information about these important aspects of your character and an overview of the process. Your characters ability scores each start at 10, and as you select your ancestry, background, and class, youll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 2223 for more information. ","type":"Rules","url":"/Rules.aspx?ID=82","weakness":{}}},{"_index":"aon18","_id":"rules-83","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-83","markdown":"<title level=\"1\" right=\"Rules\">[Step 3 Select an Ancestry](/Rules.aspx?ID=83)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 24 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSelect an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinders core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your characters size, Speed, and languages, and contributes to their Hit Points. Each also grants ability boosts and ability flaws to represent the ancestrys basic capabilities.\n\n Youll make four decisions when you select your characters ancestry: \n<ul><li>Pick the ancestry itself. </li><li>Assign any free ability boosts and decide if you are taking any voluntary flaws. </li><li>Select a heritage from those available within that ancestry, further defining the traits your character was born with. </li><li>Choose an ancestry feat, representing an ability your hero learned at an early age.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Character Sheet</title>\r\n\r\nWrite your characters ancestry and heritage in the appropriate space at the top of your character sheets first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—youll add more to this number later. Finally, in the appropriate spaces, record your characters size, Speed, and languages. If your characters ancestry provides them with special abilities, write them in the appropriate spaces, such as darkvision in the Senses section on the first page and innate spells on the fourth page. Write the ancestry feat you selected in the Ancestry Feat section on your character sheets second page.\r\n</aside>","name":"Step 3 Select an Ancestry","next_link":{"label":"Step 4 Pick a Background","url":"/Rules.aspx?ID=84"},"previous_link":{"label":"Step 2 Start Building Ability Scores","url":"/Rules.aspx?ID=82"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 24 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 24"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 24 <sup>4.0</sup></row>","speed":{},"text":" Step 3 Select an Ancestry Source Core Rulebook pg. 24 4.0 Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinders core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your characters size, Speed, and languages, and contributes to their Hit Points. Each also grants ability boosts and ability flaws to represent the ancestrys basic capabilities. Youll make four decisions when you select your characters ancestry: Pick the ancestry itself. Assign any free ability boosts and decide if you are taking any voluntary flaws. Select a heritage from those available within that ancestry, further defining the traits your character was born with. Choose an ancestry feat, representing an ability your hero learned at an early age. Character Sheet Write your characters ancestry and heritage in the appropriate space at the top of your character sheets first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—youll add more to this number later. Finally, in the appropriate spaces, record your characters size, Speed, and languages. If your characters ancestry provides them with special abilities, write them in the appropriate spaces, such as darkvision in the Senses section on the first page and innate spells on the fourth page. Write the ancestry feat you selected in the Ancestry Feat section on your character sheets second page. ","type":"Rules","url":"/Rules.aspx?ID=83","weakness":{}}},{"_index":"aon18","_id":"rules-84","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-84","markdown":"<title level=\"1\" right=\"Rules\">[Step 4 Pick a Background](/Rules.aspx?ID=84)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 24 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour characters background might represent their upbringing, an aptitude theyve been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Character Sheet</title>\r\n\r\nRecord your characters background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheets second page. On the first page, check the “T” box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background.\r\n</aside>","name":"Step 4 Pick a Background","next_link":{"label":"Step 5 Choose a Class","url":"/Rules.aspx?ID=85"},"previous_link":{"label":"Step 3 Select an Ancestry","url":"/Rules.aspx?ID=83"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 24 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 24"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 24 <sup>4.0</sup></row>","speed":{},"text":" Step 4 Pick a Background Source Core Rulebook pg. 24 4.0 Your characters background might represent their upbringing, an aptitude theyve been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat. Character Sheet Record your characters background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheets second page. On the first page, check the “T” box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background. ","type":"Rules","url":"/Rules.aspx?ID=84","weakness":{}}},{"_index":"aon18","_id":"rules-85","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-85","markdown":"<title level=\"1\" right=\"Rules\">[Step 5 Choose a Class](/Rules.aspx?ID=85)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 25 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt this point, you need to decide your characters class. A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 2223 provide an overview of each and tells you which ability scores are important when playing that class.\n\n You dont need to write down all of your characters class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Character Sheet</title>\r\n\r\nWrite your characters class in the space at the top of the first page of your character sheet, then write “1” in the Level box to indicate that your character is 1st level. Next to the ability scores, note the classs key ability score, and add 2 to that ability score from the ability boost the class provides. Dont worry about recording the rest of your characters class features and abilities yet—youll handle that in Step 7.\r\n</aside>","name":"Step 5 Choose a Class","next_link":{"label":"Step 6 Determine Ability Scores","url":"/Rules.aspx?ID=86"},"previous_link":{"label":"Step 4 Pick a Background","url":"/Rules.aspx?ID=84"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 25 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 25"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 25 <sup>4.0</sup></row>","speed":{},"text":" Step 5 Choose a Class Source Core Rulebook pg. 25 4.0 At this point, you need to decide your characters class. A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 2223 provide an overview of each and tells you which ability scores are important when playing that class. You dont need to write down all of your characters class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character. Character Sheet Write your characters class in the space at the top of the first page of your character sheet, then write “1” in the Level box to indicate that your character is 1st level. Next to the ability scores, note the classs key ability score, and add 2 to that ability score from the ability boost the class provides. Dont worry about recording the rest of your characters class features and abilities yet—youll handle that in Step 7. ","type":"Rules","url":"/Rules.aspx?ID=85","weakness":{}}},{"_index":"aon18","_id":"rules-86","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-86","markdown":"<title level=\"1\" right=\"Rules\">[Step 6 Determine Ability Scores](/Rules.aspx?ID=86)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 26 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNow that youve made the main mechanical choices about your character, its time to finalize their ability scores. Do these three things: \n<ul><li>First, make sure youve applied all the ability boosts and ability flaws youve noted in previous steps (from your ancestry, background, and class). </li><li>Then, apply four more ability boosts to your characters ability scores, choosing a different ability score for each and increasing that ability score by 2. </li><li>Finally, record your starting ability scores and ability modifiers, as determined using Table 11: Ability Modifiers.</li></ul> Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Alternate Ancestry Boosts</title>\r\n\r\nThe ability boosts and flaws listed in each ancestry represent general trends or help guide players to create the kinds of characters from that ancestry most likely to pursue the life of an adventurer. However, ancestries aren't a monolith. You always have the option to replace your ancestry's listed ability boosts and ability flaws entirely and instead select two free ability boosts when creating your character.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Character Sheet</title>\r\n\r\nWrite your characters starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the abilitys name.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Optional: Voluntary Flaws</title>\r\n\r\nSometimes, its fun to play a\r\ncharacter with a major flaw\r\nregardless of your ancestry.\r\nYou can elect to take additional\r\nability flaws when applying\r\nthe ability boosts and ability\r\nflaws from your ancestry. This\r\nis purely for roleplaying a highly\r\nflawed character, and you should\r\nconsult with the rest of your\r\ngroup if you plan to do this! You\r\ncant apply more than one flaw to\r\nany single ability score.\r\n</aside>","name":"Step 6 Determine Ability Scores","next_link":{"label":"Step 7 Record Class Details","url":"/Rules.aspx?ID=87"},"previous_link":{"label":"Step 5 Choose a Class","url":"/Rules.aspx?ID=85"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 26 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 26"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 26 <sup>4.0</sup></row>","speed":{},"text":" Step 6 Determine Ability Scores Source Core Rulebook pg. 26 4.0 Now that youve made the main mechanical choices about your character, its time to finalize their ability scores. Do these three things: First, make sure youve applied all the ability boosts and ability flaws youve noted in previous steps (from your ancestry, background, and class). Then, apply four more ability boosts to your characters ability scores, choosing a different ability score for each and increasing that ability score by 2. Finally, record your starting ability scores and ability modifiers, as determined using Table 11: Ability Modifiers. Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18. Alternate Ancestry Boosts The ability boosts and flaws listed in each ancestry represent general trends or help guide players to create the kinds of characters from that ancestry most likely to pursue the life of an adventurer. However, ancestries aren't a monolith. You always have the option to replace your ancestry's listed ability boosts and ability flaws entirely and instead select two free ability boosts when creating your character. Character Sheet Write your characters starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the abilitys name. Optional: Voluntary Flaws Sometimes, its fun to play a character with a major flaw regardless of your ancestry. You can elect to take additional ability flaws when applying the ability boosts and ability flaws from your ancestry. This is purely for roleplaying a highly flawed character, and you should consult with the rest of your group if you plan to do this! You cant apply more than one flaw to any single ability score. ","type":"Rules","url":"/Rules.aspx?ID=86","weakness":{}}},{"_index":"aon18","_id":"rules-87","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-87","markdown":"<title level=\"1\" right=\"Rules\">[Step 7 Record Class Details](/Rules.aspx?ID=87)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 26 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNow, record all the benefits and class features that your character receives from the class youve chosen. While youve already noted your key ability score, youll want to be sure to record the following class features. \n<ul><li>To determine your characters total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class. </li><li>The Initial Proficiencies section of your class entry indicates your characters starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill youre already trained in (typically due to your background), you can select another skill to become trained in. </li><li>See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Character Sheet</title>\r\n\r\nWrite your characters total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked “T,” “E,” “M,” and “L”) on your character sheet to record your characters initial proficiencies in Perception, saving throws, and the skills granted by their class; mark “T” if your character is trained, or “E” if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the “T” proficiency box for each skill you selected. Likewise, record your characters their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Dont worry yet about finalizing any values for your characters statistics—youll handle that in Step 9.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Spells and Spellcasting</title>\r\n\r\nMost classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells. If your characters class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your characters magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your characters repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7.\r\n</aside>","name":"Step 7 Record Class Details","next_link":{"label":"Step 8 Buy Equipment","url":"/Rules.aspx?ID=88"},"previous_link":{"label":"Step 6 Determine Ability Scores","url":"/Rules.aspx?ID=86"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 26 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 26"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 26 <sup>4.0</sup></row>","speed":{},"text":" Step 7 Record Class Details Source Core Rulebook pg. 26 4.0 Now, record all the benefits and class features that your character receives from the class youve chosen. While youve already noted your key ability score, youll want to be sure to record the following class features. To determine your characters total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class. The Initial Proficiencies section of your class entry indicates your characters starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill youre already trained in (typically due to your background), you can select another skill to become trained in. See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells. Character Sheet Write your characters total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked “T,” “E,” “M,” and “L”) on your character sheet to record your characters initial proficiencies in Perception, saving throws, and the skills granted by their class; mark “T” if your character is trained, or “E” if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the “T” proficiency box for each skill you selected. Likewise, record your characters their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Dont worry yet about finalizing any values for your characters statistics—youll handle that in Step 9. Spells and Spellcasting Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells. If your characters class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your characters magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your characters repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7. ","type":"Rules","url":"/Rules.aspx?ID=87","weakness":{}}},{"_index":"aon18","_id":"rules-88","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-88","markdown":"<title level=\"1\" right=\"Rules\">[Step 8 Buy Equipment](/Rules.aspx?ID=88)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your characters class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Dont forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Character Sheet</title>\r\n\r\nOnce youve spent your characters starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your characters weapons in the Melee Strikes and Ranged Strikes sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheets second page. Youll calculate specific numbers for melee Strikes and ranged Strikes with the weapons in Step 9 and for AC when wearing that armor in Step 10.\r\n</aside>","name":"Step 8 Buy Equipment","next_link":{"label":"Step 9 Calculate Modifiers","url":"/Rules.aspx?ID=89"},"previous_link":{"label":"Step 7 Record Class Details","url":"/Rules.aspx?ID=87"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 27"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>","speed":{},"text":" Step 8 Buy Equipment Source Core Rulebook pg. 27 4.0 At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your characters class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Dont forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6. Character Sheet Once youve spent your characters starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your characters weapons in the Melee Strikes and Ranged Strikes sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheets second page. Youll calculate specific numbers for melee Strikes and ranged Strikes with the weapons in Step 9 and for AC when wearing that armor in Step 10. ","type":"Rules","url":"/Rules.aspx?ID=88","weakness":{}}},{"_index":"aon18","_id":"rules-89","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-89","markdown":"<title level=\"1\" right=\"Rules\">[Step 9 Calculate Modifiers](/Rules.aspx?ID=89)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWith most of the big decisions for your character made, its time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your characters level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Character Sheet</title>\r\n\r\nFor Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space. Record the proficiency bonuses, ability modifiers, and total modifiers for your melee Strikes and ranged Strikes in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left. If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-90\" />\r\n\r\n<document level=\"2\" id=\"rules-91\" />\r\n\r\n<document level=\"2\" id=\"rules-92\" />\r\n\r\n<document level=\"2\" id=\"rules-93\" />","name":"Step 9 Calculate Modifiers","next_link":{"label":"Step 10 Finishing Details","url":"/Rules.aspx?ID=94"},"previous_link":{"label":"Step 8 Buy Equipment","url":"/Rules.aspx?ID=88"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 27"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>","speed":{},"text":" Step 9 Calculate Modifiers Source Core Rulebook pg. 27 4.0 With most of the big decisions for your character made, its time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your characters level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0. Character Sheet For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space. Record the proficiency bonuses, ability modifiers, and total modifiers for your melee Strikes and ranged Strikes in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left. If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers. ","type":"Rules","url":"/Rules.aspx?ID=89","weakness":{}}},{"_index":"aon18","_id":"rules-90","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 9 Calculate Modifiers"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-90","markdown":"<title level=\"1\" right=\"Rules\">[Perception](/Rules.aspx?ID=90)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour characters Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Perception","next_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=91"},"previous_link":{"label":"Step 8 Buy Equipment","url":"/Rules.aspx?ID=88"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 9 Calculate Modifiers\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 27"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>","speed":{},"text":" Perception Source Core Rulebook pg. 27 4.0 Your characters Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448. ","type":"Rules","url":"/Rules.aspx?ID=90","weakness":{}}},{"_index":"aon18","_id":"rules-91","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 9 Calculate Modifiers"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-91","markdown":"<title level=\"1\" right=\"Rules\">[Saving Throws](/Rules.aspx?ID=91)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFor each kind of saving throw, add your characters Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your characters Constitution modifier. For Reflex saving throws, use your characters Dexterity modifier. For Will saving throws, use your characters Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Saving Throws","next_link":{"label":"Melee Strikes and Ranged Strikes","url":"/Rules.aspx?ID=92"},"previous_link":{"label":"Perception","url":"/Rules.aspx?ID=90"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 9 Calculate Modifiers\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 27"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>","speed":{},"text":" Saving Throws Source Core Rulebook pg. 27 4.0 For each kind of saving throw, add your characters Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your characters Constitution modifier. For Reflex saving throws, use your characters Dexterity modifier. For Will saving throws, use your characters Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw. ","type":"Rules","url":"/Rules.aspx?ID=91","weakness":{}}},{"_index":"aon18","_id":"rules-92","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 9 Calculate Modifiers"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-92","markdown":"<title level=\"1\" right=\"Rules\">[Melee Strikes and Ranged Strikes](/Rules.aspx?ID=92)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNext to where youve written your characters melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your characters proficiency bonus with the weapon plus an ability modifier (usually Strength for melee Strikes and Dexterity for ranged Strikes). You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapons Strike deals. Melee weapons usually add your characters Strength modifier to damage rolls, while ranged weapons might add some or all of your characters Strength modifier, depending on the weapons traits. See the weapon entries in Chapter 6 for more information.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Melee Strikes and Ranged Strikes","next_link":{"label":"Skills","url":"/Rules.aspx?ID=93"},"previous_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=91"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 9 Calculate Modifiers\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 27"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 27 <sup>4.0</sup></row>","speed":{},"text":" Melee Strikes and Ranged Strikes Source Core Rulebook pg. 27 4.0 Next to where youve written your characters melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your characters proficiency bonus with the weapon plus an ability modifier (usually Strength for melee Strikes and Dexterity for ranged Strikes). You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapons Strike deals. Melee weapons usually add your characters Strength modifier to damage rolls, while ranged weapons might add some or all of your characters Strength modifier, depending on the weapons traits. See the weapon entries in Chapter 6 for more information. ","type":"Rules","url":"/Rules.aspx?ID=92","weakness":{}}},{"_index":"aon18","_id":"rules-93","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 9 Calculate Modifiers"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-93","markdown":"<title level=\"1\" right=\"Rules\">[Skills](/Rules.aspx?ID=93)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 28 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn the second box to the right of each skill name on your character sheet, theres an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated abilitys modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skills","next_link":{"label":"Step 10 Finishing Details","url":"/Rules.aspx?ID=94"},"previous_link":{"label":"Melee Strikes and Ranged Strikes","url":"/Rules.aspx?ID=92"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 28 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 9 Calculate Modifiers\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 28"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 28 <sup>4.0</sup></row>","speed":{},"text":" Skills Source Core Rulebook pg. 28 4.0 In the second box to the right of each skill name on your character sheet, theres an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated abilitys modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0. ","type":"Rules","url":"/Rules.aspx?ID=93","weakness":{}}},{"_index":"aon18","_id":"rules-94","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-94","markdown":"<title level=\"1\" right=\"Rules\">[Step 10 Finishing Details](/Rules.aspx?ID=94)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 28 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNow add the following details to your character sheet in the appropriate spaces.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-95\" />\r\n\r\n<document level=\"2\" id=\"rules-99\" />\r\n\r\n<document level=\"2\" id=\"rules-100\" />\r\n\r\n<document level=\"2\" id=\"rules-101\" />\r\n\r\n<document level=\"2\" id=\"rules-102\" />\r\n\r\n<document level=\"2\" id=\"rules-103\" />\r\n\r\n<document level=\"2\" id=\"rules-104\" />\r\n\r\n<document level=\"2\" id=\"rules-105\" />","name":"Step 10 Finishing Details","next_link":{"label":"Sample Character","url":"/Rules.aspx?ID=106"},"previous_link":{"label":"Step 9 Calculate Modifiers","url":"/Rules.aspx?ID=89"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 28 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 28"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 28 <sup>4.0</sup></row>","speed":{},"text":" Step 10 Finishing Details Source Core Rulebook pg. 28 4.0 Now add the following details to your character sheet in the appropriate spaces. ","type":"Rules","url":"/Rules.aspx?ID=94","weakness":{}}},{"_index":"aon18","_id":"rules-95","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 10 Finishing Details"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-95","markdown":"<title level=\"1\" right=\"Rules\">[Alignment](/Rules.aspx?ID=95)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 28 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour characters alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 12: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.\n\n Your characters alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isnt committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your characters alignment.\n\n If you play a champion, your characters alignment must be one allowed for their deity and cause (pages 437440 and 106107), and if you play a cleric, your characters alignment must be one allowed for their deity (pages 437440).\n\n## Table 1-2: The Nine Alignments\n<row gap=\"tiny\">\n<table><tr><td></td><td>**Good**</td><td>**Neutral**</td><td>**Evil**</td></tr><tr><td>**Lawful**</td><td>Lawful Good (LG)</td><td>Lawful Neutral (LN)</td><td>Lawful Evil (LE)</td></tr><tr><td>**Neutral**</td><td>Neutral Good (NG)</td><td>True Neutral (N)</td><td>Neutral Evil (NE)</td></tr><tr><td>**Chaotic**</td><td>Chaotic Good (CG)</td><td>Chaotic Neutral (CN)</td><td>Chaotic Evil (CE)</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-96\" />\r\n\r\n<document level=\"2\" id=\"rules-97\" />\r\n\r\n<document level=\"2\" id=\"rules-98\" />","name":"Alignment","next_link":{"label":"Deity","url":"/Rules.aspx?ID=99"},"previous_link":{"label":"Step 9 Calculate Modifiers","url":"/Rules.aspx?ID=89"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 28 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 10 Finishing Details\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 28"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 28 <sup>4.0</sup></row>","speed":{},"text":" Alignment Source Core Rulebook pg. 28 4.0 Your characters alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 12: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character. Your characters alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isnt committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your characters alignment. If you play a champion, your characters alignment must be one allowed for their deity and cause (pages 437440 and 106107), and if you play a cleric, your characters alignment must be one allowed for their deity (pages 437440). ## Table 1-2: The Nine Alignments Good Neutral Evil Lawful Lawful Good (LG) Lawful Neutral (LN) Lawful Evil (LE) Neutral Neutral Good (NG) True Neutral (N) Neutral Evil (NE) Chaotic Chaotic Good (CG) Chaotic Neutral (CN) Chaotic Evil (CE) ","type":"Rules","url":"/Rules.aspx?ID=95","weakness":{}}},{"_index":"aon18","_id":"rules-96","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 10 Finishing Details","Alignment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-96","markdown":"<title level=\"1\" right=\"Rules\">[Good and Evil](/Rules.aspx?ID=96)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who arent friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if theyre willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, theyre likely neutral on this axis.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Good and Evil","next_link":{"label":"Law and Chaos","url":"/Rules.aspx?ID=97"},"previous_link":{"label":"Step 9 Calculate Modifiers","url":"/Rules.aspx?ID=89"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 10 Finishing Details / Alignment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>","speed":{},"text":" Good and Evil Source Core Rulebook pg. 29 4.0 Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who arent friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if theyre willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, theyre likely neutral on this axis. ","type":"Rules","url":"/Rules.aspx?ID=96","weakness":{}}},{"_index":"aon18","_id":"rules-97","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 10 Finishing Details","Alignment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-97","markdown":"<title level=\"1\" right=\"Rules\">[Law and Chaos](/Rules.aspx?ID=97)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour character has a lawful alignment if they value consistency, stability, and predictability over flexibility. Lawful characters have a set system in life, whether its meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesnt mean they make decisions by choosing randomly. Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.\n\n Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Law and Chaos","next_link":{"label":"Changing Alignment","url":"/Rules.aspx?ID=98"},"previous_link":{"label":"Good and Evil","url":"/Rules.aspx?ID=96"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 10 Finishing Details / Alignment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>","speed":{},"text":" Law and Chaos Source Core Rulebook pg. 29 4.0 Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility. Lawful characters have a set system in life, whether its meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesnt mean they make decisions by choosing randomly. Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty. Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis. ","type":"Rules","url":"/Rules.aspx?ID=97","weakness":{}}},{"_index":"aon18","_id":"rules-98","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 10 Finishing Details","Alignment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-98","markdown":"<title level=\"1\" right=\"Rules\">[Changing Alignment](/Rules.aspx?ID=98)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlignment can change during play as a characters beliefs change, or as you realize that your characters actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your characters alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Changing Alignment","next_link":{"label":"Deity","url":"/Rules.aspx?ID=99"},"previous_link":{"label":"Law and Chaos","url":"/Rules.aspx?ID=97"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 10 Finishing Details / Alignment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>","speed":{},"text":" Changing Alignment Source Core Rulebook pg. 29 4.0 Alignment can change during play as a characters beliefs change, or as you realize that your characters actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your characters alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class). ","type":"Rules","url":"/Rules.aspx?ID=98","weakness":{}}},{"_index":"aon18","_id":"rules-99","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 10 Finishing Details"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-99","markdown":"<title level=\"1\" right=\"Rules\">[Deity](/Rules.aspx?ID=99)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWrite down the deity your character worships, if any. Champions and clerics must worship a deity. See pages 437440 for more about Pathfinders deities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Deity","next_link":{"label":"Age","url":"/Rules.aspx?ID=100"},"previous_link":{"label":"Alignment","url":"/Rules.aspx?ID=95"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 10 Finishing Details\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>","speed":{},"text":" Deity Source Core Rulebook pg. 29 4.0 Write down the deity your character worships, if any. Champions and clerics must worship a deity. See pages 437440 for more about Pathfinders deities. ","type":"Rules","url":"/Rules.aspx?ID=99","weakness":{}}},{"_index":"aon18","_id":"rules-100","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 10 Finishing Details"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-100","markdown":"<title level=\"1\" right=\"Rules\">[Age](/Rules.aspx?ID=100)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDecide your characters age and note it on the third page of the character sheet. The description for your characters ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There arent any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the games threats, so its recommended that characters are at least young adults.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Age","next_link":{"label":"Gender and Pronouns","url":"/Rules.aspx?ID=101"},"previous_link":{"label":"Deity","url":"/Rules.aspx?ID=99"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 10 Finishing Details\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>","speed":{},"text":" Age Source Core Rulebook pg. 29 4.0 Decide your characters age and note it on the third page of the character sheet. The description for your characters ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There arent any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the games threats, so its recommended that characters are at least young adults. ","type":"Rules","url":"/Rules.aspx?ID=100","weakness":{}}},{"_index":"aon18","_id":"rules-101","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 10 Finishing Details"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-101","markdown":"<title level=\"1\" right=\"Rules\">[Gender and Pronouns](/Rules.aspx?ID=101)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters of all genders are equally likely to become adventurers. Record your characters gender, if applicable, and their pronouns on the third page of the character sheet.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gender and Pronouns","next_link":{"label":"Class DC","url":"/Rules.aspx?ID=102"},"previous_link":{"label":"Age","url":"/Rules.aspx?ID=100"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 10 Finishing Details\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>","speed":{},"text":" Gender and Pronouns Source Core Rulebook pg. 29 4.0 Characters of all genders are equally likely to become adventurers. Record your characters gender, if applicable, and their pronouns on the third page of the character sheet. ","type":"Rules","url":"/Rules.aspx?ID=101","weakness":{}}},{"_index":"aon18","_id":"rules-102","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 10 Finishing Details"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-102","markdown":"<title level=\"1\" right=\"Rules\">[Class DC](/Rules.aspx?ID=102)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA class DC sets the difficulty for certain abilities granted by your characters class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the classs key ability score.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Class DC","next_link":{"label":"Hero Points","url":"/Rules.aspx?ID=103"},"previous_link":{"label":"Gender and Pronouns","url":"/Rules.aspx?ID=101"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 10 Finishing Details\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>","speed":{},"text":" Class DC Source Core Rulebook pg. 29 4.0 A class DC sets the difficulty for certain abilities granted by your characters class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the classs key ability score. ","type":"Rules","url":"/Rules.aspx?ID=102","weakness":{}}},{"_index":"aon18","_id":"rules-103","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 10 Finishing Details"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-103","markdown":"<title level=\"1\" right=\"Rules\">[Hero Points](/Rules.aspx?ID=103)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hero Points","next_link":{"label":"Armor Class (AC)","url":"/Rules.aspx?ID=104"},"previous_link":{"label":"Class DC","url":"/Rules.aspx?ID=102"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 10 Finishing Details\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>","speed":{},"text":" Hero Points Source Core Rulebook pg. 29 4.0 Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points. ","type":"Rules","url":"/Rules.aspx?ID=103","weakness":{}}},{"_index":"aon18","_id":"rules-104","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 10 Finishing Details"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-104","markdown":"<title level=\"1\" right=\"Rules\">[Armor Class (AC)](/Rules.aspx?ID=104)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour characters Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your characters Dexterity modifier (up to their armors Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armors item bonus to AC and any other permanent bonuses and penalties.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Armor Class (AC)","next_link":{"label":"Bulk","url":"/Rules.aspx?ID=105"},"previous_link":{"label":"Hero Points","url":"/Rules.aspx?ID=103"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 10 Finishing Details\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>","speed":{},"text":" Armor Class (AC) Source Core Rulebook pg. 29 4.0 Your characters Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your characters Dexterity modifier (up to their armors Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armors item bonus to AC and any other permanent bonuses and penalties. ","type":"Rules","url":"/Rules.aspx?ID=104","weakness":{}}},{"_index":"aon18","_id":"rules-105","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Character Creation","Step 10 Finishing Details"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-105","markdown":"<title level=\"1\" right=\"Rules\">[Bulk](/Rules.aspx?ID=105)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour characters maximum Bulk determines how much weight they can comfortably carry. If theyre carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character cant carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bulk","next_link":{"label":"Sample Character","url":"/Rules.aspx?ID=106"},"previous_link":{"label":"Armor Class (AC)","url":"/Rules.aspx?ID=104"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Character Creation / Step 10 Finishing Details\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 29 <sup>4.0</sup></row>","speed":{},"text":" Bulk Source Core Rulebook pg. 29 4.0 Your characters maximum Bulk determines how much weight they can comfortably carry. If theyre carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character cant carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment. ","type":"Rules","url":"/Rules.aspx?ID=105","weakness":{}}},{"_index":"aon18","_id":"rules-106","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-106","markdown":"<title level=\"1\" right=\"Rules\">[Sample Character](/Rules.aspx?ID=106)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis step-by-step example illustrates the process of creating a Pathfinder character.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-107\" />\r\n\r\n<document level=\"2\" id=\"rules-108\" />\r\n\r\n<document level=\"2\" id=\"rules-109\" />\r\n\r\n<document level=\"2\" id=\"rules-110\" />\r\n\r\n<document level=\"2\" id=\"rules-111\" />\r\n\r\n<document level=\"2\" id=\"rules-112\" />\r\n\r\n<document level=\"2\" id=\"rules-113\" />\r\n\r\n<document level=\"2\" id=\"rules-114\" />\r\n\r\n<document level=\"2\" id=\"rules-115\" />","name":"Sample Character","next_link":{"label":"Leveling Up","url":"/Rules.aspx?ID=116"},"previous_link":{"label":"Character Creation","url":"/Rules.aspx?ID=66"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 30"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>","speed":{},"text":" Sample Character Source Core Rulebook pg. 30 4.0 This step-by-step example illustrates the process of creating a Pathfinder character. ","type":"Rules","url":"/Rules.aspx?ID=106","weakness":{}}},{"_index":"aon18","_id":"rules-107","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Sample Character"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-107","markdown":"<title level=\"1\" right=\"Rules\">[Steps 1 and 2](/Rules.aspx?ID=107)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAdam is making his first Pathfinder character. After talking about it with the rest of the group, hes decided to make a [dwarven](/Ancestries.aspx?ID=1) [druid](/Classes.aspx?ID=6). After jotting down a few ideas, he begins by writing down a 10 for each ability score.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Steps 1 and 2","next_link":{"label":"Step 3","url":"/Rules.aspx?ID=108"},"previous_link":{"label":"Character Creation","url":"/Rules.aspx?ID=66"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Sample Character\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 30"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>","speed":{},"text":" Steps 1 and 2 Source Core Rulebook pg. 30 4.0 Adam is making his first Pathfinder character. After talking about it with the rest of the group, hes decided to make a dwarven druid. After jotting down a few ideas, he begins by writing down a 10 for each ability score. ","type":"Rules","url":"/Rules.aspx?ID=107","weakness":{}}},{"_index":"aon18","_id":"rules-108","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Sample Character"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-108","markdown":"<title level=\"1\" right=\"Rules\">[Step 3](/Rules.aspx?ID=108)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAdam looks up the dwarf entry in Chapter 2. He records the ability boosts to his Constitution and Wisdom scores (bringing both up to 12). He also applies the ability flaw to his Charisma, dropping it to 8. For his free ability boost, he chooses Dexterity to boost his defenses, raising it to 12 as well. He also records the 10 Hit Points the ancestry gives him. Next, he returns to his character sheet to record the size, Speed, language, and darkvision ability he gets from being a dwarf. Finally, he decides on a heritage, writing “rock dwarf” next to dwarf, and he picks an ancestry feat, deciding on [Rock Runner](/Feats.aspx?ID=3), to show his characters strong connection to stone.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 3","next_link":{"label":"Step 4","url":"/Rules.aspx?ID=109"},"previous_link":{"label":"Steps 1 and 2","url":"/Rules.aspx?ID=107"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Sample Character\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 30"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>","speed":{},"text":" Step 3 Source Core Rulebook pg. 30 4.0 Adam looks up the dwarf entry in Chapter 2. He records the ability boosts to his Constitution and Wisdom scores (bringing both up to 12). He also applies the ability flaw to his Charisma, dropping it to 8. For his free ability boost, he chooses Dexterity to boost his defenses, raising it to 12 as well. He also records the 10 Hit Points the ancestry gives him. Next, he returns to his character sheet to record the size, Speed, language, and darkvision ability he gets from being a dwarf. Finally, he decides on a heritage, writing “rock dwarf” next to dwarf, and he picks an ancestry feat, deciding on Rock Runner, to show his characters strong connection to stone. ","type":"Rules","url":"/Rules.aspx?ID=108","weakness":{}}},{"_index":"aon18","_id":"rules-109","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Sample Character"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-109","markdown":"<title level=\"1\" right=\"Rules\">[Step 4](/Rules.aspx?ID=109)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLooking through the backgrounds, Adam likes the idea of a solitary dwarven druid, and the [nomad](/Backgrounds.aspx?ID=28) background makes for a good choice. For the first ability boost granted by the background, Adam chooses Wisdom, and for the free ability boost, he choses Constitution, taking both up to 14. On the second page, he writes “[Assurance (Survival)](/Feats.aspx?ID=756)” in the Skill Feats area, on the Background line. Finally, returning to the first page, he writes “cave” next to the first Lore skill entry and checks the box under the “T” for that skill and Survival.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 4","next_link":{"label":"Step 5","url":"/Rules.aspx?ID=110"},"previous_link":{"label":"Step 3","url":"/Rules.aspx?ID=108"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Sample Character\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 30"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>","speed":{},"text":" Step 4 Source Core Rulebook pg. 30 4.0 Looking through the backgrounds, Adam likes the idea of a solitary dwarven druid, and the nomad background makes for a good choice. For the first ability boost granted by the background, Adam chooses Wisdom, and for the free ability boost, he choses Constitution, taking both up to 14. On the second page, he writes “Assurance (Survival)” in the Skill Feats area, on the Background line. Finally, returning to the first page, he writes “cave” next to the first Lore skill entry and checks the box under the “T” for that skill and Survival. ","type":"Rules","url":"/Rules.aspx?ID=109","weakness":{}}},{"_index":"aon18","_id":"rules-110","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Sample Character"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-110","markdown":"<title level=\"1\" right=\"Rules\">[Step 5](/Rules.aspx?ID=110)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAdam writes “druid” on the class line of his character sheet and fills in the number 1 in the level box. The druid class grants an ability boost to its key ability score, which is Wisdom, so Adams character has his Wisdom raised to 16.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 5","next_link":{"label":"Step 6","url":"/Rules.aspx?ID=111"},"previous_link":{"label":"Step 4","url":"/Rules.aspx?ID=109"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Sample Character\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 30"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>","speed":{},"text":" Step 5 Source Core Rulebook pg. 30 4.0 Adam writes “druid” on the class line of his character sheet and fills in the number 1 in the level box. The druid class grants an ability boost to its key ability score, which is Wisdom, so Adams character has his Wisdom raised to 16. ","type":"Rules","url":"/Rules.aspx?ID=110","weakness":{}}},{"_index":"aon18","_id":"rules-111","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Sample Character"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-111","markdown":"<title level=\"1\" right=\"Rules\">[Step 6](/Rules.aspx?ID=111)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAdam applies four more ability boosts to his ability scores to determine his starting scores. After giving it some thought, he applies them to Wisdom (raising it to 18), since thats the most important ability score for his class, and to Strength, Dexterity, and Constitution (raising them to 12, 14, and 16, respectively) to make him better in combat. He then looks at Table 11 to determine the ability modifiers for each score and writes all of his ability scores and modifiers down on his character sheet.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 6","next_link":{"label":"Step 7","url":"/Rules.aspx?ID=112"},"previous_link":{"label":"Step 5","url":"/Rules.aspx?ID=110"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Sample Character\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 30"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>","speed":{},"text":" Step 6 Source Core Rulebook pg. 30 4.0 Adam applies four more ability boosts to his ability scores to determine his starting scores. After giving it some thought, he applies them to Wisdom (raising it to 18), since thats the most important ability score for his class, and to Strength, Dexterity, and Constitution (raising them to 12, 14, and 16, respectively) to make him better in combat. He then looks at Table 11 to determine the ability modifiers for each score and writes all of his ability scores and modifiers down on his character sheet. ","type":"Rules","url":"/Rules.aspx?ID=111","weakness":{}}},{"_index":"aon18","_id":"rules-112","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Sample Character"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-112","markdown":"<title level=\"1\" right=\"Rules\">[Step 7](/Rules.aspx?ID=112)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs Adam applies his class, he has a number of things to figure out. First, he starts by recording all of his initial proficiencies, marking the appropriate boxes in the Armor Class, Saving Throws, Weapon Proficiencies, Spell Attack Roll, and Spell DCs areas of his sheet. Turning to skills, he marks Nature as trained and notes that once he picks his druid order, hell become trained in another skill determined by that order. He then gets to choose three more skills (if he had a higher Intelligence, he would have gotten more). He decides on Athletics, Diplomacy, and Medicine, marking all of them as trained. Next, he adds the 8 Hit Points from the druid class and his Constitution modifier of +3 to the 10 Hit Points from his dwarf ancestry for an impressive 21 total Hit Points.\n\n Moving on to class features, Adam marks down wild empathy in the class feats and abilities area, as well as the [Shield Block](/Feats.aspx?ID=839) feat in the bonus feats area. He makes note of the anathema for being a druid and records Druidic in his language section. Next, he looks through the druid orders and decides upon the wild order, which gives him his final trained skill (Intimidation), the ability to cast [_wild morph_](/Spells.aspx?ID=480), as well as the [Wild Shape](/Feats.aspx?ID=316) feat, which lets him cast a spell to turn into an animal. He writes these spells in the focus spell area of his character sheet and also notes that he has 1 Focus Point to use to cast these spells.\n\n Finally, a druid can cast a limited number of primal spells. Although he can change them every morning, Adam is curious, and he turns to Chapter 7: Spells to decide what spells he might cast. He jots down five cantrips and two 1st-level spells and marks them as prepared.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 7","next_link":{"label":"Step 8","url":"/Rules.aspx?ID=113"},"previous_link":{"label":"Step 6","url":"/Rules.aspx?ID=111"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Sample Character\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 30"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>","speed":{},"text":" Step 7 Source Core Rulebook pg. 30 4.0 As Adam applies his class, he has a number of things to figure out. First, he starts by recording all of his initial proficiencies, marking the appropriate boxes in the Armor Class, Saving Throws, Weapon Proficiencies, Spell Attack Roll, and Spell DCs areas of his sheet. Turning to skills, he marks Nature as trained and notes that once he picks his druid order, hell become trained in another skill determined by that order. He then gets to choose three more skills (if he had a higher Intelligence, he would have gotten more). He decides on Athletics, Diplomacy, and Medicine, marking all of them as trained. Next, he adds the 8 Hit Points from the druid class and his Constitution modifier of +3 to the 10 Hit Points from his dwarf ancestry for an impressive 21 total Hit Points. Moving on to class features, Adam marks down wild empathy in the class feats and abilities area, as well as the Shield Block feat in the bonus feats area. He makes note of the anathema for being a druid and records Druidic in his language section. Next, he looks through the druid orders and decides upon the wild order, which gives him his final trained skill (Intimidation), the ability to cast wild morph , as well as the Wild Shape feat, which lets him cast a spell to turn into an animal. He writes these spells in the focus spell area of his character sheet and also notes that he has 1 Focus Point to use to cast these spells. Finally, a druid can cast a limited number of primal spells. Although he can change them every morning, Adam is curious, and he turns to Chapter 7: Spells to decide what spells he might cast. He jots down five cantrips and two 1st-level spells and marks them as prepared. ","type":"Rules","url":"/Rules.aspx?ID=112","weakness":{}}},{"_index":"aon18","_id":"rules-113","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Sample Character"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-113","markdown":"<title level=\"1\" right=\"Rules\">[Step 8](/Rules.aspx?ID=113)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNext up, Adam turns to Chapter 6: Equipment. Hes trained in medium armor, but since wearing metal armor is anathema to druids, he chooses hide armor. For weapons, he decides on a spear, but he buys two just in case he wants to throw the first one. He writes all of these on the front of his character sheet. Adam lists the spear under both melee Strikes and ranged Strikes, and he also writes the claws he gains from _wild morph_ under his melee Strikes, because hes sure that hell be casting that spell a lot. He records the rest of his gear in the Inventory section on the second page, along with coin left over after buying his starting gear.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 8","next_link":{"label":"Step 9","url":"/Rules.aspx?ID=114"},"previous_link":{"label":"Step 7","url":"/Rules.aspx?ID=112"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Sample Character\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 30"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>","speed":{},"text":" Step 8 Source Core Rulebook pg. 30 4.0 Next up, Adam turns to Chapter 6: Equipment. Hes trained in medium armor, but since wearing metal armor is anathema to druids, he chooses hide armor. For weapons, he decides on a spear, but he buys two just in case he wants to throw the first one. He writes all of these on the front of his character sheet. Adam lists the spear under both melee Strikes and ranged Strikes, and he also writes the claws he gains from wild morph under his melee Strikes, because hes sure that hell be casting that spell a lot. He records the rest of his gear in the Inventory section on the second page, along with coin left over after buying his starting gear. ","type":"Rules","url":"/Rules.aspx?ID=113","weakness":{}}},{"_index":"aon18","_id":"rules-114","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Sample Character"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-114","markdown":"<title level=\"1\" right=\"Rules\">[Step 9](/Rules.aspx?ID=114)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAdam records all of the ability modifiers for Perception, saving throws, Strikes, and skills. He then puts a “+3” in the box marked Prof to indicate his proficiency bonus for each statistic hes trained in (1 for his level, plus 2 for being trained) and \"+5\" in any that he is an expert. Then, he adds up his modifiers for each statistic.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 9","next_link":{"label":"Step 10","url":"/Rules.aspx?ID=115"},"previous_link":{"label":"Step 8","url":"/Rules.aspx?ID=113"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Sample Character\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 30"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>","speed":{},"text":" Step 9 Source Core Rulebook pg. 30 4.0 Adam records all of the ability modifiers for Perception, saving throws, Strikes, and skills. He then puts a “+3” in the box marked Prof to indicate his proficiency bonus for each statistic hes trained in (1 for his level, plus 2 for being trained) and \"+5\" in any that he is an expert. Then, he adds up his modifiers for each statistic. ","type":"Rules","url":"/Rules.aspx?ID=114","weakness":{}}},{"_index":"aon18","_id":"rules-115","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Sample Character"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-115","markdown":"<title level=\"1\" right=\"Rules\">[Step 10](/Rules.aspx?ID=115)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFinally, Adam fills out the final details of his character, noting his neutral alignment and calculating his AC and Bulk limits. Last but not least, he fills in some last-minute information about his character and decides on a name. Gar the dwarf druid is ready for his first adventure!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 10","next_link":{"label":"Leveling Up","url":"/Rules.aspx?ID=116"},"previous_link":{"label":"Step 9","url":"/Rules.aspx?ID=114"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Sample Character\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 30"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 30 <sup>4.0</sup></row>","speed":{},"text":" Step 10 Source Core Rulebook pg. 30 4.0 Finally, Adam fills out the final details of his character, noting his neutral alignment and calculating his AC and Bulk limits. Last but not least, he fills in some last-minute information about his character and decides on a name. Gar the dwarf druid is ready for his first adventure! ","type":"Rules","url":"/Rules.aspx?ID=115","weakness":{}}},{"_index":"aon18","_id":"rules-116","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-116","markdown":"<title level=\"1\" right=\"Rules\">[Leveling Up](/Rules.aspx?ID=116)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 31 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.\n\n Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your characters new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!\n\n Next, return to your characters class entry. Increase your characters total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your characters new level. Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up. For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.\n\n You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219). Your characters class entry also explains how to apply any ability boosts and skill increases your character gains. If they gain an ancestry feat, head back to the entry for your characters ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. Its also a good idea to review your characters spells in Chapter 7 and see if there are heightened versions they can now cast.\n\n Once youve made all your choices for your characters new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because youve gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your characters Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your characters Intelligence modifier, they become trained in an additional skill and language. Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.\n\n You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your characters Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-117\" />","name":"Leveling Up","next_link":{"label":"Chapter 2: Ancestries & Backgrounds","url":"/Rules.aspx?ID=118"},"previous_link":{"label":"Sample Character","url":"/Rules.aspx?ID=106"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 31 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 31"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 31 <sup>4.0</sup></row>","speed":{},"text":" Leveling Up Source Core Rulebook pg. 31 4.0 The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards. Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your characters new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again! Next, return to your characters class entry. Increase your characters total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your characters new level. Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up. For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter. You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219). Your characters class entry also explains how to apply any ability boosts and skill increases your character gains. If they gain an ancestry feat, head back to the entry for your characters ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. Its also a good idea to review your characters spells in Chapter 7 and see if there are heightened versions they can now cast. Once youve made all your choices for your characters new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because youve gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your characters Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your characters Intelligence modifier, they become trained in an additional skill and language. Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well. You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your characters Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level. ","type":"Rules","url":"/Rules.aspx?ID=116","weakness":{}}},{"_index":"aon18","_id":"rules-117","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Introduction","Leveling Up"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-117","markdown":"<title level=\"1\" right=\"Rules\">[Leveling-Up Checklist](/Rules.aspx?ID=117)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 31 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEvery time you gain a level, make sure you do each of the following: \n<ul><li>Increase your level by 1 and subtract 1,000 XP from your XP total. </li><li>Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3. </li><li>Add class features from your class advancement table, including ability boosts and skill increases. </li><li>Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5. </li><li>Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells. </li><li>Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities. </li><li>Adjust bonuses from feats and other abilities that are based on your level.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Leveling-Up Checklist","next_link":{"label":"Chapter 2: Ancestries & Backgrounds","url":"/Rules.aspx?ID=118"},"previous_link":{"label":"Sample Character","url":"/Rules.aspx?ID=106"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 31 <sup>4.0</sup></row>\r\n\r\nChapter 1: Introduction / Leveling Up\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 31"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 31 <sup>4.0</sup></row>","speed":{},"text":" Leveling-Up Checklist Source Core Rulebook pg. 31 4.0 Every time you gain a level, make sure you do each of the following: Increase your level by 1 and subtract 1,000 XP from your XP total. Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3. Add class features from your class advancement table, including ability boosts and skill increases. Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5. Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells. Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities. Adjust bonuses from feats and other abilities that are based on your level. ","type":"Rules","url":"/Rules.aspx?ID=117","weakness":{}}},{"_index":"aon18","_id":"rules-118","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-118","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 2: Ancestries &amp; Backgrounds](/Rules.aspx?ID=118)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour characters ancestry determines which people they call their own, whether its diverse and ambitious humans, insular but vivacious elves, traditionalist and family-focused dwarves, or any of the other folk who call Golarion home. A characters ancestry and their experiences prior to their life as an adventurer—represented by a background—might be key parts of their identity, shape how they see the world, and help them find their place in it.\n\n A character has one ancestry and one background, both of which you select during character creation. Youll also select a number of languages for your character. Once chosen, your ancestry and background cant be changed.\n\n This chapter is divided into three parts: \n<ul><li>Ancestries express the culture your character hails from. Within many ancestries are heritages— subgroups that each have their own characteristics. An ancestry provides ability boosts (and perhaps ability flaws), Hit Points, ancestry feats, and sometimes additional abilities. </li><li>Backgrounds, starting on page 60, describe training or environments your character experienced before becoming an adventurer. Your characters background provides ability boosts, skill training, and a skill feat. </li><li>Languages, starting on page 65, let your character communicate with the wonderful and weird people and creatures of the world.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-119\" />\r\n\r\n<document level=\"2\" id=\"rules-130\" />\r\n\r\n<document level=\"2\" id=\"rules-131\" />","name":"Chapter 2: Ancestries & Backgrounds","next_link":{"label":"Chapter 3: Classes","url":"/Rules.aspx?ID=134"},"previous_link":{"label":"Chapter 1: Introduction","url":"/Rules.aspx?ID=1"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\n\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>","speed":{},"text":" Chapter 2: Ancestries &amp; Backgrounds Source Core Rulebook pg. 33 4.0 Your characters ancestry determines which people they call their own, whether its diverse and ambitious humans, insular but vivacious elves, traditionalist and family-focused dwarves, or any of the other folk who call Golarion home. A characters ancestry and their experiences prior to their life as an adventurer—represented by a background—might be key parts of their identity, shape how they see the world, and help them find their place in it. A character has one ancestry and one background, both of which you select during character creation. Youll also select a number of languages for your character. Once chosen, your ancestry and background cant be changed. This chapter is divided into three parts: Ancestries express the culture your character hails from. Within many ancestries are heritages— subgroups that each have their own characteristics. An ancestry provides ability boosts (and perhaps ability flaws), Hit Points, ancestry feats, and sometimes additional abilities. Backgrounds, starting on page 60, describe training or environments your character experienced before becoming an adventurer. Your characters background provides ability boosts, skill training, and a skill feat. Languages, starting on page 65, let your character communicate with the wonderful and weird people and creatures of the world. ","type":"Rules","url":"/Rules.aspx?ID=118","weakness":{}}},{"_index":"aon18","_id":"rules-119","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-119","markdown":"<title level=\"1\" right=\"Rules\">[Ancestry Entries](/Rules.aspx?ID=119)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach entry includes details about the ancestry and presents the rules elements described below (all of these but heritages and ancestry feats are listed in a sidebar).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-120\" />\r\n\r\n<document level=\"2\" id=\"rules-121\" />\r\n\r\n<document level=\"2\" id=\"rules-122\" />\r\n\r\n<document level=\"2\" id=\"rules-123\" />\r\n\r\n<document level=\"2\" id=\"rules-124\" />\r\n\r\n<document level=\"2\" id=\"rules-125\" />\r\n\r\n<document level=\"2\" id=\"rules-126\" />\r\n\r\n<document level=\"2\" id=\"rules-127\" />\r\n\r\n<document level=\"2\" id=\"rules-128\" />\r\n\r\n<document level=\"2\" id=\"rules-129\" />","name":"Ancestry Entries","next_link":{"label":"Backgrounds","url":"/Rules.aspx?ID=130"},"previous_link":{"label":"Chapter 1: Introduction","url":"/Rules.aspx?ID=1"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>","speed":{},"text":" Ancestry Entries Source Core Rulebook pg. 33 4.0 Each entry includes details about the ancestry and presents the rules elements described below (all of these but heritages and ancestry feats are listed in a sidebar). ","type":"Rules","url":"/Rules.aspx?ID=119","weakness":{}}},{"_index":"aon18","_id":"rules-120","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds","Ancestry Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-120","markdown":"<title level=\"1\" right=\"Rules\">[Hit Points (HP)](/Rules.aspx?ID=120)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis tells you how many Hit Points your character gains from their ancestry at 1st level. Youll add the Hit Points from your characters class (including their Constitution modifier) to this number. For more on calculating Hit Points, see Step 7: Record Class Details, on page 25.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hit Points (HP)","next_link":{"label":"Size","url":"/Rules.aspx?ID=121"},"previous_link":{"label":"Chapter 1: Introduction","url":"/Rules.aspx?ID=1"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds / Ancestry Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>","speed":{},"text":" Hit Points (HP) Source Core Rulebook pg. 33 4.0 This tells you how many Hit Points your character gains from their ancestry at 1st level. Youll add the Hit Points from your characters class (including their Constitution modifier) to this number. For more on calculating Hit Points, see Step 7: Record Class Details, on page 25. ","type":"Rules","url":"/Rules.aspx?ID=120","weakness":{}}},{"_index":"aon18","_id":"rules-121","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds","Ancestry Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-121","markdown":"<title level=\"1\" right=\"Rules\">[Size](/Rules.aspx?ID=121)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis tells you the physical size of members of the ancestry. Medium corresponds roughly to the height and weight range of a human adult, and Small is roughly half that.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Size","next_link":{"label":"Speed","url":"/Rules.aspx?ID=122"},"previous_link":{"label":"Hit Points (HP)","url":"/Rules.aspx?ID=120"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds / Ancestry Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>","speed":{},"text":" Size Source Core Rulebook pg. 33 4.0 This tells you the physical size of members of the ancestry. Medium corresponds roughly to the height and weight range of a human adult, and Small is roughly half that. ","type":"Rules","url":"/Rules.aspx?ID=121","weakness":{}}},{"_index":"aon18","_id":"rules-122","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds","Ancestry Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-122","markdown":"<title level=\"1\" right=\"Rules\">[Speed](/Rules.aspx?ID=122)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis entry lists how far a member of the ancestry can move each time they spend an action (such as Stride) to do so.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Speed","next_link":{"label":"Ability Boosts","url":"/Rules.aspx?ID=123"},"previous_link":{"label":"Size","url":"/Rules.aspx?ID=121"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds / Ancestry Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>","speed":{},"text":" Speed Source Core Rulebook pg. 33 4.0 This entry lists how far a member of the ancestry can move each time they spend an action (such as Stride) to do so. ","type":"Rules","url":"/Rules.aspx?ID=122","weakness":{}}},{"_index":"aon18","_id":"rules-123","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds","Ancestry Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-123","markdown":"<title level=\"1\" right=\"Rules\">[Ability Boosts](/Rules.aspx?ID=123)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis lists the ability scores you apply ability boosts to when creating a character of this ancestry. Most ancestries provide ability boosts to two specified ability scores, plus a free ability boost that you can apply to any other score of your choice. For more about ability boosts, see [here](/Rules.aspx?ID=75).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Boosts","next_link":{"label":"Ability Flaws","url":"/Rules.aspx?ID=124"},"previous_link":{"label":"Speed","url":"/Rules.aspx?ID=122"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds / Ancestry Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>","speed":{},"text":" Ability Boosts Source Core Rulebook pg. 33 4.0 This lists the ability scores you apply ability boosts to when creating a character of this ancestry. Most ancestries provide ability boosts to two specified ability scores, plus a free ability boost that you can apply to any other score of your choice. For more about ability boosts, see here. ","type":"Rules","url":"/Rules.aspx?ID=123","weakness":{}}},{"_index":"aon18","_id":"rules-124","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds","Ancestry Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-124","markdown":"<title level=\"1\" right=\"Rules\">[Ability Flaws](/Rules.aspx?ID=124)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis lists the ability score to which you apply an ability flaw when creating a character of this ancestry. Most ancestries, with the exception of humans, include an ability flaw. For more about applying ability flaws, see [here](/Rules.aspx?ID=76).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Flaws","next_link":{"label":"Languages","url":"/Rules.aspx?ID=125"},"previous_link":{"label":"Ability Boosts","url":"/Rules.aspx?ID=123"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds / Ancestry Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>","speed":{},"text":" Ability Flaws Source Core Rulebook pg. 33 4.0 This lists the ability score to which you apply an ability flaw when creating a character of this ancestry. Most ancestries, with the exception of humans, include an ability flaw. For more about applying ability flaws, see here. ","type":"Rules","url":"/Rules.aspx?ID=124","weakness":{}}},{"_index":"aon18","_id":"rules-125","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds","Ancestry Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-125","markdown":"<title level=\"1\" right=\"Rules\">[Languages](/Rules.aspx?ID=125)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis tells you the languages that members of the ancestry speak at 1st level. If your Intelligence modifier is +1 or higher, you can select more languages from a list given here. More about languages can be found on page 65.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Languages","next_link":{"label":"Traits","url":"/Rules.aspx?ID=126"},"previous_link":{"label":"Ability Flaws","url":"/Rules.aspx?ID=124"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds / Ancestry Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>","speed":{},"text":" Languages Source Core Rulebook pg. 33 4.0 This tells you the languages that members of the ancestry speak at 1st level. If your Intelligence modifier is +1 or higher, you can select more languages from a list given here. More about languages can be found on page 65. ","type":"Rules","url":"/Rules.aspx?ID=125","weakness":{}}},{"_index":"aon18","_id":"rules-126","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds","Ancestry Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-126","markdown":"<title level=\"1\" right=\"Rules\">[Traits](/Rules.aspx?ID=126)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese descriptors have no mechanical benefit, but theyre important for determining how certain spells, effects, and other aspects of the game interact with your character.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Traits","next_link":{"label":"Special Abilities","url":"/Rules.aspx?ID=127"},"previous_link":{"label":"Languages","url":"/Rules.aspx?ID=125"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds / Ancestry Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>","speed":{},"text":" Traits Source Core Rulebook pg. 33 4.0 These descriptors have no mechanical benefit, but theyre important for determining how certain spells, effects, and other aspects of the game interact with your character. ","type":"Rules","url":"/Rules.aspx?ID=126","weakness":{}}},{"_index":"aon18","_id":"rules-127","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds","Ancestry Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-127","markdown":"<title level=\"1\" right=\"Rules\">[Special Abilities](/Rules.aspx?ID=127)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAny other entries in the sidebar represent abilities, senses, and other qualities all members of the ancestry manifest. These are omitted for ancestries with no special rules.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Special Abilities","next_link":{"label":"Heritages","url":"/Rules.aspx?ID=128"},"previous_link":{"label":"Traits","url":"/Rules.aspx?ID=126"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds / Ancestry Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>","speed":{},"text":" Special Abilities Source Core Rulebook pg. 33 4.0 Any other entries in the sidebar represent abilities, senses, and other qualities all members of the ancestry manifest. These are omitted for ancestries with no special rules. ","type":"Rules","url":"/Rules.aspx?ID=127","weakness":{}}},{"_index":"aon18","_id":"rules-128","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds","Ancestry Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-128","markdown":"<title level=\"1\" right=\"Rules\">[Heritages](/Rules.aspx?ID=128)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and cant change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Heritages","next_link":{"label":"Ancestry Feats","url":"/Rules.aspx?ID=129"},"previous_link":{"label":"Special Abilities","url":"/Rules.aspx?ID=127"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds / Ancestry Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>","speed":{},"text":" Heritages Source Core Rulebook pg. 33 4.0 You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and cant change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage. ","type":"Rules","url":"/Rules.aspx?ID=128","weakness":{}}},{"_index":"aon18","_id":"rules-129","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds","Ancestry Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-129","markdown":"<title level=\"1\" right=\"Rules\">[Ancestry Feats](/Rules.aspx?ID=129)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section presents ancestry feats, which allow you to customize your character. You gain your first ancestry feat at 1st level, and you gain another at 5th level, 9th level, 13th level, and 17th level, as indicated in the class advancement table in the descriptions of each class.\n\n Ancestry feats are organized by level. As a starting character, you can choose from only 1st-level ancestry feats, but later choices can be made from any feat of your level or lower. These feats also sometimes list prerequisites—requirements that your character must fulfill to select that feat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ancestry Feats","next_link":{"label":"Backgrounds","url":"/Rules.aspx?ID=130"},"previous_link":{"label":"Heritages","url":"/Rules.aspx?ID=128"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds / Ancestry Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 33 <sup>4.0</sup></row>","speed":{},"text":" Ancestry Feats Source Core Rulebook pg. 33 4.0 This section presents ancestry feats, which allow you to customize your character. You gain your first ancestry feat at 1st level, and you gain another at 5th level, 9th level, 13th level, and 17th level, as indicated in the class advancement table in the descriptions of each class. Ancestry feats are organized by level. As a starting character, you can choose from only 1st-level ancestry feats, but later choices can be made from any feat of your level or lower. These feats also sometimes list prerequisites—requirements that your character must fulfill to select that feat. ","type":"Rules","url":"/Rules.aspx?ID=129","weakness":{}}},{"_index":"aon18","_id":"rules-130","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-130","markdown":"<title level=\"1\" right=\"Rules\">[Backgrounds](/Rules.aspx?ID=130)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 60 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBackgrounds allow you to customize your character based on their life before adventuring. This is the next step in their life story after their ancestry, which reflects the circumstances of their birth. Your characters background can help you learn or portray more about their personality while also suggesting what sorts of things theyre likely to know. Consider what events set your character on their path to the life of an adventurer and how those circumstances relate to their background.\n\n At 1st level when you create your character, you gain a background of your choice. This decision is permanent; you cant change it at later levels. Each background listed here grants two ability boosts, a skill feat, and the trained proficiency rank in two skills, one of which is a Lore skill. If you gain the trained proficiency rank in a skill from your background and would then gain the trained proficiency rank in the same skill from your class at 1st level, you instead become trained in another skill of your choice.\n\n Lore skills represent deep knowledge of a specific subject and are described on page 247. If a Lore skill involves a choice (for instance, a choice of terrain), explain your preference to the GM, who has final say on whether its acceptable or not. If youd like some suggestions, the Common Lore Subcategories sidebar on page 248 lists a number of Lore skills that are suitable for most campaigns.\n\n Skill feats expand the functions of your skills and appear in Chapter 5: Feats.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Backgrounds","next_link":{"label":"Languages","url":"/Rules.aspx?ID=131"},"previous_link":{"label":"Ancestry Entries","url":"/Rules.aspx?ID=119"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 60 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 60"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 60 <sup>4.0</sup></row>","speed":{},"text":" Backgrounds Source Core Rulebook pg. 60 4.0 Backgrounds allow you to customize your character based on their life before adventuring. This is the next step in their life story after their ancestry, which reflects the circumstances of their birth. Your characters background can help you learn or portray more about their personality while also suggesting what sorts of things theyre likely to know. Consider what events set your character on their path to the life of an adventurer and how those circumstances relate to their background. At 1st level when you create your character, you gain a background of your choice. This decision is permanent; you cant change it at later levels. Each background listed here grants two ability boosts, a skill feat, and the trained proficiency rank in two skills, one of which is a Lore skill. If you gain the trained proficiency rank in a skill from your background and would then gain the trained proficiency rank in the same skill from your class at 1st level, you instead become trained in another skill of your choice. Lore skills represent deep knowledge of a specific subject and are described on page 247. If a Lore skill involves a choice (for instance, a choice of terrain), explain your preference to the GM, who has final say on whether its acceptable or not. If youd like some suggestions, the Common Lore Subcategories sidebar on page 248 lists a number of Lore skills that are suitable for most campaigns. Skill feats expand the functions of your skills and appear in Chapter 5: Feats. ","type":"Rules","url":"/Rules.aspx?ID=130","weakness":{}}},{"_index":"aon18","_id":"rules-131","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-131","markdown":"<title level=\"1\" right=\"Rules\">[Languages](/Rules.aspx?ID=131)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 65 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe people of the Inner Sea region speak dozens of different languages, along with hundreds of dialects and regional variations. While a character can generally get by with Taldane, also known as Common, knowing another language is vital in some regions. Being able to speak these tongues can help you with negotiation, spying on enemies, or just conducting simple commerce. Languages also afford you the chance to contextualize your character in the world and give meaning to your other character choices.\n\n Your ancestry entry states which languages you know at 1st level. Typically, this means you can both speak and read these languages. Having a positive Intelligence modifier grants a number of additional languages equal to your Intelligence modifier. You can choose these languages from the list presented in your characters ancestry entry and from those available from your region or ethnicity. Ask your GM if theres a language you want to select that isnt on these lists. If your Intelligence changes later on, you adjust your number of languages accordingly.\n\n The languages presented here are grouped according to how common they are throughout the Inner Sea region. Languages that are common are regularly encountered in most places, even among those who arent native speakers. Languages that are uncommon (see Table 22 and Regional Languages) are most frequently spoken by native speakers, but they are also spoken by certain scholars and others interested in the associated cultures.\n\n Druidic is a secret language, and is available only to characters who are [druids](/Classes.aspx?ID=6). In fact, druids are prohibited from teaching the language to non-druids (described further in Anathema on page 130).\n\n It is possible for your character to learn languages later in their adventuring career. Selecting the [Multilingual](/Feats.aspx?ID=814) feat, for example, grants a character two new languages chosen from those listed in Table 21: Common Languages and Table 22: Uncommon Languages. Other abilities and effects might grant access to common or uncommon languages, as detailed in their descriptions.\n\n## Table 2-1: Common Languages\n<row gap=\"tiny\">\n<table><tr><td>**Language**</td><td>**Speakers**</td></tr><tr><td>Common</td><td>Humans, dwarves, elves, halflings, and other common ancestries</td></tr><tr><td>Draconic</td><td>Dragons, reptilian humanoids</td></tr><tr><td>Dwarven</td><td>Dwarves</td></tr><tr><td>Elven</td><td>Elves, half-elves</td></tr><tr><td>Gnomish</td><td>Gnomes</td></tr><tr><td>Goblin</td><td>Goblins, hobgoblins, bugbears</td></tr><tr><td>Halfling</td><td>Halflings</td></tr><tr><td>Jotun</td><td>Giants, ogres, trolls, ettins, cyclopes</td></tr><tr><td>Orcish</td><td>Orcs, half-orcs</td></tr><tr><td>Sylvan</td><td>Fey, centaurs, plant and fungus creatures</td></tr><tr><td>Undercommon</td><td>Drow, duergars, xulgaths</td></tr></table></row><br />\n\n## Table 2-2: Uncommon Languages\n<row gap=\"tiny\">\n<table><tr><td>**Language**</td><td>**Speakers**</td></tr><tr><td>Abyssal</td><td>Demons</td></tr><tr><td>Aklo</td><td>Deros, evil fey, otherworldly monsters</td></tr><tr><td>Aquan</td><td>Aquatic creatures, water elemental creatures</td></tr><tr><td>Auran</td><td>Air elemental creatures, flying creatures</td></tr><tr><td>Celestial</td><td>Angels</td></tr><tr><td>Gnoll</td><td>Gnolls</td></tr><tr><td>Ignan</td><td>Fire elemental creatures</td></tr><tr><td>Infernal</td><td>Devils</td></tr><tr><td>Necril</td><td>Ghouls, intelligent undead</td></tr><tr><td>Shadowtongue</td><td>Nidalese, Shadow Plane creatures</td></tr><tr><td>Terran</td><td>Earth elemental creatures</td></tr></table></row><br />\n\n## Table 2-3: Secret Languages\n<row gap=\"tiny\">\n<table><tr><td>**Language**</td><td>**Speakers**</td></tr><tr><td>Druidic</td><td>Druids</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-132\" />\r\n\r\n<document level=\"2\" id=\"rules-133\" />","name":"Languages","next_link":{"label":"Chapter 3: Classes","url":"/Rules.aspx?ID=134"},"previous_link":{"label":"Backgrounds","url":"/Rules.aspx?ID=130"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 65 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 65"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 65 <sup>4.0</sup></row>","speed":{},"text":" Languages Source Core Rulebook pg. 65 4.0 The people of the Inner Sea region speak dozens of different languages, along with hundreds of dialects and regional variations. While a character can generally get by with Taldane, also known as Common, knowing another language is vital in some regions. Being able to speak these tongues can help you with negotiation, spying on enemies, or just conducting simple commerce. Languages also afford you the chance to contextualize your character in the world and give meaning to your other character choices. Your ancestry entry states which languages you know at 1st level. Typically, this means you can both speak and read these languages. Having a positive Intelligence modifier grants a number of additional languages equal to your Intelligence modifier. You can choose these languages from the list presented in your characters ancestry entry and from those available from your region or ethnicity. Ask your GM if theres a language you want to select that isnt on these lists. If your Intelligence changes later on, you adjust your number of languages accordingly. The languages presented here are grouped according to how common they are throughout the Inner Sea region. Languages that are common are regularly encountered in most places, even among those who arent native speakers. Languages that are uncommon (see Table 22 and Regional Languages) are most frequently spoken by native speakers, but they are also spoken by certain scholars and others interested in the associated cultures. Druidic is a secret language, and is available only to characters who are druids. In fact, druids are prohibited from teaching the language to non-druids (described further in Anathema on page 130). It is possible for your character to learn languages later in their adventuring career. Selecting the Multilingual feat, for example, grants a character two new languages chosen from those listed in Table 21: Common Languages and Table 22: Uncommon Languages. Other abilities and effects might grant access to common or uncommon languages, as detailed in their descriptions. ## Table 2-1: Common Languages Language Speakers Common Humans, dwarves, elves, halflings, and other common ancestries Draconic Dragons, reptilian humanoids Dwarven Dwarves Elven Elves, half-elves Gnomish Gnomes Goblin Goblins, hobgoblins, bugbears Halfling Halflings Jotun Giants, ogres, trolls, ettins, cyclopes Orcish Orcs, half-orcs Sylvan Fey, centaurs, plant and fungus creatures Undercommon Drow, duergars, xulgaths ## Table 2-2: Uncommon Languages Language Speakers Abyssal Demons Aklo Deros, evil fey, otherworldly monsters Aquan Aquatic creatures, water elemental creatures Auran Air elemental creatures, flying creatures Celestial Angels Gnoll Gnolls Ignan Fire elemental creatures Infernal Devils Necril Ghouls, intelligent undead Shadowtongue Nidalese, Shadow Plane creatures Terran Earth elemental creatures ## Table 2-3: Secret Languages Language Speakers Druidic Druids ","type":"Rules","url":"/Rules.aspx?ID=131","weakness":{}}},{"_index":"aon18","_id":"rules-132","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds","Languages"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-132","markdown":"<title level=\"1\" right=\"Rules\">[Regional Languages](/Rules.aspx?ID=132)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 65 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRegional languages depend on the game world youre playing in. Chapter 8: The Age of Lost Omens lists the regional languages of the Pathfinder world and where theyre spoken (page 432). These languages are uncommon.\n\n Most characters learn the Common language. This is the most widely used language in the region where the campaign takes place. In the Inner Sea region of Golarion, the Common tongue is Taldane, for example. Characters with Common might face a language barrier if they travel somewhere with a different Common language.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1461\" />","name":"Regional Languages","next_link":{"label":"Sign Language and Reading Lips","url":"/Rules.aspx?ID=133"},"previous_link":{"label":"Backgrounds","url":"/Rules.aspx?ID=130"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 65 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds / Languages\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 65"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 65 <sup>4.0</sup></row>","speed":{},"text":" Regional Languages Source Core Rulebook pg. 65 4.0 Regional languages depend on the game world youre playing in. Chapter 8: The Age of Lost Omens lists the regional languages of the Pathfinder world and where theyre spoken (page 432). These languages are uncommon. Most characters learn the Common language. This is the most widely used language in the region where the campaign takes place. In the Inner Sea region of Golarion, the Common tongue is Taldane, for example. Characters with Common might face a language barrier if they travel somewhere with a different Common language. ","type":"Rules","url":"/Rules.aspx?ID=132","weakness":{}}},{"_index":"aon18","_id":"rules-133","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds","Languages"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-133","markdown":"<title level=\"1\" right=\"Rules\">[Sign Language and Reading Lips](/Rules.aspx?ID=133)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 65 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe language entry for most characters lists languages they use to communicate in spoken words. However, you might know the signed languages associated with the languages you know, or how to read lips. You can learn these by taking the [Sign Language](/Feats.aspx?ID=840) or [Read Lips](/Feats.aspx?ID=833) skill feats, or both. If you are creating a character who is deaf, hard of hearing, or unable to speak, discuss with your GM whether it makes sense for your character to know sign languages or lip reading. If so, your GM might allow you to select one of these feats for free (even if you don't meet the prerequisites) to represent your character concept.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sign Language and Reading Lips","next_link":{"label":"Chapter 3: Classes","url":"/Rules.aspx?ID=134"},"previous_link":{"label":"Regional Languages","url":"/Rules.aspx?ID=132"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 65 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds / Languages\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 65"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 65 <sup>4.0</sup></row>","speed":{},"text":" Sign Language and Reading Lips Source Core Rulebook pg. 65 4.0 The language entry for most characters lists languages they use to communicate in spoken words. However, you might know the signed languages associated with the languages you know, or how to read lips. You can learn these by taking the Sign Language or Read Lips skill feats, or both. If you are creating a character who is deaf, hard of hearing, or unable to speak, discuss with your GM whether it makes sense for your character to know sign languages or lip reading. If so, your GM might allow you to select one of these feats for free (even if you don't meet the prerequisites) to represent your character concept. ","type":"Rules","url":"/Rules.aspx?ID=133","weakness":{}}},{"_index":"aon18","_id":"rules-134","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-134","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 3: Classes](/Rules.aspx?ID=134)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nJust as your characters ancestry plays a key role in expressing their identity and worldview, their class indicates the training they have and will improve upon as an adventurer. Choosing your characters class is perhaps the most important decision you will make for them. Groups of players often create characters whose skills and abilities complement each other mechanically—for example, ensuring your party includes a healer, a combat-oriented character, a stealthy character, and someone with command over magic—so you may wish to discuss options with your group before deciding.\n\n The rules within each class allow you to bring a wealth of character concepts to life. Perhaps you want to create a brilliant but scatterbrained alchemist who can rattle off complex formulas for alchemical items but has trouble remembering his best friends birthday. Or perhaps you want your character to be a muscle-bound swordswoman who becomes as immovable as a mountain when she hoists a shield. Maybe theyll be a hot-tempered sorcerer whose gesticulating fingers pulse with light from an angelic ancestor. The choices you make for your character within their class—such as a clerics choice of deity, a fighters choice of weapon, or a sorcerers bloodline—bring these visions to life within the context of the rules and the world.\n\n The entries on the pages that follow describe the 12 core classes in Pathfinder. Each entry contains the information you need to play a character of that class, as well as to advance them from their humble beginnings at 1st level to the dizzying heights of power at 20th level. In addition to the class entries, you might need to reference the following sections, which detail additional character options and how to advance your character in level. \n<ul><li>Leveling Up on page 31 tells you how to make your character stronger when you get enough Experience Points to reach a new level. </li><li>Animal Companions and Familiars on page 214 provides rules to create an animal companion or a familiar to share your adventures with. You must have a class feature or feat that grants you a companion or familiar to use these rules. </li><li>Archetypes on page 219 gives you thematic options that allow you to further customize your characters abilities. Though these rules are not recommended for beginners, the archetypes in this book allow you to gain abilities from other classes starting at 2nd level.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-135\" />\r\n\r\n<document level=\"2\" id=\"rules-148\" />\r\n\r\n<document level=\"2\" id=\"rules-167\" />","name":"Chapter 3: Classes","next_link":{"label":"Chapter 4: Skills","url":"/Rules.aspx?ID=171"},"previous_link":{"label":"Chapter 2: Ancestries & Backgrounds","url":"/Rules.aspx?ID=118"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>\n\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>","speed":{},"text":" Chapter 3: Classes Source Core Rulebook pg. 67 4.0 Just as your characters ancestry plays a key role in expressing their identity and worldview, their class indicates the training they have and will improve upon as an adventurer. Choosing your characters class is perhaps the most important decision you will make for them. Groups of players often create characters whose skills and abilities complement each other mechanically—for example, ensuring your party includes a healer, a combat-oriented character, a stealthy character, and someone with command over magic—so you may wish to discuss options with your group before deciding. The rules within each class allow you to bring a wealth of character concepts to life. Perhaps you want to create a brilliant but scatterbrained alchemist who can rattle off complex formulas for alchemical items but has trouble remembering his best friends birthday. Or perhaps you want your character to be a muscle-bound swordswoman who becomes as immovable as a mountain when she hoists a shield. Maybe theyll be a hot-tempered sorcerer whose gesticulating fingers pulse with light from an angelic ancestor. The choices you make for your character within their class—such as a clerics choice of deity, a fighters choice of weapon, or a sorcerers bloodline—bring these visions to life within the context of the rules and the world. The entries on the pages that follow describe the 12 core classes in Pathfinder. Each entry contains the information you need to play a character of that class, as well as to advance them from their humble beginnings at 1st level to the dizzying heights of power at 20th level. In addition to the class entries, you might need to reference the following sections, which detail additional character options and how to advance your character in level. Leveling Up on page 31 tells you how to make your character stronger when you get enough Experience Points to reach a new level. Animal Companions and Familiars on page 214 provides rules to create an animal companion or a familiar to share your adventures with. You must have a class feature or feat that grants you a companion or familiar to use these rules. Archetypes on page 219 gives you thematic options that allow you to further customize your characters abilities. Though these rules are not recommended for beginners, the archetypes in this book allow you to gain abilities from other classes starting at 2nd level. ","type":"Rules","url":"/Rules.aspx?ID=134","weakness":{}}},{"_index":"aon18","_id":"rules-135","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-135","markdown":"<title level=\"1\" right=\"Rules\">[Reading Class Entries](/Rules.aspx?ID=135)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEvery class entry includes information about typical members of the class, plus suggestions for roleplaying characters of that class and playing these characters in the games various modes. Each class provides your character with an ability boost to a key ability score; a number of Hit Points they receive at each level; proficiency ranks for various abilities, equipment, and skills; special abilities from their class features; and more. Your characters class entry also provides the information needed when they gain levels, so it will be a vital reference throughout the course of your campaign.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-136\" />\r\n\r\n<document level=\"2\" id=\"rules-137\" />\r\n\r\n<document level=\"2\" id=\"rules-138\" />\r\n\r\n<document level=\"2\" id=\"rules-139\" />\r\n\r\n<document level=\"2\" id=\"rules-140\" />\r\n\r\n<document level=\"2\" id=\"rules-141\" />","name":"Reading Class Entries","next_link":{"label":"Animal Companions and Familiars","url":"/Rules.aspx?ID=148"},"previous_link":{"label":"Chapter 2: Ancestries & Backgrounds","url":"/Rules.aspx?ID=118"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>","speed":{},"text":" Reading Class Entries Source Core Rulebook pg. 67 4.0 Every class entry includes information about typical members of the class, plus suggestions for roleplaying characters of that class and playing these characters in the games various modes. Each class provides your character with an ability boost to a key ability score; a number of Hit Points they receive at each level; proficiency ranks for various abilities, equipment, and skills; special abilities from their class features; and more. Your characters class entry also provides the information needed when they gain levels, so it will be a vital reference throughout the course of your campaign. ","type":"Rules","url":"/Rules.aspx?ID=135","weakness":{}}},{"_index":"aon18","_id":"rules-136","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Reading Class Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-136","markdown":"<title level=\"1\" right=\"Rules\">[Playing the Class](/Rules.aspx?ID=136)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe first section of each class describes the interests and tendencies typical of that class, as well as information on how others view them. This can help inspire you as you determine your characters actions and define their personality, but you arent obligated to play your character as this section describes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Playing the Class","next_link":{"label":"Key Ability","url":"/Rules.aspx?ID=137"},"previous_link":{"label":"Chapter 2: Ancestries & Backgrounds","url":"/Rules.aspx?ID=118"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Reading Class Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>","speed":{},"text":" Playing the Class Source Core Rulebook pg. 67 4.0 The first section of each class describes the interests and tendencies typical of that class, as well as information on how others view them. This can help inspire you as you determine your characters actions and define their personality, but you arent obligated to play your character as this section describes. ","type":"Rules","url":"/Rules.aspx?ID=136","weakness":{}}},{"_index":"aon18","_id":"rules-137","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Reading Class Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-137","markdown":"<title level=\"1\" right=\"Rules\">[Key Ability](/Rules.aspx?ID=137)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis is the ability score that a member of your class cares about the most. Many of your most useful and powerful abilities are tied to this ability in some way.\n\n For instance, this is the ability score youll use to determine the Difficulty Class (DC) associated with your characters class features and feats. This is called your class DC. If your character is a member of a spellcasting class, this key ability is used to calculate spell DCs and similar values.\n\n Most classes are associated with one key ability score, but some allow you to choose from two options. For instance, if youre a fighter, you can choose either Strength or Dexterity as your key ability. A fighter who chooses Strength will excel in hand-to-hand combat, while those who choose Dexterity prefer ranged or finesse weapons.\n\n Additionally, when you choose your characters class, they gain an ability boost to their key ability score, increasing that ability score by 2. For more about ability boosts, see page 20.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Key Ability","next_link":{"label":"Hit Points","url":"/Rules.aspx?ID=138"},"previous_link":{"label":"Playing the Class","url":"/Rules.aspx?ID=136"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Reading Class Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>","speed":{},"text":" Key Ability Source Core Rulebook pg. 67 4.0 This is the ability score that a member of your class cares about the most. Many of your most useful and powerful abilities are tied to this ability in some way. For instance, this is the ability score youll use to determine the Difficulty Class (DC) associated with your characters class features and feats. This is called your class DC. If your character is a member of a spellcasting class, this key ability is used to calculate spell DCs and similar values. Most classes are associated with one key ability score, but some allow you to choose from two options. For instance, if youre a fighter, you can choose either Strength or Dexterity as your key ability. A fighter who chooses Strength will excel in hand-to-hand combat, while those who choose Dexterity prefer ranged or finesse weapons. Additionally, when you choose your characters class, they gain an ability boost to their key ability score, increasing that ability score by 2. For more about ability boosts, see page 20. ","type":"Rules","url":"/Rules.aspx?ID=137","weakness":{}}},{"_index":"aon18","_id":"rules-138","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Reading Class Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-138","markdown":"<title level=\"1\" right=\"Rules\">[Hit Points](/Rules.aspx?ID=138)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section tells you how many Hit Points your character gains from their class at each level. To determine your characters starting Hit Points, add together the Hit Points they got when you chose their ancestry and the amount listed in this entry, which equals your Constitution modifier plus a fixed number. Classes that intend for characters to rush into battle with weapons bared gain a higher number of Hit Points each level, while those for characters who cast spells or engage in trickery gain fewer.\n\n Each time your character gains a level, they increase their maximum Hit Points by the amount listed in this entry. For more about calculating your characters Constitution modifier and determining their Hit Points, see page 26.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hit Points","next_link":{"label":"Initial Proficiencies","url":"/Rules.aspx?ID=139"},"previous_link":{"label":"Key Ability","url":"/Rules.aspx?ID=137"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Reading Class Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 67 <sup>4.0</sup></row>","speed":{},"text":" Hit Points Source Core Rulebook pg. 67 4.0 This section tells you how many Hit Points your character gains from their class at each level. To determine your characters starting Hit Points, add together the Hit Points they got when you chose their ancestry and the amount listed in this entry, which equals your Constitution modifier plus a fixed number. Classes that intend for characters to rush into battle with weapons bared gain a higher number of Hit Points each level, while those for characters who cast spells or engage in trickery gain fewer. Each time your character gains a level, they increase their maximum Hit Points by the amount listed in this entry. For more about calculating your characters Constitution modifier and determining their Hit Points, see page 26. ","type":"Rules","url":"/Rules.aspx?ID=138","weakness":{}}},{"_index":"aon18","_id":"rules-139","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Reading Class Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-139","markdown":"<title level=\"1\" right=\"Rules\">[Initial Proficiencies](/Rules.aspx?ID=139)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you choose your character's class, they gain a set of initial proficiencies. Proficiencies measure your character's ability to perform tasks, use abilities, and succeed at checks. Proficiency ranks range from trained to legendary. For instance, a character who is trained with a [longbow](/Weapons.aspx?ID=76) can use it effectively, while a person who is legendary with the weapon might be able to split an arrow from 100 paces away!\n\n Each class entry specifies your character's initial proficiency rank in Perception, saving throws, attacks, defenses, and either spells or class DC. You gain the trained proficiency rank in several skills—the exact number depends on your class, and some classes specify certain additional skills that you're trained in. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.\n\n A proficiency rank can unlock various feats and class features, and it also helps determine the modifier for any check you roll or DC you calculate related to that statistic. If your character is trained in Perception, a saving throw, or another statistic, they gain a proficiency bonus equal to their level + 2, while if they have expert proficiency, they gain a proficiency bonus equal to their level + 4. For more about proficiency ranks, see [Proficiency](/Rules.aspx?ID=35).\n\n Spellcasting classes grant a proficiency rank for spell attacks and DCs, which are further detailed in each class's entry.\n\n If something isn't listed in your character's class entry, their proficiency rank in that statistic is untrained unless they gain training from another source. If your character is untrained in something, you add a proficiency bonus of +0 when attempting a check or calculating a DC related to that statistic.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Initial Proficiencies","next_link":{"label":"Advancement Table","url":"/Rules.aspx?ID=140"},"previous_link":{"label":"Hit Points","url":"/Rules.aspx?ID=138"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Reading Class Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>","speed":{},"text":" Initial Proficiencies Source Core Rulebook pg. 68 4.0 When you choose your character's class, they gain a set of initial proficiencies. Proficiencies measure your character's ability to perform tasks, use abilities, and succeed at checks. Proficiency ranks range from trained to legendary. For instance, a character who is trained with a longbow can use it effectively, while a person who is legendary with the weapon might be able to split an arrow from 100 paces away! Each class entry specifies your character's initial proficiency rank in Perception, saving throws, attacks, defenses, and either spells or class DC. You gain the trained proficiency rank in several skills—the exact number depends on your class, and some classes specify certain additional skills that you're trained in. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in. A proficiency rank can unlock various feats and class features, and it also helps determine the modifier for any check you roll or DC you calculate related to that statistic. If your character is trained in Perception, a saving throw, or another statistic, they gain a proficiency bonus equal to their level + 2, while if they have expert proficiency, they gain a proficiency bonus equal to their level + 4. For more about proficiency ranks, see Proficiency. Spellcasting classes grant a proficiency rank for spell attacks and DCs, which are further detailed in each class's entry. If something isn't listed in your character's class entry, their proficiency rank in that statistic is untrained unless they gain training from another source. If your character is untrained in something, you add a proficiency bonus of +0 when attempting a check or calculating a DC related to that statistic. ","type":"Rules","url":"/Rules.aspx?ID=139","weakness":{}}},{"_index":"aon18","_id":"rules-140","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Reading Class Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-140","markdown":"<title level=\"1\" right=\"Rules\">[Advancement Table](/Rules.aspx?ID=140)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis table summarizes the feats, skill increases, ability boosts, and other benefits your character gains as they advance in level. The first column of the class table indicates a level, and the second column lists each feature your character receives when they reach that level. The 1st-level entry includes a reminder to select your ancestry and background.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Advancement Table","next_link":{"label":"Class Features","url":"/Rules.aspx?ID=141"},"previous_link":{"label":"Initial Proficiencies","url":"/Rules.aspx?ID=139"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Reading Class Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>","speed":{},"text":" Advancement Table Source Core Rulebook pg. 68 4.0 This table summarizes the feats, skill increases, ability boosts, and other benefits your character gains as they advance in level. The first column of the class table indicates a level, and the second column lists each feature your character receives when they reach that level. The 1st-level entry includes a reminder to select your ancestry and background. ","type":"Rules","url":"/Rules.aspx?ID=140","weakness":{}}},{"_index":"aon18","_id":"rules-141","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Reading Class Entries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-141","markdown":"<title level=\"1\" right=\"Rules\">[Class Features](/Rules.aspx?ID=141)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section presents all the abilities the class grants your character. An ability gained at a higher level lists the required level next to the abilitys name. All classes include the class features detailed below, and each class also gets special class features specific to it. Many class features require you to choose between options. Unless the specific ability states otherwise, such decisions cant be changed without retraining (as explained on page 481).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-142\" />\r\n\r\n<document level=\"2\" id=\"rules-143\" />\r\n\r\n<document level=\"2\" id=\"rules-144\" />\r\n\r\n<document level=\"2\" id=\"rules-145\" />\r\n\r\n<document level=\"2\" id=\"rules-146\" />\r\n\r\n<document level=\"2\" id=\"rules-147\" />","name":"Class Features","next_link":{"label":"Animal Companions and Familiars","url":"/Rules.aspx?ID=148"},"previous_link":{"label":"Advancement Table","url":"/Rules.aspx?ID=140"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Reading Class Entries\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>","speed":{},"text":" Class Features Source Core Rulebook pg. 68 4.0 This section presents all the abilities the class grants your character. An ability gained at a higher level lists the required level next to the abilitys name. All classes include the class features detailed below, and each class also gets special class features specific to it. Many class features require you to choose between options. Unless the specific ability states otherwise, such decisions cant be changed without retraining (as explained on page 481). ","type":"Rules","url":"/Rules.aspx?ID=141","weakness":{}}},{"_index":"aon18","_id":"rules-142","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Reading Class Entries","Class Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-142","markdown":"<title level=\"1\" right=\"Rules\">[Class Feats](/Rules.aspx?ID=142)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section specifies the levels at which your character gains class feats—special feats that only members of that class can access. Class feats are granted beginning at 1st or 2nd level, depending on the class. Specific class feats are detailed at the end of each class entry.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Class Feats","next_link":{"label":"Skill Feats","url":"/Rules.aspx?ID=143"},"previous_link":{"label":"Advancement Table","url":"/Rules.aspx?ID=140"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Reading Class Entries / Class Features\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>","speed":{},"text":" Class Feats Source Core Rulebook pg. 68 4.0 This section specifies the levels at which your character gains class feats—special feats that only members of that class can access. Class feats are granted beginning at 1st or 2nd level, depending on the class. Specific class feats are detailed at the end of each class entry. ","type":"Rules","url":"/Rules.aspx?ID=142","weakness":{}}},{"_index":"aon18","_id":"rules-143","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Reading Class Entries","Class Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-143","markdown":"<title level=\"1\" right=\"Rules\">[Skill Feats](/Rules.aspx?ID=143)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section specifies the levels at which your character gains feats with the skill trait, called skill feats. Skill feats can be found in Chapter 5: Feats, beginning on page 254. At 2nd level and every 2 levels thereafter, most classes gain a skill feat, though rogues gain them earlier and more often. Your character must be trained in the corresponding skill to take a skill feat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill Feats","next_link":{"label":"General Feats","url":"/Rules.aspx?ID=144"},"previous_link":{"label":"Class Feats","url":"/Rules.aspx?ID=142"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Reading Class Entries / Class Features\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>","speed":{},"text":" Skill Feats Source Core Rulebook pg. 68 4.0 This section specifies the levels at which your character gains feats with the skill trait, called skill feats. Skill feats can be found in Chapter 5: Feats, beginning on page 254. At 2nd level and every 2 levels thereafter, most classes gain a skill feat, though rogues gain them earlier and more often. Your character must be trained in the corresponding skill to take a skill feat. ","type":"Rules","url":"/Rules.aspx?ID=143","weakness":{}}},{"_index":"aon18","_id":"rules-144","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Reading Class Entries","Class Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-144","markdown":"<title level=\"1\" right=\"Rules\">[General Feats](/Rules.aspx?ID=144)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section specifies the levels at which your character gains general feats. Most classes grant a general feat at 3rd level and every 4 levels thereafter. At each of these levels, you can select any general feat (including skill feats) as long as your character qualifies for it. More information can be found in Chapter 5: Feats (page 254).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"General Feats","next_link":{"label":"Skill Increases","url":"/Rules.aspx?ID=145"},"previous_link":{"label":"Skill Feats","url":"/Rules.aspx?ID=143"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Reading Class Entries / Class Features\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>","speed":{},"text":" General Feats Source Core Rulebook pg. 68 4.0 This section specifies the levels at which your character gains general feats. Most classes grant a general feat at 3rd level and every 4 levels thereafter. At each of these levels, you can select any general feat (including skill feats) as long as your character qualifies for it. More information can be found in Chapter 5: Feats (page 254). ","type":"Rules","url":"/Rules.aspx?ID=144","weakness":{}}},{"_index":"aon18","_id":"rules-145","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Reading Class Entries","Class Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-145","markdown":"<title level=\"1\" right=\"Rules\">[Skill Increases](/Rules.aspx?ID=145)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section specifies the levels at which your character can increase their proficiency rank in a skill. At 3rd level and every 2 levels thereafter, most classes grant a skill increase, though rogues gain them earlier and more often. Your character can use a skill increase to either become trained in one skill in which theyre untrained or become an expert in one skill in which theyre already trained. \n\nIf your character is at least 7th level, they can use a skill increase to become a master of a skill in which theyre already an expert. If theyre at least 15th level, they can use an increase to become legendary in a skill of which theyre already a master.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill Increases","next_link":{"label":"Ability Boosts","url":"/Rules.aspx?ID=146"},"previous_link":{"label":"General Feats","url":"/Rules.aspx?ID=144"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Reading Class Entries / Class Features\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>","speed":{},"text":" Skill Increases Source Core Rulebook pg. 68 4.0 This section specifies the levels at which your character can increase their proficiency rank in a skill. At 3rd level and every 2 levels thereafter, most classes grant a skill increase, though rogues gain them earlier and more often. Your character can use a skill increase to either become trained in one skill in which theyre untrained or become an expert in one skill in which theyre already trained. If your character is at least 7th level, they can use a skill increase to become a master of a skill in which theyre already an expert. If theyre at least 15th level, they can use an increase to become legendary in a skill of which theyre already a master. ","type":"Rules","url":"/Rules.aspx?ID=145","weakness":{}}},{"_index":"aon18","_id":"rules-146","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Reading Class Entries","Class Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-146","markdown":"<title level=\"1\" right=\"Rules\">[Ability Boosts](/Rules.aspx?ID=146)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 5th level and every 5 levels thereafter, your character boosts four different ability scores. Your character can use these ability boosts to increase their ability scores above 18. Boosting an ability score increases it by 1 if its already 18 or above, or by 2 if it starts out below 18. For more about ability boosts and applying them during character creation, see [here](/Rules.aspx?ID=75).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Boosts","next_link":{"label":"Ancestry Feats","url":"/Rules.aspx?ID=147"},"previous_link":{"label":"Skill Increases","url":"/Rules.aspx?ID=145"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Reading Class Entries / Class Features\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>","speed":{},"text":" Ability Boosts Source Core Rulebook pg. 68 4.0 At 5th level and every 5 levels thereafter, your character boosts four different ability scores. Your character can use these ability boosts to increase their ability scores above 18. Boosting an ability score increases it by 1 if its already 18 or above, or by 2 if it starts out below 18. For more about ability boosts and applying them during character creation, see here. ","type":"Rules","url":"/Rules.aspx?ID=146","weakness":{}}},{"_index":"aon18","_id":"rules-147","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Reading Class Entries","Class Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-147","markdown":"<title level=\"1\" right=\"Rules\">[Ancestry Feats](/Rules.aspx?ID=147)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section serves as a reminder of the ancestry feats your character gains at 5th, 9th, 13th, and 17th levels. Ancestry feats are detailed in each ancestry entry in Chapter 2, which begins on page 32.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ancestry Feats","next_link":{"label":"Animal Companions and Familiars","url":"/Rules.aspx?ID=148"},"previous_link":{"label":"Ability Boosts","url":"/Rules.aspx?ID=146"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Reading Class Entries / Class Features\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 68 <sup>4.0</sup></row>","speed":{},"text":" Ancestry Feats Source Core Rulebook pg. 68 4.0 This section serves as a reminder of the ancestry feats your character gains at 5th, 9th, 13th, and 17th levels. Ancestry feats are detailed in each ancestry entry in Chapter 2, which begins on page 32. ","type":"Rules","url":"/Rules.aspx?ID=147","weakness":{}}},{"_index":"aon18","_id":"rules-148","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-148","markdown":"<title level=\"1\" right=\"Rules\">[Animal Companions and Familiars](/Rules.aspx?ID=148)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome adventurers travel with loyal allies known as animal companions and familiars. The former begin as young animals but acquire impressive physical abilities as you level up, while the latter share a magical bond with you.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-149\" />\r\n\r\n<document level=\"2\" id=\"rules-160\" />","name":"Animal Companions and Familiars","next_link":{"label":"Archetypes","url":"/Rules.aspx?ID=167"},"previous_link":{"label":"Reading Class Entries","url":"/Rules.aspx?ID=135"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>","speed":{},"text":" Animal Companions and Familiars Source Core Rulebook pg. 214 4.0 Some adventurers travel with loyal allies known as animal companions and familiars. The former begin as young animals but acquire impressive physical abilities as you level up, while the latter share a magical bond with you. ","type":"Rules","url":"/Rules.aspx?ID=148","weakness":{}}},{"_index":"aon18","_id":"rules-149","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-149","markdown":"<title level=\"1\" right=\"Rules\">[Animal Companions](/Rules.aspx?ID=149)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn animal companion is a loyal comrade who follows your orders. Your animal companion has the [animal](/Traits.aspx?ID=9) and [minion](/Traits.aspx?ID=109) traits, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this is in place of the usual effects of Command an Animal, and you don't need to attempt a Nature check. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.\n\nA list of available animal companions can be found [here](/animal-companions).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-150\" />\r\n\r\n<document level=\"2\" id=\"rules-151\" />\r\n\r\n<document level=\"2\" id=\"rules-155\" />\r\n\r\n<document level=\"2\" id=\"rules-156\" />\r\n\r\n<document level=\"2\" id=\"rules-157\" />\r\n\r\n<document level=\"2\" id=\"rules-158\" />\r\n\r\n<document level=\"2\" id=\"rules-159\" />","name":"Animal Companions","next_link":{"label":"Familiars","url":"/Rules.aspx?ID=160"},"previous_link":{"label":"Reading Class Entries","url":"/Rules.aspx?ID=135"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>","speed":{},"text":" Animal Companions Source Core Rulebook pg. 214 4.0 An animal companion is a loyal comrade who follows your orders. Your animal companion has the animal and minion traits, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this is in place of the usual effects of Command an Animal, and you don't need to attempt a Nature check. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time. A list of available animal companions can be found here. ","type":"Rules","url":"/Rules.aspx?ID=149","weakness":{}}},{"_index":"aon18","_id":"rules-150","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Animal Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-150","markdown":"<title level=\"1\" right=\"Rules\">[Riding Animal Companions](/Rules.aspx?ID=150)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou or an ally can [ride](/Rules.aspx?ID=463) your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Riding Animal Companions","next_link":{"label":"Young Animal Companions","url":"/Rules.aspx?ID=151"},"previous_link":{"label":"Reading Class Entries","url":"/Rules.aspx?ID=135"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Animal Companions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>","speed":{},"text":" Riding Animal Companions Source Core Rulebook pg. 214 4.0 You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions. ","type":"Rules","url":"/Rules.aspx?ID=150","weakness":{}}},{"_index":"aon18","_id":"rules-151","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Animal Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-151","markdown":"<title level=\"1\" right=\"Rules\">[Young Animal Companions](/Rules.aspx?ID=151)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following are the base statistics for a young animal companion, the first animal companion most characters get. You adjust these statistics depending on the type of animal you choose. A companion has the same level you do. As you gain levels, you might make further adjustments as your companion grows more powerful. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to Speed and AC (their maximum item bonus to AC is +3).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-152\" />\r\n\r\n<document level=\"2\" id=\"rules-153\" />\r\n\r\n<document level=\"2\" id=\"rules-154\" />","name":"Young Animal Companions","next_link":{"label":"Mature Animal Companions","url":"/Rules.aspx?ID=155"},"previous_link":{"label":"Riding Animal Companions","url":"/Rules.aspx?ID=150"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Animal Companions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>","speed":{},"text":" Young Animal Companions Source Core Rulebook pg. 214 4.0 The following are the base statistics for a young animal companion, the first animal companion most characters get. You adjust these statistics depending on the type of animal you choose. A companion has the same level you do. As you gain levels, you might make further adjustments as your companion grows more powerful. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to Speed and AC (their maximum item bonus to AC is +3). ","type":"Rules","url":"/Rules.aspx?ID=151","weakness":{}}},{"_index":"aon18","_id":"rules-152","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Animal Companions","Young Animal Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-152","markdown":"<title level=\"1\" right=\"Rules\">[Proficiencies](/Rules.aspx?ID=152)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour animal companion uses your level to determine its proficiency bonuses. Its trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, Acrobatics, and Athletics. Animal companions cant use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Proficiencies","next_link":{"label":"Ability Modifiers","url":"/Rules.aspx?ID=153"},"previous_link":{"label":"Riding Animal Companions","url":"/Rules.aspx?ID=150"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Animal Companions / Young Animal Companions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>","speed":{},"text":" Proficiencies Source Core Rulebook pg. 214 4.0 Your animal companion uses your level to determine its proficiency bonuses. Its trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, Acrobatics, and Athletics. Animal companions cant use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it. ","type":"Rules","url":"/Rules.aspx?ID=152","weakness":{}}},{"_index":"aon18","_id":"rules-153","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Animal Companions","Young Animal Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-153","markdown":"<title level=\"1\" right=\"Rules\">[Ability Modifiers](/Rules.aspx?ID=153)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn animal companion begins with base ability modifiers of **Str** +2, **Dex** +2, **Con** +1, **Int** 4, **Wis** +1, **Cha** +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Modifiers","next_link":{"label":"Hit Points","url":"/Rules.aspx?ID=154"},"previous_link":{"label":"Proficiencies","url":"/Rules.aspx?ID=152"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Animal Companions / Young Animal Companions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>","speed":{},"text":" Ability Modifiers Source Core Rulebook pg. 214 4.0 An animal companion begins with base ability modifiers of Str +2, Dex +2, Con +1, Int 4, Wis +1, Cha +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below. ","type":"Rules","url":"/Rules.aspx?ID=153","weakness":{}}},{"_index":"aon18","_id":"rules-154","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Animal Companions","Young Animal Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-154","markdown":"<title level=\"1\" right=\"Rules\">[Hit Points](/Rules.aspx?ID=154)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hit Points","next_link":{"label":"Mature Animal Companions","url":"/Rules.aspx?ID=155"},"previous_link":{"label":"Ability Modifiers","url":"/Rules.aspx?ID=153"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Animal Companions / Young Animal Companions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>","speed":{},"text":" Hit Points Source Core Rulebook pg. 214 4.0 Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have. ","type":"Rules","url":"/Rules.aspx?ID=154","weakness":{}}},{"_index":"aon18","_id":"rules-155","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Animal Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-155","markdown":"<title level=\"1\" right=\"Rules\">[Mature Animal Companions](/Rules.aspx?ID=155)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in Intimidation, Stealth, and Survival to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Mature Animal Companions","next_link":{"label":"Nimble Animal Companions","url":"/Rules.aspx?ID=156"},"previous_link":{"label":"Young Animal Companions","url":"/Rules.aspx?ID=151"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Animal Companions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>","speed":{},"text":" Mature Animal Companions Source Core Rulebook pg. 214 4.0 To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in Intimidation, Stealth, and Survival to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size. ","type":"Rules","url":"/Rules.aspx?ID=155","weakness":{}}},{"_index":"aon18","_id":"rules-156","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Animal Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-156","markdown":"<title level=\"1\" right=\"Rules\">[Nimble Animal Companions](/Rules.aspx?ID=156)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its [unarmed](/Traits.aspx?ID=199) attacks. Increase its proficiency ranks in [Acrobatics](/Skills.aspx?ID=1) to expert. It also learns the advanced maneuver for its type. Its attacks become [magical](/Traits.aspx?ID=103) for the purpose of ignoring resistances.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Nimble Animal Companions","next_link":{"label":"Savage Animal Companions","url":"/Rules.aspx?ID=157"},"previous_link":{"label":"Mature Animal Companions","url":"/Rules.aspx?ID=155"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Animal Companions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>","speed":{},"text":" Nimble Animal Companions Source Core Rulebook pg. 214 4.0 To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in Acrobatics to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances. ","type":"Rules","url":"/Rules.aspx?ID=156","weakness":{}}},{"_index":"aon18","_id":"rules-157","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Animal Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-157","markdown":"<title level=\"1\" right=\"Rules\">[Savage Animal Companions](/Rules.aspx?ID=157)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Savage Animal Companions","next_link":{"label":"Companion Types","url":"/Rules.aspx?ID=158"},"previous_link":{"label":"Nimble Animal Companions","url":"/Rules.aspx?ID=156"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Animal Companions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>","speed":{},"text":" Savage Animal Companions Source Core Rulebook pg. 214 4.0 To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances. ","type":"Rules","url":"/Rules.aspx?ID=157","weakness":{}}},{"_index":"aon18","_id":"rules-158","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Animal Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-158","markdown":"<title level=\"1\" right=\"Rules\">[Companion Types](/Rules.aspx?ID=158)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe species of animal you choose is called your companions type. Each companion type has its own statistics. The Size entry indicates your companions starting size as a young animal companion. Following the size entry are the companions unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companions ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companions special senses. The Speed entry gives your companions Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion. The Support Benefit entry indicates a special benefit you gain by Commanding the Animal to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Companion Types","next_link":{"label":"Specialized Animal Companions","url":"/Rules.aspx?ID=159"},"previous_link":{"label":"Savage Animal Companions","url":"/Rules.aspx?ID=157"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Animal Companions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 214 <sup>4.0</sup></row>","speed":{},"text":" Companion Types Source Core Rulebook pg. 214 4.0 The species of animal you choose is called your companions type. Each companion type has its own statistics. The Size entry indicates your companions starting size as a young animal companion. Following the size entry are the companions unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companions ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companions special senses. The Speed entry gives your companions Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion. The Support Benefit entry indicates a special benefit you gain by Commanding the Animal to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion. ","type":"Rules","url":"/Rules.aspx?ID=158","weakness":{}}},{"_index":"aon18","_id":"rules-159","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Animal Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-159","markdown":"<title level=\"1\" right=\"Rules\">[Specialized Animal Companions](/Rules.aspx?ID=159)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 217 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSpecialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master. Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.\n\n Each specialization grants additional benefits. Most animal companions can have only one specialization.\n\nA list of all animal companion specializations can be found [here](/animal-companions/specialized).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Specialized Animal Companions","next_link":{"label":"Familiars","url":"/Rules.aspx?ID=160"},"previous_link":{"label":"Companion Types","url":"/Rules.aspx?ID=158"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 217 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Animal Companions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 217"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 217 <sup>4.0</sup></row>","speed":{},"text":" Specialized Animal Companions Source Core Rulebook pg. 217 4.0 Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master. Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6. Each specialization grants additional benefits. Most animal companions can have only one specialization. A list of all animal companion specializations can be found here. ","type":"Rules","url":"/Rules.aspx?ID=159","weakness":{}}},{"_index":"aon18","_id":"rules-160","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-160","markdown":"<title level=\"1\" right=\"Rules\">[Familiars](/Rules.aspx?ID=160)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 217 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFamiliars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit. A familiar has the same level you do.\n\n Familiars have the [minion](/Traits.aspx?ID=109) trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-161\" />\r\n\r\n<document level=\"2\" id=\"rules-162\" />\r\n\r\n<document level=\"2\" id=\"rules-163\" />\r\n\r\n<document level=\"2\" id=\"rules-164\" />\r\n\r\n<document level=\"2\" id=\"rules-165\" />\r\n\r\n<document level=\"2\" id=\"rules-166\" />","name":"Familiars","next_link":{"label":"Archetypes","url":"/Rules.aspx?ID=167"},"previous_link":{"label":"Animal Companions","url":"/Rules.aspx?ID=149"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 217 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 217"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 217 <sup>4.0</sup></row>","speed":{},"text":" Familiars Source Core Rulebook pg. 217 4.0 Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit. A familiar has the same level you do. Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time. ","type":"Rules","url":"/Rules.aspx?ID=160","weakness":{}}},{"_index":"aon18","_id":"rules-161","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Familiars"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-161","markdown":"<title level=\"1\" right=\"Rules\">[Modifiers and AC](/Rules.aspx?ID=161)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 217 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, [Acrobatics](/Skills.aspx?ID=1), and [Stealth](/Skills.aspx?ID=15) modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). It can't make Strikes, but it can use trained skill actions for skills for which it adds your spellcasting ability modifier. If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Modifiers and AC","next_link":{"label":"Hit Points","url":"/Rules.aspx?ID=162"},"previous_link":{"label":"Animal Companions","url":"/Rules.aspx?ID=149"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 217 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Familiars\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 217"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 217 <sup>4.0</sup></row>","speed":{},"text":" Modifiers and AC Source Core Rulebook pg. 217 4.0 Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). It can't make Strikes, but it can use trained skill actions for skills for which it adds your spellcasting ability modifier. If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses. ","type":"Rules","url":"/Rules.aspx?ID=161","weakness":{}}},{"_index":"aon18","_id":"rules-162","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Familiars"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-162","markdown":"<title level=\"1\" right=\"Rules\">[Hit Points](/Rules.aspx?ID=162)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 217 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour familiar has 5 Hit Points for each of your levels.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hit Points","next_link":{"label":"Size","url":"/Rules.aspx?ID=163"},"previous_link":{"label":"Modifiers and AC","url":"/Rules.aspx?ID=161"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 217 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Familiars\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 217"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 217 <sup>4.0</sup></row>","speed":{},"text":" Hit Points Source Core Rulebook pg. 217 4.0 Your familiar has 5 Hit Points for each of your levels. ","type":"Rules","url":"/Rules.aspx?ID=162","weakness":{}}},{"_index":"aon18","_id":"rules-163","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Familiars"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-163","markdown":"<title level=\"1\" right=\"Rules\">[Size](/Rules.aspx?ID=163)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 218 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour familiar is Tiny.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Size","next_link":{"label":"Senses","url":"/Rules.aspx?ID=164"},"previous_link":{"label":"Hit Points","url":"/Rules.aspx?ID=162"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 218 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Familiars\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 218"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 218 <sup>4.0</sup></row>","speed":{},"text":" Size Source Core Rulebook pg. 218 4.0 Your familiar is Tiny. ","type":"Rules","url":"/Rules.aspx?ID=163","weakness":{}}},{"_index":"aon18","_id":"rules-164","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Familiars"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-164","markdown":"<title level=\"1\" right=\"Rules\">[Senses](/Rules.aspx?ID=164)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 218 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour familiar has low-light vision and can gain additional senses from familiar abilities. It can communicate empathically with you as long as its within 1 mile of you, sharing emotions. It doesnt understand or speak languages normally, but it can gain speech from a familiar ability.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Senses","next_link":{"label":"Movement","url":"/Rules.aspx?ID=165"},"previous_link":{"label":"Size","url":"/Rules.aspx?ID=163"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 218 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Familiars\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 218"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 218 <sup>4.0</sup></row>","speed":{},"text":" Senses Source Core Rulebook pg. 218 4.0 Your familiar has low-light vision and can gain additional senses from familiar abilities. It can communicate empathically with you as long as its within 1 mile of you, sharing emotions. It doesnt understand or speak languages normally, but it can gain speech from a familiar ability. ","type":"Rules","url":"/Rules.aspx?ID=164","weakness":{}}},{"_index":"aon18","_id":"rules-165","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Familiars"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-165","markdown":"<title level=\"1\" right=\"Rules\">[Movement](/Rules.aspx?ID=165)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 218 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar). It can gain other movement types from familiar abilities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Movement","next_link":{"label":"Familiar and Master Abilities","url":"/Rules.aspx?ID=166"},"previous_link":{"label":"Senses","url":"/Rules.aspx?ID=164"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 218 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Familiars\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 218"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 218 <sup>4.0</sup></row>","speed":{},"text":" Movement Source Core Rulebook pg. 218 4.0 Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar). It can gain other movement types from familiar abilities. ","type":"Rules","url":"/Rules.aspx?ID=165","weakness":{}}},{"_index":"aon18","_id":"rules-166","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Animal Companions and Familiars","Familiars"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-166","markdown":"<title level=\"1\" right=\"Rules\">[Familiar and Master Abilities](/Rules.aspx?ID=166)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 218 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar cant be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Familiar and Master Abilities","next_link":{"label":"Archetypes","url":"/Rules.aspx?ID=167"},"previous_link":{"label":"Movement","url":"/Rules.aspx?ID=165"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 218 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Animal Companions and Familiars / Familiars\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 218"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 218 <sup>4.0</sup></row>","speed":{},"text":" Familiar and Master Abilities Source Core Rulebook pg. 218 4.0 Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar cant be an animal that naturally has more familiar abilities than your daily maximum familiar abilities. ","type":"Rules","url":"/Rules.aspx?ID=166","weakness":{}}},{"_index":"aon18","_id":"rules-167","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-167","markdown":"<title level=\"1\" right=\"Rules\">[Archetypes](/Rules.aspx?ID=167)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 219 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere are infinite possible character concepts, but you might find that the feats and skill choices from a single class arent sufficient to fully realize your character. Archetypes allow you to expand the scope of your characters class. Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetypes dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.\n\n Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the [Fighter Resiliency](/Feats.aspx?ID=711) archetype feat).\n\n Each archetypes dedication feat represents a certain portion of your characters time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetypes list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.\n\n Sometimes an archetype feat lets you gain another feat, such as the alchemists basic concoction. You must always meet the prerequisites of the feat you gain in this way.\n\n Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-168\" />\r\n\r\n<document level=\"2\" id=\"rules-169\" />\r\n\r\n<document level=\"2\" id=\"rules-170\" />","name":"Archetypes","next_link":{"label":"Chapter 4: Skills","url":"/Rules.aspx?ID=171"},"previous_link":{"label":"Animal Companions and Familiars","url":"/Rules.aspx?ID=148"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 219 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 219"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 219 <sup>4.0</sup></row>","speed":{},"text":" Archetypes Source Core Rulebook pg. 219 4.0 There are infinite possible character concepts, but you might find that the feats and skill choices from a single class arent sufficient to fully realize your character. Archetypes allow you to expand the scope of your characters class. Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetypes dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats. Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat). Each archetypes dedication feat represents a certain portion of your characters time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetypes list. You cannot retrain a dedication feat as long as you have any other feats from that archetype. Sometimes an archetype feat lets you gain another feat, such as the alchemists basic concoction. You must always meet the prerequisites of the feat you gain in this way. Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes. ","type":"Rules","url":"/Rules.aspx?ID=167","weakness":{}}},{"_index":"aon18","_id":"rules-168","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Archetypes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-168","markdown":"<title level=\"1\" right=\"Rules\">[Multiclass Archetypes](/Rules.aspx?ID=168)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 219 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nArchetypes with the multiclass trait represent diversifying your training into another classs specialties. You cant select a multiclass archetypes dedication feat if you are a member of the class of the same name (for instance, a fighter cant select the [Fighter Dedication](/Feats.aspx?ID=709) feat).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Multiclass Archetypes","next_link":{"label":"Class Archetypes","url":"/Rules.aspx?ID=169"},"previous_link":{"label":"Animal Companions and Familiars","url":"/Rules.aspx?ID=148"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 219 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Archetypes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 219"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 219 <sup>4.0</sup></row>","speed":{},"text":" Multiclass Archetypes Source Core Rulebook pg. 219 4.0 Archetypes with the multiclass trait represent diversifying your training into another classs specialties. You cant select a multiclass archetypes dedication feat if you are a member of the class of the same name (for instance, a fighter cant select the Fighter Dedication feat). ","type":"Rules","url":"/Rules.aspx?ID=168","weakness":{}}},{"_index":"aon18","_id":"rules-169","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Archetypes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-169","markdown":"<title level=\"1\" right=\"Rules\">[Class Archetypes](/Rules.aspx?ID=169)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 219 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nArchetypes with the class trait are a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Class Archetypes","next_link":{"label":"Spellcasting Archetypes","url":"/Rules.aspx?ID=170"},"previous_link":{"label":"Multiclass Archetypes","url":"/Rules.aspx?ID=168"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 219 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Archetypes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 219"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 219 <sup>4.0</sup></row>","speed":{},"text":" Class Archetypes Source Core Rulebook pg. 219 4.0 Archetypes with the class trait are a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype. ","type":"Rules","url":"/Rules.aspx?ID=169","weakness":{}}},{"_index":"aon18","_id":"rules-170","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Classes","Archetypes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-170","markdown":"<title level=\"1\" right=\"Rules\">[Spellcasting Archetypes](/Rules.aspx?ID=170)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 219 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome archetypes grant you spellcasting abilities, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, but future books might introduce spellcasting archetypes that aren't multiclass archetypes. A spellcasting archetype allows you to use [scrolls](/Rules.aspx?ID=720), [staves](/Rules.aspx?ID=748), and [wands](/Rules.aspx?ID=756) in the same way that a member of a spellcasting class can, and the basic spellcasting feat counts as having a spellcasting class feature.\n\n Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called [Master Wizard Spellcasting](/Feats.aspx?ID=749). All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the [bard archetype](/Archetypes.aspx?ID=3) grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a [sorcerer](/Classes.aspx?ID=11) with occult spells in your sorcerer repertoire.\n\n **Basic Spellcasting Feat**: Usually gained at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits\".\n\n **Expert Spellcasting Feat**: Usually taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits\".\n\n **Master Spellcasting Feat**: Usually appearing at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits\".\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spellcasting Archetypes","next_link":{"label":"Chapter 4: Skills","url":"/Rules.aspx?ID=171"},"previous_link":{"label":"Class Archetypes","url":"/Rules.aspx?ID=169"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 219 <sup>4.0</sup></row>\r\n\r\nChapter 3: Classes / Archetypes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 219"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 219 <sup>4.0</sup></row>","speed":{},"text":" Spellcasting Archetypes Source Core Rulebook pg. 219 4.0 Some archetypes grant you spellcasting abilities, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, but future books might introduce spellcasting archetypes that aren't multiclass archetypes. A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can, and the basic spellcasting feat counts as having a spellcasting class feature. Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting. All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire. Basic Spellcasting Feat : Usually gained at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits\". Expert Spellcasting Feat : Usually taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits\". Master Spellcasting Feat : Usually appearing at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits\". ","type":"Rules","url":"/Rules.aspx?ID=170","weakness":{}}},{"_index":"aon18","_id":"rules-171","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-171","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 4: Skills](/Rules.aspx?ID=171)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 233 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile your character's ability scores represent their raw talent and potential, skills represent their training and experience at performing certain tasks. Each skill is keyed to one of your character's ability scores and used for an array of related actions. Your character's expertise in a skill comes from several sources, including their background and class. In this chapter, you'll learn about skills, their scope, and the actions they can be used for.\n\nA character's acumen in skills can come from all sorts of training, from practicing acrobatic tricks to studying academic topics to rehearsing a performing art. When you create your character and as they advance in level, you have flexibility as to which skills they become better at and when. Some classes depend heavily on certain skills—such as the [alchemist's](/Classes.aspx?ID=1) reliance on [Crafting](/Skills.aspx?ID=4)—but for most classes, you can choose whichever skills make the most sense for your character's theme and backstory at 1st level, then use their adventure and downtime experiences to inform how their skills should improve as your character levels up.\n\n A character gains training in certain skills at 1st level: typically two from their background, a small number of predetermined skills from their class, and several skills of your choice granted by their class. This training increases your proficiency ranks for those skills to trained instead of untrained and lets you use more of the skills' actions. Sometimes you might become trained in the same skill from multiple sources, such as if your background granted training in Crafting and you took the alchemist class, which also grants training in Crafting. Each time after the first that you'd become trained in a given skill, you instead allocate the trained proficiency to any other skill of your choice—though if the skill is a [Lore](/Skills.aspx?ID=8) skill, the new skill must also be a Lore skill.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Improving Skills</title>\r\n\r\nAs your character advances in level, there are two main ways their skills improve: skill increases and skill feats. Your class lists the levels at which you gain each of these improvements. \n\n### Skill Increases\n Skill increases improve your proficiency in skills of your choice. You can use these increases to become trained in new skills or increase your proficiency rank in skills youre trained in (from trained to expert at any level, expert to master at 7th level or higher, and master to legendary at 15th level or higher). Unlike when you first become trained at a skill, if two different abilities would make you an expert, master, or legendary in a skill, you dont get to choose a second skill to become expert in—the redundant benefit simply has no effect. \n\n### Skill Feat\n Skill feats are a type of general feat that often grant you a new way to use a skill or make you better at using a skill in a particular way. Skill feats always have the skill trait. These feats appear in Chapter 5.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-172\" />\r\n\r\n<document level=\"2\" id=\"rules-173\" />\r\n\r\n<document level=\"2\" id=\"rules-174\" />\r\n\r\n<document level=\"2\" id=\"rules-178\" />\r\n\r\n<document level=\"2\" id=\"rules-179\" />","name":"Chapter 4: Skills","next_link":{"label":"Chapter 5: Feats","url":"/Rules.aspx?ID=180"},"previous_link":{"label":"Chapter 3: Classes","url":"/Rules.aspx?ID=134"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 233 <sup>4.0</sup></row>\n\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 233"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 233 <sup>4.0</sup></row>","speed":{},"text":" Chapter 4: Skills Source Core Rulebook pg. 233 4.0 While your character's ability scores represent their raw talent and potential, skills represent their training and experience at performing certain tasks. Each skill is keyed to one of your character's ability scores and used for an array of related actions. Your character's expertise in a skill comes from several sources, including their background and class. In this chapter, you'll learn about skills, their scope, and the actions they can be used for. A character's acumen in skills can come from all sorts of training, from practicing acrobatic tricks to studying academic topics to rehearsing a performing art. When you create your character and as they advance in level, you have flexibility as to which skills they become better at and when. Some classes depend heavily on certain skills—such as the alchemist's reliance on Crafting—but for most classes, you can choose whichever skills make the most sense for your character's theme and backstory at 1st level, then use their adventure and downtime experiences to inform how their skills should improve as your character levels up. A character gains training in certain skills at 1st level: typically two from their background, a small number of predetermined skills from their class, and several skills of your choice granted by their class. This training increases your proficiency ranks for those skills to trained instead of untrained and lets you use more of the skills' actions. Sometimes you might become trained in the same skill from multiple sources, such as if your background granted training in Crafting and you took the alchemist class, which also grants training in Crafting. Each time after the first that you'd become trained in a given skill, you instead allocate the trained proficiency to any other skill of your choice—though if the skill is a Lore skill, the new skill must also be a Lore skill. Improving Skills As your character advances in level, there are two main ways their skills improve: skill increases and skill feats. Your class lists the levels at which you gain each of these improvements. ### Skill Increases Skill increases improve your proficiency in skills of your choice. You can use these increases to become trained in new skills or increase your proficiency rank in skills youre trained in (from trained to expert at any level, expert to master at 7th level or higher, and master to legendary at 15th level or higher). Unlike when you first become trained at a skill, if two different abilities would make you an expert, master, or legendary in a skill, you dont get to choose a second skill to become expert in—the redundant benefit simply has no effect. ### Skill Feat Skill feats are a type of general feat that often grant you a new way to use a skill or make you better at using a skill in a particular way. Skill feats always have the skill trait. These feats appear in Chapter 5. ","type":"Rules","url":"/Rules.aspx?ID=171","weakness":{}}},{"_index":"aon18","_id":"rules-172","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Skills"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-172","markdown":"<title level=\"1\" right=\"Rules\">[Key Ability](/Rules.aspx?ID=172)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 233 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach skill is tied to a key ability. You add your modifier for this ability to checks and DCs when using that skill. For example, skulking about the shadows of a city at night with Stealth uses your Dexterity modifier, navigating the myriad personalities and power plays of court politics with Society uses your Intelligence modifier, and so on. The key ability for each skill is listed on Table 41: Skills, Key Abilities, and Actions on page 235 and also appears in parentheses following the skills name in the descriptions on the following pages. If the GM deems it appropriate for a certain situation, however, they might have you use a different ability modifier for a skill check or when determining your skill DC.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Key Ability","next_link":{"label":"Skill Actions","url":"/Rules.aspx?ID=173"},"previous_link":{"label":"Chapter 3: Classes","url":"/Rules.aspx?ID=134"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 233 <sup>4.0</sup></row>\r\n\r\nChapter 4: Skills\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 233"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 233 <sup>4.0</sup></row>","speed":{},"text":" Key Ability Source Core Rulebook pg. 233 4.0 Each skill is tied to a key ability. You add your modifier for this ability to checks and DCs when using that skill. For example, skulking about the shadows of a city at night with Stealth uses your Dexterity modifier, navigating the myriad personalities and power plays of court politics with Society uses your Intelligence modifier, and so on. The key ability for each skill is listed on Table 41: Skills, Key Abilities, and Actions on page 235 and also appears in parentheses following the skills name in the descriptions on the following pages. If the GM deems it appropriate for a certain situation, however, they might have you use a different ability modifier for a skill check or when determining your skill DC. ","type":"Rules","url":"/Rules.aspx?ID=172","weakness":{}}},{"_index":"aon18","_id":"rules-173","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Skills"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-173","markdown":"<title level=\"1\" right=\"Rules\">[Skill Actions](/Rules.aspx?ID=173)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 233 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe actions you can perform with a given skill are sorted into those you can use untrained and those that require you to be trained in the skill, as shown on Table 41: Skills, Key Abilities, and Actions (page 235). The untrained and trained actions of each skill appear in separate sections within the skills description.\n\n Anyone can use a skills untrained actions, but you can use trained actions only if you have a proficiency rank of trained or better in that skill. A circumstance, condition, or effect might bar you from a skill action regardless of your proficiency rank, and sometimes using a skill in a specific situation might require you to have a higher proficiency rank than what is listed on the table. For instance, even though a barbarian untrained in Arcana could identify a construct with a lucky roll using Arcana to Recall Knowledge, the GM might decide that Recalling Knowledge to determine the spells used to create such a construct is beyond the scope of the barbarians anecdotal knowledge. The GM decides whether a task requires a particular proficiency rank.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill Actions","next_link":{"label":"Skill Checks and Skill DCs","url":"/Rules.aspx?ID=174"},"previous_link":{"label":"Key Ability","url":"/Rules.aspx?ID=172"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 233 <sup>4.0</sup></row>\r\n\r\nChapter 4: Skills\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 233"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 233 <sup>4.0</sup></row>","speed":{},"text":" Skill Actions Source Core Rulebook pg. 233 4.0 The actions you can perform with a given skill are sorted into those you can use untrained and those that require you to be trained in the skill, as shown on Table 41: Skills, Key Abilities, and Actions (page 235). The untrained and trained actions of each skill appear in separate sections within the skills description. Anyone can use a skills untrained actions, but you can use trained actions only if you have a proficiency rank of trained or better in that skill. A circumstance, condition, or effect might bar you from a skill action regardless of your proficiency rank, and sometimes using a skill in a specific situation might require you to have a higher proficiency rank than what is listed on the table. For instance, even though a barbarian untrained in Arcana could identify a construct with a lucky roll using Arcana to Recall Knowledge, the GM might decide that Recalling Knowledge to determine the spells used to create such a construct is beyond the scope of the barbarians anecdotal knowledge. The GM decides whether a task requires a particular proficiency rank. ","type":"Rules","url":"/Rules.aspx?ID=173","weakness":{}}},{"_index":"aon18","_id":"rules-174","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Skills"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-174","markdown":"<title level=\"1\" right=\"Rules\">[Skill Checks and Skill DCs](/Rules.aspx?ID=174)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen youre actively using a skill, often by performing one of its actions, you might attempt a skill check: rolling a d20 and adding your skill modifier. To determine this modifier, add your ability modifier for the skills key ability, your proficiency bonus for the skill, and any other bonuses and penalties.\n\n<center>**Skill modifier = modifier of the skills key ability score + proficiency bonus + other bonuses + penalties**</center>When writing down the modifier on your character sheet, you should write down only the numbers that always apply—typically just your ability modifier and proficiency bonus at 1st level. At higher levels, you may wear or use items to improve your skills with item bonuses pretty much all the time; you should write those down, too. \n\n The GM sets the DC of a skill check, using the guidelines in Chapter 10: Game Mastering. The most important DCs to remember are the five simple skill DCs below. \n\n## Simple Skill DCs\n<row gap=\"tiny\">\n<table> <tr><td>**Task Difficulty**</td><td>**Simple DC**</td></tr> <tr><td>Untrained</td><td>10</td></tr> <tr><td>Trained</td><td>15</td></tr> <tr><td>Expert</td><td>20</td></tr> <tr><td>Master</td><td>30</td></tr> <tr><td>Legendary</td><td>40</td></tr> </table></row><br />When someone or something tests your skill, they attempt a check against your skill DC, which is equal to 10 plus your skill modifier. A skill DC works like any other DC to determine the effect of an opposing creatures skill action.\n\n See page 444 in Chapter 9: Playing the Game for more information about modifiers, bonuses, and penalties.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-175\" />\r\n\r\n<document level=\"2\" id=\"rules-176\" />\r\n\r\n<document level=\"2\" id=\"rules-177\" />","name":"Skill Checks and Skill DCs","next_link":{"label":"General Skill Actions","url":"/Rules.aspx?ID=178"},"previous_link":{"label":"Skill Actions","url":"/Rules.aspx?ID=173"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>\r\n\r\nChapter 4: Skills\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 234"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>","speed":{},"text":" Skill Checks and Skill DCs Source Core Rulebook pg. 234 4.0 When youre actively using a skill, often by performing one of its actions, you might attempt a skill check: rolling a d20 and adding your skill modifier. To determine this modifier, add your ability modifier for the skills key ability, your proficiency bonus for the skill, and any other bonuses and penalties. Skill modifier = modifier of the skills key ability score + proficiency bonus + other bonuses + penalties When writing down the modifier on your character sheet, you should write down only the numbers that always apply—typically just your ability modifier and proficiency bonus at 1st level. At higher levels, you may wear or use items to improve your skills with item bonuses pretty much all the time; you should write those down, too. The GM sets the DC of a skill check, using the guidelines in Chapter 10: Game Mastering. The most important DCs to remember are the five simple skill DCs below. ## Simple Skill DCs Task Difficulty Simple DC Untrained 10 Trained 15 Expert 20 Master 30 Legendary 40 When someone or something tests your skill, they attempt a check against your skill DC, which is equal to 10 plus your skill modifier. A skill DC works like any other DC to determine the effect of an opposing creatures skill action. See page 444 in Chapter 9: Playing the Game for more information about modifiers, bonuses, and penalties. ","type":"Rules","url":"/Rules.aspx?ID=174","weakness":{}}},{"_index":"aon18","_id":"rules-175","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Skills","Skill Checks and Skill DCs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-175","markdown":"<title level=\"1\" right=\"Rules\">[Armor and Skills](/Rules.aspx?ID=175)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome armor imposes a penalty on specific skill checks and DCs. If a creature is wearing armor that imparts a skill penalty, that penalty is applied to the creatures Strength- and Dexterity-based skill checks and skill DCs, unless the action has the attack trait. Check penalties from armor are detailed on page 274 in Chapter 6: Equipment.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Armor and Skills","next_link":{"label":"Secret Checks","url":"/Rules.aspx?ID=176"},"previous_link":{"label":"Skill Actions","url":"/Rules.aspx?ID=173"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>\r\n\r\nChapter 4: Skills / Skill Checks and Skill DCs\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 234"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>","speed":{},"text":" Armor and Skills Source Core Rulebook pg. 234 4.0 Some armor imposes a penalty on specific skill checks and DCs. If a creature is wearing armor that imparts a skill penalty, that penalty is applied to the creatures Strength- and Dexterity-based skill checks and skill DCs, unless the action has the attack trait. Check penalties from armor are detailed on page 274 in Chapter 6: Equipment. ","type":"Rules","url":"/Rules.aspx?ID=175","weakness":{}}},{"_index":"aon18","_id":"rules-176","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Skills","Skill Checks and Skill DCs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-176","markdown":"<title level=\"1\" right=\"Rules\">[Secret Checks](/Rules.aspx?ID=176)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes you wont know whether you succeed at a skill check. If an action has the secret trait, the GM rolls the check for you and informs you of the effect without revealing the result of the roll or the degree of success. The GM rolls secret checks when your knowledge about the outcome is imperfect, like when youre searching for a hidden creature or object, attempting to deceive someone, translating a tricky bit of ancient text, or remembering some piece of lore. This way, you as the player dont know things that your character wouldnt. This rule is the default for actions with the secret trait, but the GM can choose not to use secret checks if they would rather some or all rolls be public.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Secret Checks","next_link":{"label":"Exploration and Downtime Activities","url":"/Rules.aspx?ID=177"},"previous_link":{"label":"Armor and Skills","url":"/Rules.aspx?ID=175"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>\r\n\r\nChapter 4: Skills / Skill Checks and Skill DCs\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 234"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>","speed":{},"text":" Secret Checks Source Core Rulebook pg. 234 4.0 Sometimes you wont know whether you succeed at a skill check. If an action has the secret trait, the GM rolls the check for you and informs you of the effect without revealing the result of the roll or the degree of success. The GM rolls secret checks when your knowledge about the outcome is imperfect, like when youre searching for a hidden creature or object, attempting to deceive someone, translating a tricky bit of ancient text, or remembering some piece of lore. This way, you as the player dont know things that your character wouldnt. This rule is the default for actions with the secret trait, but the GM can choose not to use secret checks if they would rather some or all rolls be public. ","type":"Rules","url":"/Rules.aspx?ID=176","weakness":{}}},{"_index":"aon18","_id":"rules-177","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Skills","Skill Checks and Skill DCs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-177","markdown":"<title level=\"1\" right=\"Rules\">[Exploration and Downtime Activities](/Rules.aspx?ID=177)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome skill activities have the exploration or downtime trait. Exploration activities usually take a minute or more, while downtime activities may take a day or more. They usually cant be used during an encounter, though the GM might bend this restriction. If youre not sure whether you have the time to use one of these activities, ask your GM.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Exploration and Downtime Activities","next_link":{"label":"General Skill Actions","url":"/Rules.aspx?ID=178"},"previous_link":{"label":"Secret Checks","url":"/Rules.aspx?ID=176"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>\r\n\r\nChapter 4: Skills / Skill Checks and Skill DCs\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 234"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>","speed":{},"text":" Exploration and Downtime Activities Source Core Rulebook pg. 234 4.0 Some skill activities have the exploration or downtime trait. Exploration activities usually take a minute or more, while downtime activities may take a day or more. They usually cant be used during an encounter, though the GM might bend this restriction. If youre not sure whether you have the time to use one of these activities, ask your GM. ","type":"Rules","url":"/Rules.aspx?ID=177","weakness":{}}},{"_index":"aon18","_id":"rules-178","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Skills"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-178","markdown":"<title level=\"1\" right=\"Rules\">[General Skill Actions](/Rules.aspx?ID=178)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGeneral skill actions are skill actions that can be used with multiple different skills. When you use a general skill action, you might use your modifier from any skill that lists it as one of the skills actions, depending on the situation.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"General Skill Actions","next_link":{"label":"Skill Descriptions","url":"/Rules.aspx?ID=179"},"previous_link":{"label":"Skill Checks and Skill DCs","url":"/Rules.aspx?ID=174"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>\r\n\r\nChapter 4: Skills\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 234"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 234 <sup>4.0</sup></row>","speed":{},"text":" General Skill Actions Source Core Rulebook pg. 234 4.0 General skill actions are skill actions that can be used with multiple different skills. When you use a general skill action, you might use your modifier from any skill that lists it as one of the skills actions, depending on the situation. ","type":"Rules","url":"/Rules.aspx?ID=178","weakness":{}}},{"_index":"aon18","_id":"rules-179","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Skills"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-179","markdown":"<title level=\"1\" right=\"Rules\">[Skill Descriptions](/Rules.aspx?ID=179)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 240 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following entries describe the skills in the game. The heading for each entry provides the skills name, with that skills key ability in parentheses. A brief description of the skill is followed by a list of actions you can use if youre untrained in that skill, and then the actions you can perform if you are trained in that skill. Some actions list sample tasks for each rank to give you a better sense of what you can accomplish as your proficiency increases. As the actions of a skill arent comprehensive, there may be times when the GM asks you to attempt a skill check without using any of the listed actions, or times when the GM asks you to roll using a different key ability modifier.\n\n Most skills include entries for success and failure, as well as descriptions of what occurs on a critical success or a critical failure. If either of the critical entries is absent, treat those results as a success or failure, as normal.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill Descriptions","next_link":{"label":"Chapter 5: Feats","url":"/Rules.aspx?ID=180"},"previous_link":{"label":"General Skill Actions","url":"/Rules.aspx?ID=178"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 240 <sup>4.0</sup></row>\r\n\r\nChapter 4: Skills\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 240"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 240 <sup>4.0</sup></row>","speed":{},"text":" Skill Descriptions Source Core Rulebook pg. 240 4.0 The following entries describe the skills in the game. The heading for each entry provides the skills name, with that skills key ability in parentheses. A brief description of the skill is followed by a list of actions you can use if youre untrained in that skill, and then the actions you can perform if you are trained in that skill. Some actions list sample tasks for each rank to give you a better sense of what you can accomplish as your proficiency increases. As the actions of a skill arent comprehensive, there may be times when the GM asks you to attempt a skill check without using any of the listed actions, or times when the GM asks you to roll using a different key ability modifier. Most skills include entries for success and failure, as well as descriptions of what occurs on a critical success or a critical failure. If either of the critical entries is absent, treat those results as a success or failure, as normal. ","type":"Rules","url":"/Rules.aspx?ID=179","weakness":{}}},{"_index":"aon18","_id":"rules-180","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-180","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 5: Feats](/Rules.aspx?ID=180)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 255 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAll kinds of experiences and training can shape your character beyond what you learn by advancing in your class. Abilities that require a degree of training but can be learned by anyone—not only members of certain ancestries or classes—are called general feats.\n\n For most classes, you gain a general feat when you reach 3rd level and every 4 levels thereafter. Each time you gain a general feat, you can select any feat with the general trait whose prerequisites you satisfy.\n\n General feats also include a subcategory of skill feats, which expand on what you can accomplish via skills.\n\n These feats also have the skill trait. Most characters gain skill feats at 2nd level and every 2 levels thereafter. When you gain a skill feat, you must select a general feat with the skill trait; you cant select a general feat that lacks the skill trait. The level of a skill feat is typically the minimum level at which a character could meet its proficiency prerequisite.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chapter 5: Feats","next_link":{"label":"Chapter 6: Equipment","url":"/Rules.aspx?ID=181"},"previous_link":{"label":"Chapter 4: Skills","url":"/Rules.aspx?ID=171"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 255 <sup>4.0</sup></row>\n\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 255"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 255 <sup>4.0</sup></row>","speed":{},"text":" Chapter 5: Feats Source Core Rulebook pg. 255 4.0 All kinds of experiences and training can shape your character beyond what you learn by advancing in your class. Abilities that require a degree of training but can be learned by anyone—not only members of certain ancestries or classes—are called general feats. For most classes, you gain a general feat when you reach 3rd level and every 4 levels thereafter. Each time you gain a general feat, you can select any feat with the general trait whose prerequisites you satisfy. General feats also include a subcategory of skill feats, which expand on what you can accomplish via skills. These feats also have the skill trait. Most characters gain skill feats at 2nd level and every 2 levels thereafter. When you gain a skill feat, you must select a general feat with the skill trait; you cant select a general feat that lacks the skill trait. The level of a skill feat is typically the minimum level at which a character could meet its proficiency prerequisite. ","type":"Rules","url":"/Rules.aspx?ID=180","weakness":{}}},{"_index":"aon18","_id":"rules-181","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-181","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 6: Equipment](/Rules.aspx?ID=181)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo make your mark on the world, youll need to have the right equipment, including armor, weapons, and other gear. This chapter presents the various equipment that you can purchase during character creation. You can usually find these items for sale in most cities and other large settlements.\n\n Your character starts out with 15 gold pieces (150 silver pieces) to spend on any common items from this chapter. Items with an uncommon rarity can be purchased only if you have special access from abilities you selected during character creation or your GM gives you permission to purchase them.\n\n Once youve purchased your starting items, there are three main ways to gain new items and equipment: you can find them during an adventure, make them using the Crafting skill, or purchase them from a merchant.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-182\" />\r\n\r\n<document level=\"2\" id=\"rules-184\" />\r\n\r\n<document level=\"2\" id=\"rules-185\" />\r\n\r\n<document level=\"2\" id=\"rules-186\" />\r\n\r\n<document level=\"2\" id=\"rules-195\" />\r\n\r\n<document level=\"2\" id=\"rules-197\" />\r\n\r\n<document level=\"2\" id=\"rules-198\" />\r\n\r\n<document level=\"2\" id=\"rules-212\" />\r\n\r\n<document level=\"2\" id=\"rules-218\" />\r\n\r\n<document level=\"2\" id=\"rules-236\" />","name":"Chapter 6: Equipment","next_link":{"label":"Chapter 7: Spells","url":"/Rules.aspx?ID=259"},"previous_link":{"label":"Chapter 5: Feats","url":"/Rules.aspx?ID=180"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\n\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 271"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>","speed":{},"text":" Chapter 6: Equipment Source Core Rulebook pg. 271 4.0 To make your mark on the world, youll need to have the right equipment, including armor, weapons, and other gear. This chapter presents the various equipment that you can purchase during character creation. You can usually find these items for sale in most cities and other large settlements. Your character starts out with 15 gold pieces (150 silver pieces) to spend on any common items from this chapter. Items with an uncommon rarity can be purchased only if you have special access from abilities you selected during character creation or your GM gives you permission to purchase them. Once youve purchased your starting items, there are three main ways to gain new items and equipment: you can find them during an adventure, make them using the Crafting skill, or purchase them from a merchant. ","type":"Rules","url":"/Rules.aspx?ID=181","weakness":{}}},{"_index":"aon18","_id":"rules-182","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-182","markdown":"<title level=\"1\" right=\"Rules\">[Coins and Currency](/Rules.aspx?ID=182)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThough you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the **silver piece (sp)**. Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the **copper piece (cp)**. Each copper piece is worth onetenth of a silver piece. The **gold piece (gp)** is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The **platinum piece (pp)** is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See Table 61: Coin Values for the exchange rates of common types of coins.\n\n## Table 6-1: Coin Values\n<row gap=\"tiny\">\n<table> <tr><td>**Coins**</td><td>**CP**</td><td>**SP**</td><td>**GP**</td><td>**PP**</td></tr> <tr><td>Copper piece (cp)</td><td>1</td><td>1/10</td><td>1/100</td><td>1/1,000</td></tr> <tr><td>Silver piece (sp)</td><td>10</td><td>1</td><td>1/10</td><td>1/100</td></tr> <tr><td>Gold Piece (gp</td><td>100</td><td>10</td><td>1</td><td>1/10</td></tr> <tr><td>Platinum piece (pp)</td><td>1,000</td><td>100</td><td>10</td><td>1</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-183\" />","name":"Coins and Currency","next_link":{"label":"Price","url":"/Rules.aspx?ID=184"},"previous_link":{"label":"Chapter 5: Feats","url":"/Rules.aspx?ID=180"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 271"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>","speed":{},"text":" Coins and Currency Source Core Rulebook pg. 271 4.0 Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the silver piece (sp) . Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the copper piece (cp) . Each copper piece is worth onetenth of a silver piece. The gold piece (gp) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The platinum piece (pp) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See Table 61: Coin Values for the exchange rates of common types of coins. ## Table 6-1: Coin Values Coins CP SP GP PP Copper piece (cp) 1 1/10 1/100 1/1,000 Silver piece (sp) 10 1 1/10 1/100 Gold Piece (gp 100 10 1 1/10 Platinum piece (pp) 1,000 100 10 1 ","type":"Rules","url":"/Rules.aspx?ID=182","weakness":{}}},{"_index":"aon18","_id":"rules-183","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Coins and Currency"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-183","markdown":"<title level=\"1\" right=\"Rules\">[Other Currency](/Rules.aspx?ID=183)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nArt objects, gems, and raw materials (such as those used for the Craft activity) can be used much like currency: you can sell them for the same Price you can buy them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Other Currency","next_link":{"label":"Price","url":"/Rules.aspx?ID=184"},"previous_link":{"label":"Chapter 5: Feats","url":"/Rules.aspx?ID=180"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Coins and Currency\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 271"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>","speed":{},"text":" Other Currency Source Core Rulebook pg. 271 4.0 Art objects, gems, and raw materials (such as those used for the Craft activity) can be used much like currency: you can sell them for the same Price you can buy them. ","type":"Rules","url":"/Rules.aspx?ID=183","weakness":{}}},{"_index":"aon18","_id":"rules-184","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-184","markdown":"<title level=\"1\" right=\"Rules\">[Price](/Rules.aspx?ID=184)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of “—” cant be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Price","next_link":{"label":"Item Level","url":"/Rules.aspx?ID=185"},"previous_link":{"label":"Coins and Currency","url":"/Rules.aspx?ID=182"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 271"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>","speed":{},"text":" Price Source Core Rulebook pg. 271 4.0 Most items in the following tables have a Price, which is the amount of currency it typically takes to purchase that item. An item with a Price of “—” cant be purchased. An item with a Price of 0 is normally free, but its value could be higher based on the materials used to create it. Most items can be sold for half their Price, but coins, gems, art objects, and raw materials (such as components for the Craft activity) can be exchanged for their full Price. ","type":"Rules","url":"/Rules.aspx?ID=184","weakness":{}}},{"_index":"aon18","_id":"rules-185","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-185","markdown":"<title level=\"1\" right=\"Rules\">[Item Level](/Rules.aspx?ID=185)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach item has an item level, which represents the items complexity and any magic used in its construction. Simpler items with a lower level are easier to construct, and you cant Craft items that have a higher level than your own (page 243). If an items level isnt listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Item Level","next_link":{"label":"Carrying and Using Items","url":"/Rules.aspx?ID=186"},"previous_link":{"label":"Price","url":"/Rules.aspx?ID=184"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 271"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>","speed":{},"text":" Item Level Source Core Rulebook pg. 271 4.0 Each item has an item level, which represents the items complexity and any magic used in its construction. Simpler items with a lower level are easier to construct, and you cant Craft items that have a higher level than your own (page 243). If an items level isnt listed, its level is 0. While characters can use items of any level, GMs should keep in mind that allowing characters access to items far above their current level may have a negative impact on the game. ","type":"Rules","url":"/Rules.aspx?ID=185","weakness":{}}},{"_index":"aon18","_id":"rules-186","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-186","markdown":"<title level=\"1\" right=\"Rules\">[Carrying and Using Items](/Rules.aspx?ID=186)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a [backpack](/Equipment.aspx?ID=4) or a similar container, and they are more difficult to access.\n\n Drawing a worn item or changing how you're carrying an item usually requires you to use an Interact action (though to drop an item, you use the [Release](/Actions.aspx?ID=83) action instead). [Table 62: Changing Equipment](/Rules.aspx?ID=194) lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.\n\n Many ways of using items require you to spend multiple actions. For example, drinking a potion worn at your belt requires using an Interact action to draw it and then using a second action to drink it as described in its Activate entry.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-187\" />\r\n\r\n<document level=\"2\" id=\"rules-194\" />","name":"Carrying and Using Items","next_link":{"label":"Item Damage","url":"/Rules.aspx?ID=195"},"previous_link":{"label":"Item Level","url":"/Rules.aspx?ID=185"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 271"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>","speed":{},"text":" Carrying and Using Items Source Core Rulebook pg. 271 4.0 A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access. Drawing a worn item or changing how you're carrying an item usually requires you to use an Interact action (though to drop an item, you use the Release action instead). Table 62: Changing Equipment lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so. Many ways of using items require you to spend multiple actions. For example, drinking a potion worn at your belt requires using an Interact action to draw it and then using a second action to drink it as described in its Activate entry. ","type":"Rules","url":"/Rules.aspx?ID=186","weakness":{}}},{"_index":"aon18","_id":"rules-187","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Carrying and Using Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-187","markdown":"<title level=\"1\" right=\"Rules\">[Bulk](/Rules.aspx?ID=187)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCarrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually dont need to worry about Bulk unless youre carrying numerous substantial items.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-188\" />\r\n\r\n<document level=\"2\" id=\"rules-189\" />\r\n\r\n<document level=\"2\" id=\"rules-190\" />\r\n\r\n<document level=\"2\" id=\"rules-191\" />\r\n\r\n<document level=\"2\" id=\"rules-192\" />\r\n\r\n<document level=\"2\" id=\"rules-193\" />","name":"Bulk","next_link":{"label":"Wielding Items","url":"/Rules.aspx?ID=194"},"previous_link":{"label":"Item Level","url":"/Rules.aspx?ID=185"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Carrying and Using Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 271"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 271 <sup>4.0</sup></row>","speed":{},"text":" Bulk Source Core Rulebook pg. 271 4.0 Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually dont need to worry about Bulk unless youre carrying numerous substantial items. ","type":"Rules","url":"/Rules.aspx?ID=187","weakness":{}}},{"_index":"aon18","_id":"rules-188","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Carrying and Using Items","Bulk"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-188","markdown":"<title level=\"1\" right=\"Rules\">[Bulk Limits](/Rules.aspx?ID=188)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the [encumbered](/Conditions.aspx?ID=12) condition. You cant hold or carry more Bulk than 10 plus your Strength modifier.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bulk Limits","next_link":{"label":"Bulk Values","url":"/Rules.aspx?ID=189"},"previous_link":{"label":"Item Level","url":"/Rules.aspx?ID=185"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Carrying and Using Items / Bulk\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 272"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>","speed":{},"text":" Bulk Limits Source Core Rulebook pg. 272 4.0 You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You cant hold or carry more Bulk than 10 plus your Strength modifier. ","type":"Rules","url":"/Rules.aspx?ID=188","weakness":{}}},{"_index":"aon18","_id":"rules-189","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Carrying and Using Items","Bulk"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-189","markdown":"<title level=\"1\" right=\"Rules\">[Bulk Values](/Rules.aspx?ID=189)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nItems can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a —) for the purpose of determining Bulk. For instance, full plate armor is 4 Bulk, a longsword is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk dont count toward Bulk unless you try to carry vast numbers of them, as determined by the GM.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bulk Values","next_link":{"label":"Estimating an Item's Bulk","url":"/Rules.aspx?ID=190"},"previous_link":{"label":"Bulk Limits","url":"/Rules.aspx?ID=188"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Carrying and Using Items / Bulk\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 272"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>","speed":{},"text":" Bulk Values Source Core Rulebook pg. 272 4.0 Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a —) for the purpose of determining Bulk. For instance, full plate armor is 4 Bulk, a longsword is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk dont count toward Bulk unless you try to carry vast numbers of them, as determined by the GM. ","type":"Rules","url":"/Rules.aspx?ID=189","weakness":{}}},{"_index":"aon18","_id":"rules-190","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Carrying and Using Items","Bulk"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-190","markdown":"<title level=\"1\" right=\"Rules\">[Estimating an Item's Bulk](/Rules.aspx?ID=190)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isnt heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described in [Items and Sizes](/Rules.aspx?ID=256).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Estimating an Item's Bulk","next_link":{"label":"Bulk of Coins","url":"/Rules.aspx?ID=191"},"previous_link":{"label":"Bulk Values","url":"/Rules.aspx?ID=189"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Carrying and Using Items / Bulk\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 272"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>","speed":{},"text":" Estimating an Item's Bulk Source Core Rulebook pg. 272 4.0 As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isnt heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described in Items and Sizes. ","type":"Rules","url":"/Rules.aspx?ID=190","weakness":{}}},{"_index":"aon18","_id":"rules-191","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Carrying and Using Items","Bulk"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-191","markdown":"<title level=\"1\" right=\"Rules\">[Bulk of Coins](/Rules.aspx?ID=191)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCoins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. Its not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins dont count as a light item, and 1,999 coins are 1 Bulk, not 2.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bulk of Coins","next_link":{"label":"Bulk of Creatures","url":"/Rules.aspx?ID=192"},"previous_link":{"label":"Estimating an Item's Bulk","url":"/Rules.aspx?ID=190"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Carrying and Using Items / Bulk\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 272"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>","speed":{},"text":" Bulk of Coins Source Core Rulebook pg. 272 4.0 Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. Its not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins dont count as a light item, and 1,999 coins are 1 Bulk, not 2. ","type":"Rules","url":"/Rules.aspx?ID=191","weakness":{}}},{"_index":"aon18","_id":"rules-192","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Carrying and Using Items","Bulk"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-192","markdown":"<title level=\"1\" right=\"Rules\">[Bulk of Creatures](/Rules.aspx?ID=192)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number.\n\n## Creature Bulk\n<row gap=\"tiny\">\n<table> <tr><td>**Size of Creature**</td><td>**Bulk**</td></tr> <tr><td>Tiny</td><td>1</td></tr> <tr><td>Small</td><td>3</td></tr> <tr><td>Medium</td><td>6</td></tr> <tr><td>Large</td><td>12</td></tr> <tr><td>Huge</td><td>24</td></tr> <tr><td>Gargantuan</td><td>48</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bulk of Creatures","next_link":{"label":"Dragging","url":"/Rules.aspx?ID=193"},"previous_link":{"label":"Bulk of Coins","url":"/Rules.aspx?ID=191"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Carrying and Using Items / Bulk\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 272"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>","speed":{},"text":" Bulk of Creatures Source Core Rulebook pg. 272 4.0 You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number. ## Creature Bulk Size of Creature Bulk Tiny 1 Small 3 Medium 6 Large 12 Huge 24 Gargantuan 48 ","type":"Rules","url":"/Rules.aspx?ID=192","weakness":{}}},{"_index":"aon18","_id":"rules-193","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Carrying and Using Items","Bulk"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-193","markdown":"<title level=\"1\" right=\"Rules\">[Dragging](/Rules.aspx?ID=193)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn some situations, you might drag an object or creature rather than carry it. If youre dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what youre dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dragging","next_link":{"label":"Wielding Items","url":"/Rules.aspx?ID=194"},"previous_link":{"label":"Bulk of Creatures","url":"/Rules.aspx?ID=192"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Carrying and Using Items / Bulk\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 272"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>","speed":{},"text":" Dragging Source Core Rulebook pg. 272 4.0 In some situations, you might drag an object or creature rather than carry it. If youre dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what youre dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within. ","type":"Rules","url":"/Rules.aspx?ID=193","weakness":{}}},{"_index":"aon18","_id":"rules-194","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Carrying and Using Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-194","markdown":"<title level=\"1\" right=\"Rules\">[Wielding Items](/Rules.aspx?ID=194)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to be wearing the item, to be holding it, or simply to have it.\n\n## Table 6-2: Changing Equipment\n<row gap=\"tiny\">\n<table> <tr><td>**Change**</td><td>**Hands**</td><td>**Action**</td></tr> <tr><td>Draw or put away a worn item, or pick up an item<sup>1</sup></td><td>1 or 2</td><td>Interact</td></tr> <tr><td>Pass an item to or take an item from a willing creature <sup>2</sup></td><td>1 or 2</td><td>Interact</td></tr> <tr><td>Drop an item to the ground</td><td>1 or 2</td><td>Release</td></tr> <tr><td>Detach a shield or item strapped to you</td><td>1</td><td>Interact</td></tr> <tr><td>Change your grip by removing a hand from an item</td><td>2</td><td>Release</td></tr> <tr><td>Change your grip by adding a hand to an item</td><td>2</td><td>Interact</td></tr> <tr><td>Retrieve an item from a backpack <sup>3</sup>, sack, or similar container</td><td>2</td><td>Interact</td></tr> </table> 1 If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it.<br /> 2 A creature must have a hand free for someone to pass an item to them, and they might then need to change their grip if they receive an item requiring two hands to wield or use.<br /> 3 Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate Interact action.</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Wielding Items","next_link":{"label":"Item Damage","url":"/Rules.aspx?ID=195"},"previous_link":{"label":"Bulk","url":"/Rules.aspx?ID=187"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Carrying and Using Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 272"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>","speed":{},"text":" Wielding Items Source Core Rulebook pg. 272 4.0 Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to be wearing the item, to be holding it, or simply to have it. ## Table 6-2: Changing Equipment Change Hands Action Draw or put away a worn item, or pick up an item 1 1 or 2 Interact Pass an item to or take an item from a willing creature 2 1 or 2 Interact Drop an item to the ground 1 or 2 Release Detach a shield or item strapped to you 1 Interact Change your grip by removing a hand from an item 2 Release Change your grip by adding a hand to an item 2 Interact Retrieve an item from a backpack 3 , sack, or similar container 2 Interact 1 If you retrieve a two-handed item with only one hand, you still need to change your grip before you can wield or use it. 2 A creature must have a hand free for someone to pass an item to them, and they might then need to change their grip if they receive an item requiring two hands to wield or use. 3 Retrieving an item stowed in your own backpack requires first taking off the backpack with a separate Interact action. ","type":"Rules","url":"/Rules.aspx?ID=194","weakness":{}}},{"_index":"aon18","_id":"rules-195","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-195","markdown":"<title level=\"1\" right=\"Rules\">[Item Damage](/Rules.aspx?ID=195)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn item can be broken or destroyed if it takes enough damage. Every item has a **Hardness** value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the items Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesnt normally damage your armor or other gear, even if it hits you. However, the Shield Block reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items.\n\n An item that takes damage can become **broken** and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its **Broken Threshold (BT)**; once its Hit Points are reduced to 0, it is **destroyed**. A broken item has the [broken](/Conditions.aspx?ID=2) condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no Broken Threshold, then it has no relevant changes to its function due to being broken, but its still destroyed at 0 Hit Points. (See the broken condition definition on page 273 for more information.) A destroyed item cant be Repaired.\n\n An items Hardness, Hit Points, and Broken Threshold usually depend on the material the item is made of. This information can be found under [Material Statistics](/Rules.aspx?ID=730).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-196\" />","name":"Item Damage","next_link":{"label":"Shoddy Items","url":"/Rules.aspx?ID=197"},"previous_link":{"label":"Carrying and Using Items","url":"/Rules.aspx?ID=186"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 272"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 272 <sup>4.0</sup></row>","speed":{},"text":" Item Damage Source Core Rulebook pg. 272 4.0 An item can be broken or destroyed if it takes enough damage. Every item has a Hardness value. Each time an item takes damage, reduce any damage the item takes by its Hardness. The rest of the damage reduces the items Hit Points. Normally an item takes damage only when a creature is directly attacking it—commonly targeted items include doors and traps. A creature that attacks you doesnt normally damage your armor or other gear, even if it hits you. However, the Shield Block reaction can cause your shield to take damage as you use it to prevent damage to yourself, and some monsters have exceptional abilities that can damage your items. An item that takes damage can become broken and eventually destroyed. It becomes broken when its Hit Points are equal to or lower than its Broken Threshold (BT) ; once its Hit Points are reduced to 0, it is destroyed . A broken item has the broken condition until Repaired above its Broken Threshold. Anything that automatically makes an item broken immediately reduces its Hit Points to its Broken Threshold if the item had more Hit Points than that when the effect occurred. If an item has no Broken Threshold, then it has no relevant changes to its function due to being broken, but its still destroyed at 0 Hit Points. (See the broken condition definition on page 273 for more information.) A destroyed item cant be Repaired. An items Hardness, Hit Points, and Broken Threshold usually depend on the material the item is made of. This information can be found under Material Statistics. ","type":"Rules","url":"/Rules.aspx?ID=195","weakness":{}}},{"_index":"aon18","_id":"rules-196","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Item Damage"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-196","markdown":"<title level=\"1\" right=\"Rules\">[Object Immunities](/Rules.aspx?ID=196)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 273 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nInanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GMs discretion. For instance, a sword has no Speed, so it cant take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Object Immunities","next_link":{"label":"Shoddy Items","url":"/Rules.aspx?ID=197"},"previous_link":{"label":"Carrying and Using Items","url":"/Rules.aspx?ID=186"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 273 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Item Damage\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 273"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 273 <sup>4.0</sup></row>","speed":{},"text":" Object Immunities Source Core Rulebook pg. 273 4.0 Inanimate objects and hazards are immune to bleed, death effects, disease, healing, mental effects, necromancy, nonlethal attacks, and poison, as well as the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions. An item that has a mind is not immune to mental effects. Many objects are immune to other conditions, at the GMs discretion. For instance, a sword has no Speed, so it cant take a penalty to its Speed, but an effect that causes a Speed penalty might work on a moving blade trap. ","type":"Rules","url":"/Rules.aspx?ID=196","weakness":{}}},{"_index":"aon18","_id":"rules-197","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-197","markdown":"<title level=\"1\" right=\"Rules\">[Shoddy Items](/Rules.aspx?ID=197)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 273 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nImprovised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a 2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armors check penalty by 2. A shoddy items Hit Points and Broken Threshold are each half that of a normal item of its type.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Shoddy Items","next_link":{"label":"Armor","url":"/Rules.aspx?ID=198"},"previous_link":{"label":"Item Damage","url":"/Rules.aspx?ID=195"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 273 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 273"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 273 <sup>4.0</sup></row>","speed":{},"text":" Shoddy Items Source Core Rulebook pg. 273 4.0 Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a 2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armors check penalty by 2. A shoddy items Hit Points and Broken Threshold are each half that of a normal item of its type. ","type":"Rules","url":"/Rules.aspx?ID=197","weakness":{}}},{"_index":"aon18","_id":"rules-198","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-198","markdown":"<title level=\"1\" right=\"Rules\">[Armor](/Rules.aspx?ID=198)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nArmor increases your characters defenses, but some medium or heavy armor can hamper movement. If you want to increase your characters defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while theyre wearing it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-199\" />\r\n\r\n<document level=\"2\" id=\"rules-200\" />\r\n\r\n<document level=\"2\" id=\"rules-201\" />","name":"Armor","next_link":{"label":"Shields","url":"/Rules.aspx?ID=212"},"previous_link":{"label":"Shoddy Items","url":"/Rules.aspx?ID=197"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 274"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>","speed":{},"text":" Armor Source Core Rulebook pg. 274 4.0 Armor increases your characters defenses, but some medium or heavy armor can hamper movement. If you want to increase your characters defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while theyre wearing it. ","type":"Rules","url":"/Rules.aspx?ID=198","weakness":{}}},{"_index":"aon18","_id":"rules-199","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Armor"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-199","markdown":"<title level=\"1\" right=\"Rules\">[Armor Class](/Rules.aspx?ID=199)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour Armor Class (AC) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.\n\n<center>**Armor Class = 10 + Dexterity modifier (up to your armors Dex Cap) + proficiency bonus + armors item bonus to AC + other bonuses + penalties**</center> Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor youre wearing. If youre not wearing armor, use your proficiency in unarmored defense.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Armor Class","next_link":{"label":"Donning and Removing Armor","url":"/Rules.aspx?ID=200"},"previous_link":{"label":"Shoddy Items","url":"/Rules.aspx?ID=197"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Armor\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 274"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>","speed":{},"text":" Armor Class Source Core Rulebook pg. 274 4.0 Your Armor Class (AC) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll. Armor Class = 10 + Dexterity modifier (up to your armors Dex Cap) + proficiency bonus + armors item bonus to AC + other bonuses + penalties Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor youre wearing. If youre not wearing armor, use your proficiency in unarmored defense. ","type":"Rules","url":"/Rules.aspx?ID=199","weakness":{}}},{"_index":"aon18","_id":"rules-200","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Armor"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-200","markdown":"<title level=\"1\" right=\"Rules\">[Donning and Removing Armor](/Rules.aspx?ID=200)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGetting in and out of armor is time consuming—so make sure youre wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Donning and Removing Armor","next_link":{"label":"Armor Statistics","url":"/Rules.aspx?ID=201"},"previous_link":{"label":"Armor Class","url":"/Rules.aspx?ID=199"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Armor\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 274"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>","speed":{},"text":" Donning and Removing Armor Source Core Rulebook pg. 274 4.0 Getting in and out of armor is time consuming—so make sure youre wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor. ","type":"Rules","url":"/Rules.aspx?ID=200","weakness":{}}},{"_index":"aon18","_id":"rules-201","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Armor"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-201","markdown":"<title level=\"1\" right=\"Rules\">[Armor Statistics](/Rules.aspx?ID=201)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTable 63: Unarmored Defense provides the statistics for the various forms of protection without wearing armor. Table 64: Armor provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Damaging Armor</title>\r\n\r\nYour armors statistics are based on the material its predominantly made from. Its not likely your armor will take damage, as explained in Item Damage on page 272.\n\n## Damaging Objects\n<row gap=\"tiny\">\n<table> <tr><td>**Material**</td><td>**Hardness**</td><td>**HP**</td><td>**BT**</td></tr> <tr><td>Cloth (explorers clothing, padded armor)</td><td>1</td><td>4</td><td>2</td></tr> <tr><td>Leather (hide, leather, studded leather)</td><td>4</td><td>16</td><td>8</td></tr> <tr><td>Metal (breastplate, chain mail, chain shirt, full plate, half plate, scale mail, splint mail)</td><td>9</td><td>36</td><td>18</td></tr> </table></row>\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Materials</title>\r\n\r\nMost suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If youre not sure what a suit of armor is made of, the GM determines the details.\n\n Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-202\" />\r\n\r\n<document level=\"2\" id=\"rules-203\" />\r\n\r\n<document level=\"2\" id=\"rules-204\" />\r\n\r\n<document level=\"2\" id=\"rules-205\" />\r\n\r\n<document level=\"2\" id=\"rules-206\" />\r\n\r\n<document level=\"2\" id=\"rules-207\" />\r\n\r\n<document level=\"2\" id=\"rules-208\" />\r\n\r\n<document level=\"2\" id=\"rules-209\" />\r\n\r\n<document level=\"2\" id=\"rules-210\" />\r\n\r\n<document level=\"2\" id=\"rules-211\" />","name":"Armor Statistics","next_link":{"label":"Shields","url":"/Rules.aspx?ID=212"},"previous_link":{"label":"Donning and Removing Armor","url":"/Rules.aspx?ID=200"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Armor\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 274"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>","speed":{},"text":" Armor Statistics Source Core Rulebook pg. 274 4.0 Table 63: Unarmored Defense provides the statistics for the various forms of protection without wearing armor. Table 64: Armor provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics. Damaging Armor Your armors statistics are based on the material its predominantly made from. Its not likely your armor will take damage, as explained in Item Damage on page 272. ## Damaging Objects Material Hardness HP BT Cloth (explorers clothing, padded armor) 1 4 2 Leather (hide, leather, studded leather) 4 16 8 Metal (breastplate, chain mail, chain shirt, full plate, half plate, scale mail, splint mail) 9 36 18 Materials Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If youre not sure what a suit of armor is made of, the GM determines the details. Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577. ","type":"Rules","url":"/Rules.aspx?ID=201","weakness":{}}},{"_index":"aon18","_id":"rules-202","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Armor","Armor Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-202","markdown":"<title level=\"1\" right=\"Rules\">[Category](/Rules.aspx?ID=202)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe armors category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Category","next_link":{"label":"AC Bonus","url":"/Rules.aspx?ID=203"},"previous_link":{"label":"Donning and Removing Armor","url":"/Rules.aspx?ID=200"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Armor / Armor Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 274"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>","speed":{},"text":" Category Source Core Rulebook pg. 274 4.0 The armors category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor. ","type":"Rules","url":"/Rules.aspx?ID=202","weakness":{}}},{"_index":"aon18","_id":"rules-203","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Armor","Armor Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-203","markdown":"<title level=\"1\" right=\"Rules\">[AC Bonus](/Rules.aspx?ID=203)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis number is the item bonus you add for the armor when determining Armor Class.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"AC Bonus","next_link":{"label":"Dexterity Modifier Cap (Dex Cap)","url":"/Rules.aspx?ID=204"},"previous_link":{"label":"Category","url":"/Rules.aspx?ID=202"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Armor / Armor Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 274"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>","speed":{},"text":" AC Bonus Source Core Rulebook pg. 274 4.0 This number is the item bonus you add for the armor when determining Armor Class. ","type":"Rules","url":"/Rules.aspx?ID=203","weakness":{}}},{"_index":"aon18","_id":"rules-204","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Armor","Armor Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-204","markdown":"<title level=\"1\" right=\"Rules\">[Dexterity Modifier Cap (Dex Cap)](/Rules.aspx?ID=204)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dexterity Modifier Cap (Dex Cap)","next_link":{"label":"Check Penalty","url":"/Rules.aspx?ID=205"},"previous_link":{"label":"AC Bonus","url":"/Rules.aspx?ID=203"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Armor / Armor Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 274"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>","speed":{},"text":" Dexterity Modifier Cap (Dex Cap) Source Core Rulebook pg. 274 4.0 This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor. ","type":"Rules","url":"/Rules.aspx?ID=204","weakness":{}}},{"_index":"aon18","_id":"rules-205","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Armor","Armor Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-205","markdown":"<title level=\"1\" right=\"Rules\">[Check Penalty](/Rules.aspx?ID=205)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armors Strength threshold (see Strength below), you dont take this penalty.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Check Penalty","next_link":{"label":"Speed Penalty","url":"/Rules.aspx?ID=206"},"previous_link":{"label":"Dexterity Modifier Cap (Dex Cap)","url":"/Rules.aspx?ID=204"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Armor / Armor Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 274"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>","speed":{},"text":" Check Penalty Source Core Rulebook pg. 274 4.0 While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armors Strength threshold (see Strength below), you dont take this penalty. ","type":"Rules","url":"/Rules.aspx?ID=205","weakness":{}}},{"_index":"aon18","_id":"rules-206","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Armor","Armor Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-206","markdown":"<title level=\"1\" right=\"Rules\">[Speed Penalty](/Rules.aspx?ID=206)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armors Strength threshold (see below), you reduce the penalty by 5 feet.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Speed Penalty","next_link":{"label":"Strength","url":"/Rules.aspx?ID=207"},"previous_link":{"label":"Check Penalty","url":"/Rules.aspx?ID=205"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Armor / Armor Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 274"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>","speed":{},"text":" Speed Penalty Source Core Rulebook pg. 274 4.0 While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armors Strength threshold (see below), you reduce the penalty by 5 feet. ","type":"Rules","url":"/Rules.aspx?ID=206","weakness":{}}},{"_index":"aon18","_id":"rules-207","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Armor","Armor Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-207","markdown":"<title level=\"1\" right=\"Rules\">[Strength](/Rules.aspx?ID=207)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis entry indicates the Strength score at which you are strong enough to overcome some of the armors penalties. If your Strength is equal to or greater than this value, you no longer take the armors check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was 5 feet, or to a 5-foot penalty if the penalty was 10 feet).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Strength","next_link":{"label":"Bulk","url":"/Rules.aspx?ID=208"},"previous_link":{"label":"Speed Penalty","url":"/Rules.aspx?ID=206"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Armor / Armor Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 274"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>","speed":{},"text":" Strength Source Core Rulebook pg. 274 4.0 This entry indicates the Strength score at which you are strong enough to overcome some of the armors penalties. If your Strength is equal to or greater than this value, you no longer take the armors check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was 5 feet, or to a 5-foot penalty if the penalty was 10 feet). ","type":"Rules","url":"/Rules.aspx?ID=207","weakness":{}}},{"_index":"aon18","_id":"rules-208","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Armor","Armor Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-208","markdown":"<title level=\"1\" right=\"Rules\">[Bulk](/Rules.aspx?ID=208)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules [here](/Rules.aspx?ID=257).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bulk","next_link":{"label":"Group","url":"/Rules.aspx?ID=209"},"previous_link":{"label":"Strength","url":"/Rules.aspx?ID=207"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Armor / Armor Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 274"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>","speed":{},"text":" Bulk Source Core Rulebook pg. 274 4.0 This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules here. ","type":"Rules","url":"/Rules.aspx?ID=208","weakness":{}}},{"_index":"aon18","_id":"rules-209","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Armor","Armor Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-209","markdown":"<title level=\"1\" right=\"Rules\">[Group](/Rules.aspx?ID=209)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Group","next_link":{"label":"Armor Traits","url":"/Rules.aspx?ID=210"},"previous_link":{"label":"Bulk","url":"/Rules.aspx?ID=208"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Armor / Armor Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 274"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>","speed":{},"text":" Group Source Core Rulebook pg. 274 4.0 Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275. ","type":"Rules","url":"/Rules.aspx?ID=209","weakness":{}}},{"_index":"aon18","_id":"rules-210","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Armor","Armor Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-210","markdown":"<title level=\"1\" right=\"Rules\">[Armor Traits](/Rules.aspx?ID=210)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nArmor can a number of traits, found under \"Armor Traits\" in the [Traits](Traits.aspx) section.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Armor Traits","next_link":{"label":"Armor Specialization Effects","url":"/Rules.aspx?ID=211"},"previous_link":{"label":"Group","url":"/Rules.aspx?ID=209"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Armor / Armor Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 274"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 274 <sup>4.0</sup></row>","speed":{},"text":" Armor Traits Source Core Rulebook pg. 274 4.0 Armor can a number of traits, found under \"Armor Traits\" in the Traits section. ","type":"Rules","url":"/Rules.aspx?ID=210","weakness":{}}},{"_index":"aon18","_id":"rules-211","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Armor","Armor Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-211","markdown":"<title level=\"1\" right=\"Rules\">[Armor Specialization Effects](/Rules.aspx?ID=211)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 275 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCertain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects. See [here](/equipment/armor/specializations) for details on each armor specialization effect.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Armor Specialization Effects","next_link":{"label":"Shields","url":"/Rules.aspx?ID=212"},"previous_link":{"label":"Armor Traits","url":"/Rules.aspx?ID=210"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 275 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Armor / Armor Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 275"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 275 <sup>4.0</sup></row>","speed":{},"text":" Armor Specialization Effects Source Core Rulebook pg. 275 4.0 Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects. See here for details on each armor specialization effect. ","type":"Rules","url":"/Rules.aspx?ID=211","weakness":{}}},{"_index":"aon18","_id":"rules-212","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-212","markdown":"<title level=\"1\" right=\"Rules\">[Shields](/Rules.aspx?ID=212)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA shield can increase your characters defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shields bonus to AC as a circumstance bonus until their next turn starts. A shields Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.\n\n Raise a Shield is the action most commonly used with shields. Most shields must be held in one hand, so you cant hold anything with that hand and Raise a Shield. A buckler, however, doesnt take up your hand, so you can Raise a Shield with a buckler if the hand is free (or, at the GMs discretion, if its holding a simple, lightweight object thats not a weapon). You lose the benefits of Raise a Shield if that hand is no longer free.\n\n When you have a tower shield raised, you can use the Take Cover action (page 471) to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can Take Cover as normal using the cover from your shield).\n\n If you have access to the Shield Block reaction (from your class or from a feat), you can use it while Raising your Shield to reduce the damage you take by an amount equal to the shields Hardness. Both you and the shield then take any remaining damage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-213\" />\r\n\r\n<document level=\"2\" id=\"rules-217\" />","name":"Shields","next_link":{"label":"Weapons","url":"/Rules.aspx?ID=218"},"previous_link":{"label":"Armor","url":"/Rules.aspx?ID=198"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 277"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>","speed":{},"text":" Shields Source Core Rulebook pg. 277 4.0 A shield can increase your characters defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shields bonus to AC as a circumstance bonus until their next turn starts. A shields Speed penalty applies whenever your character is holding the shield, whether they have raised it or not. Raise a Shield is the action most commonly used with shields. Most shields must be held in one hand, so you cant hold anything with that hand and Raise a Shield. A buckler, however, doesnt take up your hand, so you can Raise a Shield with a buckler if the hand is free (or, at the GMs discretion, if its holding a simple, lightweight object thats not a weapon). You lose the benefits of Raise a Shield if that hand is no longer free. When you have a tower shield raised, you can use the Take Cover action (page 471) to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can Take Cover as normal using the cover from your shield). If you have access to the Shield Block reaction (from your class or from a feat), you can use it while Raising your Shield to reduce the damage you take by an amount equal to the shields Hardness. Both you and the shield then take any remaining damage. ","type":"Rules","url":"/Rules.aspx?ID=212","weakness":{}}},{"_index":"aon18","_id":"rules-213","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Shields"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-213","markdown":"<title level=\"1\" right=\"Rules\">[Shield Statistics](/Rules.aspx?ID=213)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nShields have statistics that follow the same rules as armor: Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-214\" />\r\n\r\n<document level=\"2\" id=\"rules-215\" />\r\n\r\n<document level=\"2\" id=\"rules-216\" />","name":"Shield Statistics","next_link":{"label":"Attacking with a Shield","url":"/Rules.aspx?ID=217"},"previous_link":{"label":"Armor","url":"/Rules.aspx?ID=198"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Shields\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 277"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>","speed":{},"text":" Shield Statistics Source Core Rulebook pg. 277 4.0 Shields have statistics that follow the same rules as armor: Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here. ","type":"Rules","url":"/Rules.aspx?ID=213","weakness":{}}},{"_index":"aon18","_id":"rules-214","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Shields","Shield Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-214","markdown":"<title level=\"1\" right=\"Rules\">[AC Bonus](/Rules.aspx?ID=214)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the [Raise a Shield](/Actions.aspx?ID=98) action.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"AC Bonus","next_link":{"label":"Hardness","url":"/Rules.aspx?ID=215"},"previous_link":{"label":"Armor","url":"/Rules.aspx?ID=198"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Shields / Shield Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 277"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>","speed":{},"text":" AC Bonus Source Core Rulebook pg. 277 4.0 A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action. ","type":"Rules","url":"/Rules.aspx?ID=214","weakness":{}}},{"_index":"aon18","_id":"rules-215","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Shields","Shield Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-215","markdown":"<title level=\"1\" right=\"Rules\">[Hardness](/Rules.aspx?ID=215)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the [Shield Block](/Feats.aspx?ID=839) feat. The rules for Hardness appear in [Item Damage](/Rules.aspx?ID=195).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hardness","next_link":{"label":"HP (BT)","url":"/Rules.aspx?ID=216"},"previous_link":{"label":"AC Bonus","url":"/Rules.aspx?ID=214"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Shields / Shield Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 277"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>","speed":{},"text":" Hardness Source Core Rulebook pg. 277 4.0 Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the Shield Block feat. The rules for Hardness appear in Item Damage. ","type":"Rules","url":"/Rules.aspx?ID=215","weakness":{}}},{"_index":"aon18","_id":"rules-216","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Shields","Shield Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-216","markdown":"<title level=\"1\" right=\"Rules\">[HP (BT)](/Rules.aspx?ID=216)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis column lists the shields Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before its destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the Shield Block reaction.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"HP (BT)","next_link":{"label":"Attacking with a Shield","url":"/Rules.aspx?ID=217"},"previous_link":{"label":"Hardness","url":"/Rules.aspx?ID=215"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Shields / Shield Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 277"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>","speed":{},"text":" HP (BT) Source Core Rulebook pg. 277 4.0 This column lists the shields Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before its destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the Shield Block reaction. ","type":"Rules","url":"/Rules.aspx?ID=216","weakness":{}}},{"_index":"aon18","_id":"rules-217","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Shields"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-217","markdown":"<title level=\"1\" right=\"Rules\">[Attacking with a Shield](/Rules.aspx?ID=217)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on Table 67: Melee Weapons (page 280). The shield bash is an option only for shields that werent designed to be used as weapons. A shield cant have runes added to it. You can also buy and attach a shield boss or shield spikes to a shield to make it a more practical weapon. These can be found on Table 67. These work like other weapons and can even be etched with runes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Attacking with a Shield","next_link":{"label":"Weapons","url":"/Rules.aspx?ID=218"},"previous_link":{"label":"Shield Statistics","url":"/Rules.aspx?ID=213"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Shields\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 277"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 277 <sup>4.0</sup></row>","speed":{},"text":" Attacking with a Shield Source Core Rulebook pg. 277 4.0 A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on Table 67: Melee Weapons (page 280). The shield bash is an option only for shields that werent designed to be used as weapons. A shield cant have runes added to it. You can also buy and attach a shield boss or shield spikes to a shield to make it a more practical weapon. These can be found on Table 67. These work like other weapons and can even be etched with runes. ","type":"Rules","url":"/Rules.aspx?ID=217","weakness":{}}},{"_index":"aon18","_id":"rules-218","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-218","markdown":"<title level=\"1\" right=\"Rules\">[Weapons](/Rules.aspx?ID=218)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but theyre summarized here, followed by the rules for weapons and dozens of weapon choices.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-219\" />\r\n\r\n<document level=\"2\" id=\"rules-221\" />\r\n\r\n<document level=\"2\" id=\"rules-222\" />\r\n\r\n<document level=\"2\" id=\"rules-223\" />\r\n\r\n<document level=\"2\" id=\"rules-224\" />\r\n\r\n<document level=\"2\" id=\"rules-225\" />\r\n\r\n<document level=\"2\" id=\"rules-234\" />\r\n\r\n<document level=\"2\" id=\"rules-235\" />","name":"Weapons","next_link":{"label":"Gear","url":"/Rules.aspx?ID=236"},"previous_link":{"label":"Shields","url":"/Rules.aspx?ID=212"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 278"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>","speed":{},"text":" Weapons Source Core Rulebook pg. 278 4.0 Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but theyre summarized here, followed by the rules for weapons and dozens of weapon choices. ","type":"Rules","url":"/Rules.aspx?ID=218","weakness":{}}},{"_index":"aon18","_id":"rules-219","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-219","markdown":"<title level=\"1\" right=\"Rules\">[Attack Rolls](/Rules.aspx?ID=219)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack youre using. Modifiers for melee and ranged attacks are calculated differently. \n\n<center>**Melee attack modifier = Strength modifier (or optionally Dexterity for a finesse weapon) + proficiency bonus + other bonuses + penalties**</center>\n\n<center>**Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties**</center> Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with [potency](/Equipment.aspx?ID=281) runes add an item bonus to your attack rolls.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-220\" />","name":"Attack Rolls","next_link":{"label":"Damage Rolls","url":"/Rules.aspx?ID=221"},"previous_link":{"label":"Shields","url":"/Rules.aspx?ID=212"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 278"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>","speed":{},"text":" Attack Rolls Source Core Rulebook pg. 278 4.0 When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack youre using. Modifiers for melee and ranged attacks are calculated differently. Melee attack modifier = Strength modifier (or optionally Dexterity for a finesse weapon) + proficiency bonus + other bonuses + penalties Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes add an item bonus to your attack rolls. ","type":"Rules","url":"/Rules.aspx?ID=219","weakness":{}}},{"_index":"aon18","_id":"rules-220","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons","Attack Rolls"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-220","markdown":"<title level=\"1\" right=\"Rules\">[Multiple Attack Penalty](/Rules.aspx?ID=220)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a 5 penalty, and any subsequent attacks take a 10 penalty.\n\n The multiple attack penalty doesnt apply to attacks you make when it isnt your turn (such as attacks made as part of a reaction). You can use a weapon with the [agile](/Traits.aspx?ID=170) trait to reduce your multiple attack penalty.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Multiple Attack Penalty","next_link":{"label":"Damage Rolls","url":"/Rules.aspx?ID=221"},"previous_link":{"label":"Shields","url":"/Rules.aspx?ID=212"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons / Attack Rolls\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 278"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>","speed":{},"text":" Multiple Attack Penalty Source Core Rulebook pg. 278 4.0 If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a 5 penalty, and any subsequent attacks take a 10 penalty. The multiple attack penalty doesnt apply to attacks you make when it isnt your turn (such as attacks made as part of a reaction). You can use a weapon with the agile trait to reduce your multiple attack penalty. ","type":"Rules","url":"/Rules.aspx?ID=220","weakness":{}}},{"_index":"aon18","_id":"rules-221","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-221","markdown":"<title level=\"1\" right=\"Rules\">[Damage Rolls](/Rules.aspx?ID=221)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen the result of your attack roll with a weapon or unarmed attack equals or exceeds your targets AC, you hit your target! Roll the weapon or unarmed attacks damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows. \n\n<center>**Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties**</center>\n\n<center>**Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties**</center> Ranged weapons dont normally add an ability modifier to the damage roll, though weapons with the [propulsive](/Traits.aspx?ID=191) trait add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.\n\n Magic weapons with [_striking_](/Equipment.aspx?ID=280), _greater striking_, or _major striking_ runes add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapons damage die. At higher levels, most characters also gain extra damage from weapon specialization.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Damage Rolls","next_link":{"label":"Critical Hits","url":"/Rules.aspx?ID=222"},"previous_link":{"label":"Attack Rolls","url":"/Rules.aspx?ID=219"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 278"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>","speed":{},"text":" Damage Rolls Source Core Rulebook pg. 278 4.0 When the result of your attack roll with a weapon or unarmed attack equals or exceeds your targets AC, you hit your target! Roll the weapon or unarmed attacks damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows. Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties Ranged weapons dont normally add an ability modifier to the damage roll, though weapons with the propulsive trait add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier. Magic weapons with striking , greater striking , or major striking runes add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapons damage die. At higher levels, most characters also gain extra damage from weapon specialization. ","type":"Rules","url":"/Rules.aspx?ID=221","weakness":{}}},{"_index":"aon18","_id":"rules-222","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-222","markdown":"<title level=\"1\" right=\"Rules\">[Critical Hits](/Rules.aspx?ID=222)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).\n\n If you critically succeed at a Strike, your attack deals [double damage](/Rules.aspx?ID=339). Other attacks, such as spell attack rolls and some uses of the [Athletics](/Skills.aspx?ID=3) skill, describe the specific effects that occur when their outcomes are critical successes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Critical Hits","next_link":{"label":"Unarmed Attacks","url":"/Rules.aspx?ID=223"},"previous_link":{"label":"Damage Rolls","url":"/Rules.aspx?ID=221"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 278"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>","speed":{},"text":" Critical Hits Source Core Rulebook pg. 278 4.0 When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit). If you critically succeed at a Strike, your attack deals double damage. Other attacks, such as spell attack rolls and some uses of the Athletics skill, describe the specific effects that occur when their outcomes are critical successes. ","type":"Rules","url":"/Rules.aspx?ID=222","weakness":{}}},{"_index":"aon18","_id":"rules-223","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-223","markdown":"<title level=\"1\" right=\"Rules\">[Unarmed Attacks](/Rules.aspx?ID=223)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlmost all characters start out trained in unarmed attacks. You can Strike with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks arent weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.\n\n Table 66: Unarmed Attacks lists the statistics for an unarmed attack with a fist, though youll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Unarmed Attacks","next_link":{"label":"Improvised Weapons","url":"/Rules.aspx?ID=224"},"previous_link":{"label":"Critical Hits","url":"/Rules.aspx?ID=222"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 278"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>","speed":{},"text":" Unarmed Attacks Source Core Rulebook pg. 278 4.0 Almost all characters start out trained in unarmed attacks. You can Strike with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks arent weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so. Table 66: Unarmed Attacks lists the statistics for an unarmed attack with a fist, though youll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them. ","type":"Rules","url":"/Rules.aspx?ID=223","weakness":{}}},{"_index":"aon18","_id":"rules-224","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-224","markdown":"<title level=\"1\" right=\"Rules\">[Improvised Weapons](/Rules.aspx?ID=224)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you attack with something that wasnt built to be a weapon, such as a chair or a vase, youre making an attack with an improvised weapon. You take a 2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have. Improvised weapons are simple weapons.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Improvised Weapons","next_link":{"label":"Weapon Statistics","url":"/Rules.aspx?ID=225"},"previous_link":{"label":"Unarmed Attacks","url":"/Rules.aspx?ID=223"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 278"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 278 <sup>4.0</sup></row>","speed":{},"text":" Improvised Weapons Source Core Rulebook pg. 278 4.0 If you attack with something that wasnt built to be a weapon, such as a chair or a vase, youre making an attack with an improvised weapon. You take a 2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have. Improvised weapons are simple weapons. ","type":"Rules","url":"/Rules.aspx?ID=224","weakness":{}}},{"_index":"aon18","_id":"rules-225","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-225","markdown":"<title level=\"1\" right=\"Rules\">[Weapon Statistics](/Rules.aspx?ID=225)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe tables on pages 280282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Selecting Weapons</title>\r\n\r\nCharacters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category theyre trained or better in.\n\n When selecting weapons, start by identifying the weapon types youre trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. Its usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations. \n\n### Weapon Categories\n Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, youll want to select weapons that deal more damage, but if youre a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-226\" />\r\n\r\n<document level=\"2\" id=\"rules-227\" />\r\n\r\n<document level=\"2\" id=\"rules-228\" />\r\n\r\n<document level=\"2\" id=\"rules-229\" />\r\n\r\n<document level=\"2\" id=\"rules-230\" />\r\n\r\n<document level=\"2\" id=\"rules-231\" />\r\n\r\n<document level=\"2\" id=\"rules-232\" />\r\n\r\n<document level=\"2\" id=\"rules-233\" />","name":"Weapon Statistics","next_link":{"label":"Weapon Traits","url":"/Rules.aspx?ID=234"},"previous_link":{"label":"Improvised Weapons","url":"/Rules.aspx?ID=224"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 279"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>","speed":{},"text":" Weapon Statistics Source Core Rulebook pg. 279 4.0 The tables on pages 280282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0. Selecting Weapons Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category theyre trained or better in. When selecting weapons, start by identifying the weapon types youre trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. Its usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations. ### Weapon Categories Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, youll want to select weapons that deal more damage, but if youre a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations. ","type":"Rules","url":"/Rules.aspx?ID=225","weakness":{}}},{"_index":"aon18","_id":"rules-226","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons","Weapon Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-226","markdown":"<title level=\"1\" right=\"Rules\">[Damage](/Rules.aspx?ID=226)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis entry lists the weapons damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\"></title>\n\n### Damage Dice\n Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical striking rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attacks normal damage die. \n\n### Counting Damage Dice\n Effects based on a weapons number of damage dice include only the weapons damage die plus any extra dice from a striking rune. They dont count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like. \n\n### Increasing Die Size\n When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, youd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You cant increase your weapon damage die size more than once.\n\n<center>**1d4 ➞ 1d6 ➞ 1d8 ➞ 1d10 ➞ 1d12**</center>\r\n</aside>","name":"Damage","next_link":{"label":"Range","url":"/Rules.aspx?ID=227"},"previous_link":{"label":"Improvised Weapons","url":"/Rules.aspx?ID=224"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons / Weapon Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 279"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>","speed":{},"text":" Damage Source Core Rulebook pg. 279 4.0 This entry lists the weapons damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing. ### Damage Dice Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical striking rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attacks normal damage die. ### Counting Damage Dice Effects based on a weapons number of damage dice include only the weapons damage die plus any extra dice from a striking rune. They dont count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like. ### Increasing Die Size When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, youd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You cant increase your weapon damage die size more than once. 1d4 ➞ 1d6 ➞ 1d8 ➞ 1d10 ➞ 1d12 ","type":"Rules","url":"/Rules.aspx?ID=226","weakness":{}}},{"_index":"aon18","_id":"rules-227","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons","Weapon Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-227","markdown":"<title level=\"1\" right=\"Rules\">[Range](/Rules.aspx?ID=227)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRanged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapons range increment take a 2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.\n\n For example, a shortbow takes no penalty against a target up to 60 feet away, a 2 penalty against a target beyond 60 feet but up to 120 feet away, and a 4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Range","next_link":{"label":"Reload","url":"/Rules.aspx?ID=228"},"previous_link":{"label":"Damage","url":"/Rules.aspx?ID=226"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons / Weapon Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 279"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>","speed":{},"text":" Range Source Core Rulebook pg. 279 4.0 Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapons range increment take a 2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible. For example, a shortbow takes no penalty against a target up to 60 feet away, a 2 penalty against a target beyond 60 feet but up to 120 feet away, and a 4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet. ","type":"Rules","url":"/Rules.aspx?ID=227","weakness":{}}},{"_index":"aon18","_id":"rules-228","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons","Weapon Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-228","markdown":"<title level=\"1\" right=\"Rules\">[Reload](/Rules.aspx?ID=228)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.\n\n An item with an entry of “—” must be drawn to be thrown, which usually takes an Interact action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Reload","next_link":{"label":"Bulk","url":"/Rules.aspx?ID=229"},"previous_link":{"label":"Range","url":"/Rules.aspx?ID=227"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons / Weapon Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 279"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>","speed":{},"text":" Reload Source Core Rulebook pg. 279 4.0 While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many Interact actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn. An item with an entry of “—” must be drawn to be thrown, which usually takes an Interact action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon. ","type":"Rules","url":"/Rules.aspx?ID=228","weakness":{}}},{"_index":"aon18","_id":"rules-229","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons","Weapon Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-229","markdown":"<title level=\"1\" right=\"Rules\">[Bulk](/Rules.aspx?ID=229)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis entry gives the weapons Bulk. A weapons Bulk is increased or decreased if its sized for creatures that arent Small or Medium size, following the rules on page 295.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bulk","next_link":{"label":"Hands","url":"/Rules.aspx?ID=230"},"previous_link":{"label":"Reload","url":"/Rules.aspx?ID=228"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons / Weapon Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 279"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>","speed":{},"text":" Bulk Source Core Rulebook pg. 279 4.0 This entry gives the weapons Bulk. A weapons Bulk is increased or decreased if its sized for creatures that arent Small or Medium size, following the rules on page 295. ","type":"Rules","url":"/Rules.aspx?ID=229","weakness":{}}},{"_index":"aon18","_id":"rules-230","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons","Weapon Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-230","markdown":"<title level=\"1\" right=\"Rules\">[Hands](/Rules.aspx?ID=230)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.\n\n Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesnt require two hands or have the two-hand trait.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hands","next_link":{"label":"Group","url":"/Rules.aspx?ID=231"},"previous_link":{"label":"Bulk","url":"/Rules.aspx?ID=229"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons / Weapon Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 279"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 279 <sup>4.0</sup></row>","speed":{},"text":" Hands Source Core Rulebook pg. 279 4.0 Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free. Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesnt require two hands or have the two-hand trait. ","type":"Rules","url":"/Rules.aspx?ID=230","weakness":{}}},{"_index":"aon18","_id":"rules-231","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons","Weapon Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-231","markdown":"<title level=\"1\" right=\"Rules\">[Group](/Rules.aspx?ID=231)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 280 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA weapon or unarmed attacks group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attacks critical specialization effects; for full details, see page 283.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Group","next_link":{"label":"Weapon Traits","url":"/Rules.aspx?ID=232"},"previous_link":{"label":"Hands","url":"/Rules.aspx?ID=230"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 280 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons / Weapon Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 280"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 280 <sup>4.0</sup></row>","speed":{},"text":" Group Source Core Rulebook pg. 280 4.0 A weapon or unarmed attacks group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attacks critical specialization effects; for full details, see page 283. ","type":"Rules","url":"/Rules.aspx?ID=231","weakness":{}}},{"_index":"aon18","_id":"rules-232","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons","Weapon Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-232","markdown":"<title level=\"1\" right=\"Rules\">[Weapon Traits](/Rules.aspx?ID=232)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 280 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a “weapon” can also apply to an unarmed attack that has that trait.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Weapon Traits","next_link":{"label":"Ammunition","url":"/Rules.aspx?ID=233"},"previous_link":{"label":"Group","url":"/Rules.aspx?ID=231"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 280 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons / Weapon Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 280"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 280 <sup>4.0</sup></row>","speed":{},"text":" Weapon Traits Source Core Rulebook pg. 280 4.0 The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a “weapon” can also apply to an unarmed attack that has that trait. ","type":"Rules","url":"/Rules.aspx?ID=232","weakness":{}}},{"_index":"aon18","_id":"rules-233","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons","Weapon Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-233","markdown":"<title level=\"1\" right=\"Rules\">[Ammunition](/Rules.aspx?ID=233)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 280 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ammunition","next_link":{"label":"Weapon Traits","url":"/Rules.aspx?ID=234"},"previous_link":{"label":"Weapon Traits","url":"/Rules.aspx?ID=232"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 280 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons / Weapon Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 280"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 280 <sup>4.0</sup></row>","speed":{},"text":" Ammunition Source Core Rulebook pg. 280 4.0 Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it. ","type":"Rules","url":"/Rules.aspx?ID=233","weakness":{}}},{"_index":"aon18","_id":"rules-234","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-234","markdown":"<title level=\"1\" right=\"Rules\">[Weapon Traits](/Rules.aspx?ID=234)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 282 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWeapons and unarmed attacks with the weapon trait can have a number of traits, found under \"Weapon Traits\" in the [Traits](Traits.aspx) section.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Weapon Traits","next_link":{"label":"Critical Specialization Effects","url":"/Rules.aspx?ID=235"},"previous_link":{"label":"Weapon Statistics","url":"/Rules.aspx?ID=225"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 282 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 282"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 282 <sup>4.0</sup></row>","speed":{},"text":" Weapon Traits Source Core Rulebook pg. 282 4.0 Weapons and unarmed attacks with the weapon trait can have a number of traits, found under \"Weapon Traits\" in the Traits section. ","type":"Rules","url":"/Rules.aspx?ID=234","weakness":{}}},{"_index":"aon18","_id":"rules-235","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-235","markdown":"<title level=\"1\" right=\"Rules\">[Critical Specialization Effects](/Rules.aspx?ID=235)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 283 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCertain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed [here](/equipment/weapons/specializations). You can always decide not to add the critical specialization effect of your weapon.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Critical Specialization Effects","next_link":{"label":"Gear","url":"/Rules.aspx?ID=236"},"previous_link":{"label":"Weapon Traits","url":"/Rules.aspx?ID=234"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 283 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Weapons\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 283"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 283 <sup>4.0</sup></row>","speed":{},"text":" Critical Specialization Effects Source Core Rulebook pg. 283 4.0 Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed here. You can always decide not to add the critical specialization effect of your weapon. ","type":"Rules","url":"/Rules.aspx?ID=235","weakness":{}}},{"_index":"aon18","_id":"rules-236","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-236","markdown":"<title level=\"1\" right=\"Rules\">[Gear](/Rules.aspx?ID=236)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour character needs all sorts of items both while exploring and in downtime, ranging from rations to climbing gear to fancy clothing, depending on the situation.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-237\" />\r\n\r\n<document level=\"2\" id=\"rules-239\" />\r\n\r\n<document level=\"2\" id=\"rules-240\" />\r\n\r\n<document level=\"2\" id=\"rules-241\" />\r\n\r\n<document level=\"2\" id=\"rules-245\" />\r\n\r\n<document level=\"2\" id=\"rules-250\" />\r\n\r\n<document level=\"2\" id=\"rules-251\" />\r\n\r\n<document level=\"2\" id=\"rules-252\" />\r\n\r\n<document level=\"2\" id=\"rules-253\" />\r\n\r\n<document level=\"2\" id=\"rules-254\" />\r\n\r\n<document level=\"2\" id=\"rules-256\" />","name":"Gear","next_link":{"label":"Chapter 7: Spells","url":"/Rules.aspx?ID=259"},"previous_link":{"label":"Weapons","url":"/Rules.aspx?ID=218"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 287"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>","speed":{},"text":" Gear Source Core Rulebook pg. 287 4.0 Your character needs all sorts of items both while exploring and in downtime, ranging from rations to climbing gear to fancy clothing, depending on the situation. ","type":"Rules","url":"/Rules.aspx?ID=236","weakness":{}}},{"_index":"aon18","_id":"rules-237","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-237","markdown":"<title level=\"1\" right=\"Rules\">[Gear Statistics](/Rules.aspx?ID=237)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTables 69 and 610 list Price and Bulk entries for a wide variety of gear. Any item with a number after it in parentheses indicates that the items Price is for the indicated quantity, though the Bulk entry for such an item is the value for only one such item. All items in this chapter are level 0 unless the item name is followed by a higher item level in parentheses.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-238\" />\r\n\r\n<document level=\"2\" id=\"rules-1456\" />","name":"Gear Statistics","next_link":{"label":"Adventuring Gear","url":"/Rules.aspx?ID=239"},"previous_link":{"label":"Weapons","url":"/Rules.aspx?ID=218"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 287"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>","speed":{},"text":" Gear Statistics Source Core Rulebook pg. 287 4.0 Tables 69 and 610 list Price and Bulk entries for a wide variety of gear. Any item with a number after it in parentheses indicates that the items Price is for the indicated quantity, though the Bulk entry for such an item is the value for only one such item. All items in this chapter are level 0 unless the item name is followed by a higher item level in parentheses. ","type":"Rules","url":"/Rules.aspx?ID=237","weakness":{}}},{"_index":"aon18","_id":"rules-238","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear","Gear Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-238","markdown":"<title level=\"1\" right=\"Rules\">[Hands](/Rules.aspx?ID=238)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis lists how many hands it takes to use the item effectively. Most items that require two hands can be carried in only one hand, but you must spend an Interact action to change your grip in order to use the item. The GM may determine that an item is too big to carry in one hand (or even two hands, for particularly large items).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hands","next_link":{"label":"Wearing Tools","url":"/Rules.aspx?ID=1456"},"previous_link":{"label":"Weapons","url":"/Rules.aspx?ID=218"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear / Gear Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 287"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>","speed":{},"text":" Hands Source Core Rulebook pg. 287 4.0 This lists how many hands it takes to use the item effectively. Most items that require two hands can be carried in only one hand, but you must spend an Interact action to change your grip in order to use the item. The GM may determine that an item is too big to carry in one hand (or even two hands, for particularly large items). ","type":"Rules","url":"/Rules.aspx?ID=238","weakness":{}}},{"_index":"aon18","_id":"rules-239","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-239","markdown":"<title level=\"1\" right=\"Rules\">[Adventuring Gear](/Rules.aspx?ID=239)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese items follow special rules or require more detail.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adventuring Gear","next_link":{"label":"Class Kits","url":"/Rules.aspx?ID=240"},"previous_link":{"label":"Gear Statistics","url":"/Rules.aspx?ID=237"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 287"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>","speed":{},"text":" Adventuring Gear Source Core Rulebook pg. 287 4.0 These items follow special rules or require more detail. ","type":"Rules","url":"/Rules.aspx?ID=239","weakness":{}}},{"_index":"aon18","_id":"rules-240","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-240","markdown":"<title level=\"1\" right=\"Rules\">[Class Kits](/Rules.aspx?ID=240)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 289 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you want to quickly decide how to spend your starting money on what your class needs, start with one of these kits. Note than an [adventurer's pack](/Equipment.aspx?ID=1), which is included in each kit, contains a [backpack](/Equipment.aspx?ID=4), a [bedroll](/Equipment.aspx?ID=7), [10 pieces of chalk](/Equipment.aspx?ID=12), [flint and steel](/Equipment.aspx?ID=21), [50 feet of rope](/Equipment.aspx?ID=44), [2 weeks' rations](/Equipment.aspx?ID=40), [soap](/Equipment.aspx?ID=52), [5 torches](/Equipment.aspx?ID=60), and a [waterskin](/Equipment.aspx?ID=62).\n\n<document level=\"2\" id=\"class-kit-1\" />\n\n<document level=\"2\" id=\"class-kit-2\" />\n\n<document level=\"2\" id=\"class-kit-3\" />\n\n<document level=\"2\" id=\"class-kit-4\" />\n\n<document level=\"2\" id=\"class-kit-5\" />\n\n<document level=\"2\" id=\"class-kit-6\" />\n\n<document level=\"2\" id=\"class-kit-7\" />\n\n<document level=\"2\" id=\"class-kit-8\" />\n\n<document level=\"2\" id=\"class-kit-9\" />\n\n<document level=\"2\" id=\"class-kit-10\" />\n\n<document level=\"2\" id=\"class-kit-11\" />\n\n<document level=\"2\" id=\"class-kit-12\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Class Kits","next_link":{"label":"Alchemical Gear","url":"/Rules.aspx?ID=241"},"previous_link":{"label":"Adventuring Gear","url":"/Rules.aspx?ID=239"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 289 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 289"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 289 <sup>4.0</sup></row>","speed":{},"text":" Class Kits Source Core Rulebook pg. 289 4.0 If you want to quickly decide how to spend your starting money on what your class needs, start with one of these kits. Note than an adventurer's pack, which is included in each kit, contains a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.\n","type":"Rules","url":"/Rules.aspx?ID=240","weakness":{}}},{"_index":"aon18","_id":"rules-241","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-241","markdown":"<title level=\"1\" right=\"Rules\">[Alchemical Gear](/Rules.aspx?ID=241)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 292 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe items listed on Table 611 are the most widely available alchemical items from Chapter 11, which a 1st-level character could likely access. The descriptions below are incomplete; each items full entry appears in Chapter 11 on the page listed in the table. Your GM might allow you to start with other alchemical items from Chapter 11 on a case-by-case basis.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-242\" />\r\n\r\n<document level=\"2\" id=\"rules-243\" />\r\n\r\n<document level=\"2\" id=\"rules-244\" />","name":"Alchemical Gear","next_link":{"label":"Magical Gear","url":"/Rules.aspx?ID=245"},"previous_link":{"label":"Class Kits","url":"/Rules.aspx?ID=240"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 292 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 292"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 292 <sup>4.0</sup></row>","speed":{},"text":" Alchemical Gear Source Core Rulebook pg. 292 4.0 The items listed on Table 611 are the most widely available alchemical items from Chapter 11, which a 1st-level character could likely access. The descriptions below are incomplete; each items full entry appears in Chapter 11 on the page listed in the table. Your GM might allow you to start with other alchemical items from Chapter 11 on a case-by-case basis. ","type":"Rules","url":"/Rules.aspx?ID=241","weakness":{}}},{"_index":"aon18","_id":"rules-242","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear","Alchemical Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-242","markdown":"<title level=\"1\" right=\"Rules\">[Alchemical Bombs](/Rules.aspx?ID=242)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 292 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlchemical bombs are consumable weapons that deal damage or produce special effects, and they sometimes deal splash damage. For more on alchemical bombs, see page 544.\n\n [Lesser acid flask](/Equipment.aspx?ID=74), [lesser alchemist's fire](/Equipment.aspx?ID=75), [lesser bottled lightning](/Equipment.aspx?ID=76), [lesser frost vial](/Equipment.aspx?ID=77), [lesser tanglefoot bag](/Equipment.aspx?ID=78), [lesser thunderstone](/Equipment.aspx?ID=79)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alchemical Bombs","next_link":{"label":"Elixirs","url":"/Rules.aspx?ID=243"},"previous_link":{"label":"Class Kits","url":"/Rules.aspx?ID=240"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 292 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear / Alchemical Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 292"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 292 <sup>4.0</sup></row>","speed":{},"text":" Alchemical Bombs Source Core Rulebook pg. 292 4.0 Alchemical bombs are consumable weapons that deal damage or produce special effects, and they sometimes deal splash damage. For more on alchemical bombs, see page 544. Lesser acid flask, lesser alchemist's fire, lesser bottled lightning, lesser frost vial, lesser tanglefoot bag, lesser thunderstone ","type":"Rules","url":"/Rules.aspx?ID=242","weakness":{}}},{"_index":"aon18","_id":"rules-243","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear","Alchemical Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-243","markdown":"<title level=\"1\" right=\"Rules\">[Elixirs](/Rules.aspx?ID=243)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 292 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nElixirs are alchemical items you drink to gain various unusual effects. For more on elixirs, see page 546.\n\n [Lesser antidote](/Equipment.aspx?ID=80), [lesser antiplague](/Equipment.aspx?ID=81), [minor elixir of life](/Equipment.aspx?ID=91)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Elixirs","next_link":{"label":"Alchemical Tools","url":"/Rules.aspx?ID=244"},"previous_link":{"label":"Alchemical Bombs","url":"/Rules.aspx?ID=242"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 292 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear / Alchemical Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 292"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 292 <sup>4.0</sup></row>","speed":{},"text":" Elixirs Source Core Rulebook pg. 292 4.0 Elixirs are alchemical items you drink to gain various unusual effects. For more on elixirs, see page 546. Lesser antidote, lesser antiplague, minor elixir of life ","type":"Rules","url":"/Rules.aspx?ID=243","weakness":{}}},{"_index":"aon18","_id":"rules-244","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear","Alchemical Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-244","markdown":"<title level=\"1\" right=\"Rules\">[Alchemical Tools](/Rules.aspx?ID=244)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 292 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlchemical tools are a type of alchemical item you use, rather than drink or throw. For more on alchemical tools, see page 564.\n\n [Smokestick](/Equipment.aspx?ID=135), [sunrod](/Equipment.aspx?ID=137), [tindertwig](/Equipment.aspx?ID=138)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alchemical Tools","next_link":{"label":"Magical Gear","url":"/Rules.aspx?ID=245"},"previous_link":{"label":"Elixirs","url":"/Rules.aspx?ID=243"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 292 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear / Alchemical Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 292"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 292 <sup>4.0</sup></row>","speed":{},"text":" Alchemical Tools Source Core Rulebook pg. 292 4.0 Alchemical tools are a type of alchemical item you use, rather than drink or throw. For more on alchemical tools, see page 564. Smokestick, sunrod, tindertwig ","type":"Rules","url":"/Rules.aspx?ID=244","weakness":{}}},{"_index":"aon18","_id":"rules-245","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-245","markdown":"<title level=\"1\" right=\"Rules\">[Magical Gear](/Rules.aspx?ID=245)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe items on Table 612 are the magic items from Chapter 11 that a 1st-level character could most frequently access. The descriptions below are incomplete; the items full entries appear in Chapter 11 on the pages listed in the table. Your GM might allow you to start with other magic items from Chapter 11 on a case-by-case basis.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-246\" />\r\n\r\n<document level=\"2\" id=\"rules-247\" />\r\n\r\n<document level=\"2\" id=\"rules-248\" />\r\n\r\n<document level=\"2\" id=\"rules-249\" />","name":"Magical Gear","next_link":{"label":"Formulas","url":"/Rules.aspx?ID=250"},"previous_link":{"label":"Alchemical Gear","url":"/Rules.aspx?ID=241"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 293"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>","speed":{},"text":" Magical Gear Source Core Rulebook pg. 293 4.0 The items on Table 612 are the magic items from Chapter 11 that a 1st-level character could most frequently access. The descriptions below are incomplete; the items full entries appear in Chapter 11 on the pages listed in the table. Your GM might allow you to start with other magic items from Chapter 11 on a case-by-case basis. ","type":"Rules","url":"/Rules.aspx?ID=245","weakness":{}}},{"_index":"aon18","_id":"rules-246","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear","Magical Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-246","markdown":"<title level=\"1\" right=\"Rules\">[Consumable Magic Items](/Rules.aspx?ID=246)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can typically purchase _holy_ and _unholy water_ in a settlement. Particularly good settlements tend to ban _unholy water_ and evil settlements tend to ban _holy water_.\n\n [_Holy Water_](/Equipment.aspx?ID=245), [_Unholy Water_](/Equipment.aspx?ID=248)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Consumable Magic Items","next_link":{"label":"Potions","url":"/Rules.aspx?ID=247"},"previous_link":{"label":"Alchemical Gear","url":"/Rules.aspx?ID=241"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear / Magical Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 293"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>","speed":{},"text":" Consumable Magic Items Source Core Rulebook pg. 293 4.0 You can typically purchase holy and unholy water in a settlement. Particularly good settlements tend to ban unholy water and evil settlements tend to ban holy water . Holy Water , Unholy Water ","type":"Rules","url":"/Rules.aspx?ID=246","weakness":{}}},{"_index":"aon18","_id":"rules-247","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear","Magical Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-247","markdown":"<title level=\"1\" right=\"Rules\">[Potions](/Rules.aspx?ID=247)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPotions are magic items you drink to gain a variety of benefits. For more on potions, see page 562.\n\n [_Minor Healing Potion_](/Equipment.aspx?ID=186)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Potions","next_link":{"label":"Scrolls","url":"/Rules.aspx?ID=248"},"previous_link":{"label":"Consumable Magic Items","url":"/Rules.aspx?ID=246"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear / Magical Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 293"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>","speed":{},"text":" Potions Source Core Rulebook pg. 293 4.0 Potions are magic items you drink to gain a variety of benefits. For more on potions, see page 562. Minor Healing Potion ","type":"Rules","url":"/Rules.aspx?ID=247","weakness":{}}},{"_index":"aon18","_id":"rules-248","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear","Magical Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-248","markdown":"<title level=\"1\" right=\"Rules\">[Scrolls](/Rules.aspx?ID=248)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nScrolls are magical scriptures that hold the necessary magic to cast a particular spell without using your spell slots. The Price listed in the table is for a scroll with a common 1st-level spell. For more on scrolls, see page 564.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Scrolls","next_link":{"label":"Talismans","url":"/Rules.aspx?ID=249"},"previous_link":{"label":"Potions","url":"/Rules.aspx?ID=247"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear / Magical Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 293"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>","speed":{},"text":" Scrolls Source Core Rulebook pg. 293 4.0 Scrolls are magical scriptures that hold the necessary magic to cast a particular spell without using your spell slots. The Price listed in the table is for a scroll with a common 1st-level spell. For more on scrolls, see page 564. ","type":"Rules","url":"/Rules.aspx?ID=248","weakness":{}}},{"_index":"aon18","_id":"rules-249","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear","Magical Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-249","markdown":"<title level=\"1\" right=\"Rules\">[Talismans](/Rules.aspx?ID=249)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA talisman is a special, single-use item you affix to your armor, a weapon, or elsewhere, allowing you to activate the talisman later for a special benefit. For more on talismans, see page 565.\n\n [_Potency Crystal_](/Equipment.aspx?ID=231)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Talismans","next_link":{"label":"Formulas","url":"/Rules.aspx?ID=250"},"previous_link":{"label":"Scrolls","url":"/Rules.aspx?ID=248"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear / Magical Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 293"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>","speed":{},"text":" Talismans Source Core Rulebook pg. 293 4.0 A talisman is a special, single-use item you affix to your armor, a weapon, or elsewhere, allowing you to activate the talisman later for a special benefit. For more on talismans, see page 565. Potency Crystal ","type":"Rules","url":"/Rules.aspx?ID=249","weakness":{}}},{"_index":"aon18","_id":"rules-250","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-250","markdown":"<title level=\"1\" right=\"Rules\">[Formulas](/Rules.aspx?ID=250)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFormulas are instructions for making items with the Craft activity. You can usually read a formula as long as you can read the language its written in, though you might lack the skill to Craft the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.\n\n You can buy common formulas at the Price listed on Table 613, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone elses formula book. If you have a formula, you can Craft a copy of it using the Crafting skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all!\n\n If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a Crafting check against the same DC it would take to Craft the item. If you succeed, you Craft the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, youre left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials youd normally be able to salvage.\n\n The items disassembled parts are worth half its Price in raw materials and cant be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like Crafting it from scratch; you use the disassembled parts as the necessary raw materials.\n\n## Table 6-13: Formulas\n<row gap=\"tiny\">\n<table> <tr><td>**Item Level**</td><td>**Formula Price**</td></tr> <tr><td>0*</td><td>5 sp</td></tr> <tr><td>1</td><td>1 gp</td></tr> <tr><td>2</td><td>2 gp</td></tr> <tr><td>3</td><td>3 gp</td></tr> <tr><td>4</td><td>5 gp</td></tr> <tr><td>5</td><td>8 gp</td></tr> <tr><td>6</td><td>13 gp</td></tr> <tr><td>7</td><td>18 gp</td></tr> <tr><td>8</td><td>25 gp</td></tr> <tr><td>9</td><td>35 gp</td></tr> <tr><td>10</td><td>50 gp</td></tr> <tr><td>11</td><td>70 gp</td></tr> <tr><td>12</td><td>100 gp</td></tr> <tr><td>13</td><td>150 gp</td></tr> <tr><td>14</td><td>225 gp</td></tr> <tr><td>15</td><td>325 gp</td></tr> <tr><td>16</td><td>500 gp</td></tr> <tr><td>17</td><td>750 gp</td></tr> <tr><td>18</td><td>1,200 gp</td></tr> <tr><td>19</td><td>2,000 gp</td></tr> <tr><td>20</td><td>3,500 gp</td></tr> </table> *Formulas for all 0-level common items from this chapter can be purchased collectively in a [basic crafter's book](/Equipment.aspx?ID=6).</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Formulas","next_link":{"label":"Items with Multiple Types","url":"/Rules.aspx?ID=251"},"previous_link":{"label":"Magical Gear","url":"/Rules.aspx?ID=245"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 293"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>","speed":{},"text":" Formulas Source Core Rulebook pg. 293 4.0 Formulas are instructions for making items with the Craft activity. You can usually read a formula as long as you can read the language its written in, though you might lack the skill to Craft the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals. You can buy common formulas at the Price listed on Table 613, or you can hire an NPC to let you copy their formula for the same Price. A purchased formula is typically a schematic on rolled-up parchment of light Bulk. You can copy a formula into your formula book in 1 hour, either from a schematic or directly from someone elses formula book. If you have a formula, you can Craft a copy of it using the Crafting skill. Formulas for uncommon items and rare items are usually significantly more valuable—if you can find them at all! If you have an item, you can try to reverse-engineer its formula. This uses the Craft activity and takes the same amount of time as creating the item from a formula would. You must first disassemble the item. After the base downtime, you attempt a Crafting check against the same DC it would take to Craft the item. If you succeed, you Craft the formula at its full Price, and you can keep working to reduce the Price as normal. If you fail, youre left with raw materials and no formula. If you critically fail, you also waste 10% of the raw materials youd normally be able to salvage. The items disassembled parts are worth half its Price in raw materials and cant be reassembled unless you successfully reverse-engineer the formula or acquire the formula another way. Reassembling the item from the formula works just like Crafting it from scratch; you use the disassembled parts as the necessary raw materials. ## Table 6-13: Formulas Item Level Formula Price 0 5 sp 1 1 gp 2 2 gp 3 3 gp 4 5 gp 5 8 gp 6 13 gp 7 18 gp 8 25 gp 9 35 gp 10 50 gp 11 70 gp 12 100 gp 13 150 gp 14 225 gp 15 325 gp 16 500 gp 17 750 gp 18 1,200 gp 19 2,000 gp 20 3,500 gp Formulas for all 0-level common items from this chapter can be purchased collectively in a basic crafter's book. ","type":"Rules","url":"/Rules.aspx?ID=250","weakness":{}}},{"_index":"aon18","_id":"rules-251","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-251","markdown":"<title level=\"1\" right=\"Rules\">[Items with Multiple Types](/Rules.aspx?ID=251)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, if you have a formula for a [_type I bag of holding_](/Equipment.aspx?ID=249) but not for a _type II bag of holding_, you must acquire a separate formula to Craft a _type II bag of holding_.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Items with Multiple Types","next_link":{"label":"Services","url":"/Rules.aspx?ID=252"},"previous_link":{"label":"Formulas","url":"/Rules.aspx?ID=250"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 293"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 293 <sup>4.0</sup></row>","speed":{},"text":" Items with Multiple Types Source Core Rulebook pg. 293 4.0 If an item has multiple types of different levels, each type has its own formula, and you need the formula for the specific type of item you want to Craft. For example, if you have a formula for a type I bag of holding but not for a type II bag of holding , you must acquire a separate formula to Craft a type II bag of holding . ","type":"Rules","url":"/Rules.aspx?ID=251","weakness":{}}},{"_index":"aon18","_id":"rules-252","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-252","markdown":"<title level=\"1\" right=\"Rules\">[Services](/Rules.aspx?ID=252)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 294 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe services listed under [Services](/equipment/services) describe expenditures for common services and consumables.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Services","next_link":{"label":"Cost of Living","url":"/Rules.aspx?ID=253"},"previous_link":{"label":"Items with Multiple Types","url":"/Rules.aspx?ID=251"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 294 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 294"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 294 <sup>4.0</sup></row>","speed":{},"text":" Services Source Core Rulebook pg. 294 4.0 The services listed under Services describe expenditures for common services and consumables. ","type":"Rules","url":"/Rules.aspx?ID=252","weakness":{}}},{"_index":"aon18","_id":"rules-253","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-253","markdown":"<title level=\"1\" right=\"Rules\">[Cost of Living](/Rules.aspx?ID=253)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 294 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTable 616 shows how much it costs to get by. This covers room and board, dues, taxes, and other fees.\n\n## Table 6-16: Cost of Living\n<row gap=\"tiny\">\n<table> <tr><td>**Standard of Living**</td><td>**Week**</td><td>**Month**</td><td>**Year**</td></tr> <tr><td>Subsistence*</td><td>4 sp</td><td>2 gp</td><td>24 gp</td></tr> <tr><td>Comfortable</td><td>1 gp</td><td>4 gp</td><td>52 gp</td></tr> <tr><td>Fine</td><td>30 gp</td><td>130 gp</td><td>1,600 gp</td></tr> <tr><td>Extravagant</td><td>100 gp</td><td>430 gp</td><td>5,200 gp</td></tr> </table> * You can attempt to Subsist using [Society](/Skills.aspx?ID=14) or [Survival](/Skills.aspx?ID=16) for free.</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Cost of Living","next_link":{"label":"Animals","url":"/Rules.aspx?ID=254"},"previous_link":{"label":"Services","url":"/Rules.aspx?ID=252"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 294 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 294"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 294 <sup>4.0</sup></row>","speed":{},"text":" Cost of Living Source Core Rulebook pg. 294 4.0 Table 616 shows how much it costs to get by. This covers room and board, dues, taxes, and other fees. ## Table 6-16: Cost of Living Standard of Living Week Month Year Subsistence 4 sp 2 gp 24 gp Comfortable 1 gp 4 gp 52 gp Fine 30 gp 130 gp 1,600 gp Extravagant 100 gp 430 gp 5,200 gp You can attempt to Subsist using Society or Survival for free. ","type":"Rules","url":"/Rules.aspx?ID=253","weakness":{}}},{"_index":"aon18","_id":"rules-254","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-254","markdown":"<title level=\"1\" right=\"Rules\">[Animals](/Rules.aspx?ID=254)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 294 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become frightened 4 and fleeing as long as theyre frightened. If you successfully Command your Animal using Nature (page 249), you can keep it from fleeing, though this doesnt remove its frightened condition. If the animal is attacked or damaged, it returns to frightened 4 and fleeing, with the same exceptions.\n\n Warhorses and warponies are combat trained. They dont become frightened or fleeing during encounters in this way.\n\n Statistics for the animals appear in the _Pathfinder Bestiary_.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-255\" />","name":"Animals","next_link":{"label":"Items and Sizes","url":"/Rules.aspx?ID=256"},"previous_link":{"label":"Cost of Living","url":"/Rules.aspx?ID=253"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 294 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 294"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 294 <sup>4.0</sup></row>","speed":{},"text":" Animals Source Core Rulebook pg. 294 4.0 The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become frightened 4 and fleeing as long as theyre frightened. If you successfully Command your Animal using Nature (page 249), you can keep it from fleeing, though this doesnt remove its frightened condition. If the animal is attacked or damaged, it returns to frightened 4 and fleeing, with the same exceptions. Warhorses and warponies are combat trained. They dont become frightened or fleeing during encounters in this way. Statistics for the animals appear in the Pathfinder Bestiary . ","type":"Rules","url":"/Rules.aspx?ID=254","weakness":{}}},{"_index":"aon18","_id":"rules-255","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear","Animals"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-255","markdown":"<title level=\"1\" right=\"Rules\">[Barding](/Rules.aspx?ID=255)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 295 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can purchase special armor for animals, called barding (shown on Table 618). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animals size. Unlike for a suit of armor, bardings Strength entry is listed as a modifier, not a score. Barding cant be etched with magic runes, though special magical barding might be available. <br /> \n\n## Table 6-18: Barding\n<row gap=\"tiny\">\n<table> <tr><td>**Size**</td><td>**Barding**</td><td>**Price**</td><td>**AC Bonus**</td><td>**Dex Cap**</td><td>**Check Penalty**</td><td>**Speed Penalty**</td><td>**Bulk**</td><td>**Strength**</td></tr> <tr><td rowspan=\"2\">Light</td><td>Small or Medium</td><td>10 gp</td><td>+1</td><td>+5</td><td>-1</td><td>-5 ft.</td><td>2</td><td>+3</td></tr> <tr><td>Large</td><td>20 gp</td><td>+1</td><td>+5</td><td>-1</td><td>-5 ft.</td><td>4</td><td>+3</td></tr><tr><td rowspan=\"2\">Heavy</td><td>Small or Medium (Level 2)</td><td>25 gp</td><td>+3</td><td>+3</td><td>-3</td><td>-10 ft.</td><td>4</td><td>+5</td></tr> <tr><td>Large (Level 3)</td><td>50 gp</td><td>+3</td><td>+3</td><td>-3</td><td>-10 ft.</td><td>8</td><td>+5</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Barding","next_link":{"label":"Items and Sizes","url":"/Rules.aspx?ID=256"},"previous_link":{"label":"Cost of Living","url":"/Rules.aspx?ID=253"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 295 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear / Animals\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 295"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 295 <sup>4.0</sup></row>","speed":{},"text":" Barding Source Core Rulebook pg. 295 4.0 You can purchase special armor for animals, called barding (shown on Table 618). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animals size. Unlike for a suit of armor, bardings Strength entry is listed as a modifier, not a score. Barding cant be etched with magic runes, though special magical barding might be available. ## Table 6-18: Barding Size Barding Price AC Bonus Dex Cap Check Penalty Speed Penalty Bulk Strength Light Small or Medium 10 gp +1 +5 -1 -5 ft. 2 +3 Large 20 gp +1 +5 -1 -5 ft. 4 +3 Heavy Small or Medium (Level 2) 25 gp +3 +3 -3 -10 ft. 4 +5 Large (Level 3) 50 gp +3 +3 -3 -10 ft. 8 +5 ","type":"Rules","url":"/Rules.aspx?ID=255","weakness":{}}},{"_index":"aon18","_id":"rules-256","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-256","markdown":"<title level=\"1\" right=\"Rules\">[Items and Sizes](/Rules.aspx?ID=256)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 295 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Bulk rules in this chapter are for Small and Medium creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on Table 619.\n\n These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GMs control. In most cases, Small or Medium creatures can wield a Large weapon, though its unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-257\" />\r\n\r\n<document level=\"2\" id=\"rules-258\" />","name":"Items and Sizes","next_link":{"label":"Chapter 7: Spells","url":"/Rules.aspx?ID=259"},"previous_link":{"label":"Animals","url":"/Rules.aspx?ID=254"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 295 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 295"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 295 <sup>4.0</sup></row>","speed":{},"text":" Items and Sizes Source Core Rulebook pg. 295 4.0 The Bulk rules in this chapter are for Small and Medium creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on Table 619. These rules for Bulk limits come up most often when a group tries to load up a mount or animal companion. The rules for items of different sizes tend to come into play when the characters defeat a big creature that has gear, since in most cases, the only creatures of other sizes are creatures under the GMs control. In most cases, Small or Medium creatures can wield a Large weapon, though its unwieldy, giving them the clumsy 1 condition, and the larger size is canceled by the difficulty of swinging the weapon, so it grants no special benefit. Large armor is simply too large for Small and Medium creatures. ","type":"Rules","url":"/Rules.aspx?ID=256","weakness":{}}},{"_index":"aon18","_id":"rules-257","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear","Items and Sizes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-257","markdown":"<title level=\"1\" right=\"Rules\">[Bulk Conversions for Different Sizes](/Rules.aspx?ID=257)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 295 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs shown in Table 619, Large or larger creatures are less encumbered by bulky items than Small or Medium creatures, while Tiny creatures become overburdened more quickly. A Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A Tiny creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a Huge creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A Tiny creature doesnt treat any items as having negligible Bulk.\n\n## Table 6-19: Bulk Conversions\n<row gap=\"tiny\">\n<table> <tr><td>**Creature Size**</td><td>**Bulk Limit**</td><td>**Treats as Light**</td><td>**Treats as Negligible**</td></tr> <tr><td>Tiny</td><td>Half</td><td>\\-</td><td>none</td></tr> <tr><td>Small or Med.</td><td>Standard</td><td>L</td><td>\\-</td></tr> <tr><td>Large</td><td>x2</td><td>1 Bulk</td><td>L</td></tr> <tr><td>Huge</td><td>x4</td><td>2 Bulk</td><td>1 Bulk</td></tr> <tr><td>Gargantuan</td><td>x8</td><td>4 Bulk</td><td>2 Bulk</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bulk Conversions for Different Sizes","next_link":{"label":"Items of Different Sizes","url":"/Rules.aspx?ID=258"},"previous_link":{"label":"Animals","url":"/Rules.aspx?ID=254"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 295 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear / Items and Sizes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 295"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 295 <sup>4.0</sup></row>","speed":{},"text":" Bulk Conversions for Different Sizes Source Core Rulebook pg. 295 4.0 As shown in Table 619, Large or larger creatures are less encumbered by bulky items than Small or Medium creatures, while Tiny creatures become overburdened more quickly. A Large creature treats 10 items of 1 Bulk as 1 Bulk, a Huge creature treats 10 items of 2 Bulk as 1 Bulk, and so on. A Tiny creature treats 10 items of negligible Bulk as 1 Bulk. Negligible items work in a similar way—a Huge creature treats items of 1 Bulk as negligible, so it can carry any number of items of 1 Bulk. A Tiny creature doesnt treat any items as having negligible Bulk. ## Table 6-19: Bulk Conversions Creature Size Bulk Limit Treats as Light Treats as Negligible Tiny Half \\- none Small or Med. Standard L \\- Large x2 1 Bulk L Huge x4 2 Bulk 1 Bulk Gargantuan x8 4 Bulk 2 Bulk ","type":"Rules","url":"/Rules.aspx?ID=257","weakness":{}}},{"_index":"aon18","_id":"rules-258","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear","Items and Sizes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-258","markdown":"<title level=\"1\" right=\"Rules\">[Items of Different Sizes](/Rules.aspx?ID=258)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 295 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCreatures of sizes other than Small or Medium need items appropriate to their size. These items have different Bulk and possibly a different Price. Table 620 provides the Price and Bulk conversion for such items.\n\n For example, a morningstar sized for a Medium creature has a Price of 1 gp and 1 Bulk, so one made for a Huge creature has a Price of 4 gp and 4 Bulk. One made for a Tiny creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk.\n\n Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, Tiny or Large (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a Medium creature. \n\n Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on Table 620, then use the formula in the precious materials entry to determine the items Price. See page 578 for more information.\n\n## Table 6-20: Differently Sized Objects\n<row gap=\"tiny\">\n<table> <tr><td>**Creature Size**</td><td>**Price**</td><td>**Bulk**</td><td>**Light Becomes**</td><td>**Negligible Becomes**</td></tr> <tr><td>Tiny</td><td>Standard</td><td>Half*</td><td>—</td><td>—</td></tr> <tr><td>Small or Med.</td><td>Standard</td><td>Standard</td><td>L</td><td>—</td></tr> <tr><td>Large</td><td>x2</td><td>x2</td><td>1 Bulk</td><td>L</td></tr> <tr><td>Huge</td><td>x4</td><td>x4</td><td>2 Bulk</td><td>1 Bulk</td></tr> <tr><td>Gargantuan</td><td>x8</td><td>x8</td><td>4 Bulk</td><td>2 Bulk</td></tr> </table> * An item that would have its Bulk reduced below 1 has light Bulk.</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Items of Different Sizes","next_link":{"label":"Chapter 7: Spells","url":"/Rules.aspx?ID=259"},"previous_link":{"label":"Bulk Conversions for Different Sizes","url":"/Rules.aspx?ID=257"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 295 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear / Items and Sizes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 295"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 295 <sup>4.0</sup></row>","speed":{},"text":" Items of Different Sizes Source Core Rulebook pg. 295 4.0 Creatures of sizes other than Small or Medium need items appropriate to their size. These items have different Bulk and possibly a different Price. Table 620 provides the Price and Bulk conversion for such items. For example, a morningstar sized for a Medium creature has a Price of 1 gp and 1 Bulk, so one made for a Huge creature has a Price of 4 gp and 4 Bulk. One made for a Tiny creature still costs 1 gp (due to its intricacy) and has 1/2 Bulk, which rounds down to light Bulk. Because the way that a creature treats Bulk and the Bulk of gear sized for it scale the same way, Tiny or Large (or larger) creatures can usually wear and carry about the same amount of appropriately sized gear as a Medium creature. Higher-level magic items that cost significantly more than 8 times the cost of a mundane item can use their listed Price regardless of size. Precious materials, however, have a Price based on the Bulk of the item, so multiply the Bulk value as described on Table 620, then use the formula in the precious materials entry to determine the items Price. See page 578 for more information. ## Table 6-20: Differently Sized Objects Creature Size Price Bulk Light Becomes Negligible Becomes Tiny Standard Half — — Small or Med. Standard Standard L — Large x2 x2 1 Bulk L Huge x4 x4 2 Bulk 1 Bulk Gargantuan x8 x8 4 Bulk 2 Bulk An item that would have its Bulk reduced below 1 has light Bulk. ","type":"Rules","url":"/Rules.aspx?ID=258","weakness":{}}},{"_index":"aon18","_id":"rules-259","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-259","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 7: Spells](/Rules.aspx?ID=259)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhether it comes in the form of mystic artifacts, mysterious creatures, or wizards weaving strange spells, magic brings fantasy and wonder to Pathfinder. This chapter explains how spells work and how spellcasters prepare and cast their spells.\n\n With special gestures and utterances, a spellcaster can call forth mystic energies, warp the mind, protect themself against danger, or even create something from nothing. Each class has its own method of learning, preparing, and casting spells, and every individual spell produces a specific effect, so learning new spells gives a spellcaster an increasing array of options to accomplish their goals.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Spell Attack Roll and Spell DC</title>\r\n\r\nMany spells allow creatures to defend themselves using either their AC or a saving throw. Two statistics govern how potent your spells are against these defenses: your spell attack roll and your spell DC. When recording these on your character sheet, add together only the numbers that always apply—usually just your ability modifier and proficiency bonus. \n\n<center>**Spell attack roll = your spellcasting ability modifier + proficiency bonus + other bonuses + penalties**</center> \n\n<center>**Spell DC = 10 + your spellcasting ability modifier + proficiency bonus + other bonuses + penalties**</center> A spell attack roll is like other attack rolls, so any bonuses or penalties that apply to all your attack rolls should be included in your calculation. For instance, the +1 status bonus from the [_bless_](/Spells.aspx?ID=25) spell would benefit your spell ray just like it could an arrow. However, note that the spell attack roll doesnt gain any bonuses or penalties that apply specifically to weapon attacks or unarmed attacks. The multiple attack penalty applies to spell attacks, so its usually a bad idea to cast a spell that has a spell attack roll if youve already made an attack that turn.\n\n As with other checks and DCs, bonuses can increase the result of your spell attack roll or your spell DC, and penalties can decrease the result of your spell attack roll or your spell DC. See pages 444445 in Chapter 9: Playing the Game for more information about modifiers, bonuses, and penalties.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">The Four Essences</title>\r\n\r\nSpells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.\n\n The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The [abjuration](/Traits.aspx?ID=2) school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against. \n\n### Matter\n Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The [arcane](/Traits.aspx?ID=11) and [primal](/Traits.aspx?ID=134) traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the [conjuration](/Traits.aspx?ID=33), [evocation](/Traits.aspx?ID=65), or [transmutation](/Traits.aspx?ID=157) schools. \n\n### Mind\n Also called thought, mental, or astral essence, mind is what allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like [animals](/Traits.aspx?ID=9), though in a more limited capacity. Arcane and [occult](/Traits.aspx?ID=120) casters usually excel at mind spells. Spells that use mind essence are usually found in the [divination](/Traits.aspx?ID=47), [enchantment](/Traits.aspx?ID=61), and [illusion](/Traits.aspx?ID=92) schools. \n\n### Spirit\n Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the [Ethereal Plane](/Planes.aspx?ID=9) and into the Great Beyond after the death of the physical body. The spirit is most easily affected by [divine](/Traits.aspx?ID=48) and occult spells. Spirit spells are usually of the divination or [necromancy](/Traits.aspx?ID=117) schools. \n\n### Life\n Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-260\" />\r\n\r\n<document level=\"2\" id=\"rules-261\" />\r\n\r\n<document level=\"2\" id=\"rules-270\" />\r\n\r\n<document level=\"2\" id=\"rules-275\" />\r\n\r\n<document level=\"2\" id=\"rules-276\" />\r\n\r\n<document level=\"2\" id=\"rules-279\" />\r\n\r\n<document level=\"2\" id=\"rules-280\" />\r\n\r\n<document level=\"2\" id=\"rules-286\" />\r\n\r\n<document level=\"2\" id=\"rules-291\" />\r\n\r\n<document level=\"2\" id=\"rules-295\" />\r\n\r\n<document level=\"2\" id=\"rules-297\" />\r\n\r\n<document level=\"2\" id=\"rules-298\" />\r\n\r\n<document level=\"2\" id=\"rules-299\" />\r\n\r\n<document level=\"2\" id=\"rules-300\" />\r\n\r\n<document level=\"2\" id=\"rules-301\" />\r\n\r\n<document level=\"2\" id=\"rules-302\" />\r\n\r\n<document level=\"2\" id=\"rules-303\" />\r\n\r\n<document level=\"2\" id=\"rules-777\" />","name":"Chapter 7: Spells","next_link":{"label":"Chapter 8: The Age of Lost Omens","url":"/Rules.aspx?ID=304"},"previous_link":{"label":"Chapter 6: Equipment","url":"/Rules.aspx?ID=181"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\n\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 297"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>","speed":{},"text":" Chapter 7: Spells Source Core Rulebook pg. 297 4.0 Whether it comes in the form of mystic artifacts, mysterious creatures, or wizards weaving strange spells, magic brings fantasy and wonder to Pathfinder. This chapter explains how spells work and how spellcasters prepare and cast their spells. With special gestures and utterances, a spellcaster can call forth mystic energies, warp the mind, protect themself against danger, or even create something from nothing. Each class has its own method of learning, preparing, and casting spells, and every individual spell produces a specific effect, so learning new spells gives a spellcaster an increasing array of options to accomplish their goals. Spell Attack Roll and Spell DC Many spells allow creatures to defend themselves using either their AC or a saving throw. Two statistics govern how potent your spells are against these defenses: your spell attack roll and your spell DC. When recording these on your character sheet, add together only the numbers that always apply—usually just your ability modifier and proficiency bonus. Spell attack roll = your spellcasting ability modifier + proficiency bonus + other bonuses + penalties Spell DC = 10 + your spellcasting ability modifier + proficiency bonus + other bonuses + penalties A spell attack roll is like other attack rolls, so any bonuses or penalties that apply to all your attack rolls should be included in your calculation. For instance, the +1 status bonus from the bless spell would benefit your spell ray just like it could an arrow. However, note that the spell attack roll doesnt gain any bonuses or penalties that apply specifically to weapon attacks or unarmed attacks. The multiple attack penalty applies to spell attacks, so its usually a bad idea to cast a spell that has a spell attack roll if youve already made an attack that turn. As with other checks and DCs, bonuses can increase the result of your spell attack roll or your spell DC, and penalties can decrease the result of your spell attack roll or your spell DC. See pages 444445 in Chapter 9: Playing the Game for more information about modifiers, bonuses, and penalties. The Four Essences Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence. The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against. ### Matter Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools. ### Mind Also called thought, mental, or astral essence, mind is what allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools. ### Spirit Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools. ### Life Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy. ","type":"Rules","url":"/Rules.aspx?ID=259","weakness":{}}},{"_index":"aon18","_id":"rules-260","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-260","markdown":"<title level=\"1\" right=\"Rules\">[Tradition and School](/Rules.aspx?ID=260)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe fundamental building blocks of magic are the magical traditions and the schools of magic. The four traditions are arcane, divine, occult, and primal. A spells magical tradition can vary, because many spells can be cast using different traditions. A spells school, on the other hand, is intrinsic to the spell and establishes what the spell is capable of. Abjuration spells, for example, can raise protective wards, enchantment spells can change thoughts, and evocation spells can create blasts of fire.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Magical Tradition</title>\r\n\r\nSpellcasters cast spells from one of four different spell lists, each representing a different magical tradition: [arcane](/Traits.aspx?ID=11), [divine](/Traits.aspx?ID=48), [occult](/Traits.aspx?ID=120), and [primal](/Traits.aspx?ID=134).\n\n Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your traditions trait to the spell.\n\n Some types of magic, such as that of most magic items, dont belong to any single tradition. These have the [magical](/Traits.aspx?ID=103) trait instead of a tradition trait.\n\n**Arcane** Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though its generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves. \n\n**Divine** The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance. \n\n**Occult** The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood. \n\n**Primal** An instinctual connection to and faith in the world, the cycle of day and night, the turning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Spellbooks</title>\r\n\r\nCarefully maintained and jealously guarded, there are few things more valuable to a wizard than a spellbook. These repositories of magical lore are often trapped and warded to ensure that no one meddles with the secrets inside.\n\n Although spellbooks play a central role in a wizards daily routine, other prepared spellcasting classes have been known to use spellbooks to record uncommon or even rare spells. Such a resource allows a caster to treat the spell like any other common spell, so long as they can reference the book during their daily preparations.\r\n</aside>","name":"Tradition and School","next_link":{"label":"Magical Schools","url":"/Rules.aspx?ID=261"},"previous_link":{"label":"Chapter 6: Equipment","url":"/Rules.aspx?ID=181"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 297"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>","speed":{},"text":" Tradition and School Source Core Rulebook pg. 297 4.0 The fundamental building blocks of magic are the magical traditions and the schools of magic. The four traditions are arcane, divine, occult, and primal. A spells magical tradition can vary, because many spells can be cast using different traditions. A spells school, on the other hand, is intrinsic to the spell and establishes what the spell is capable of. Abjuration spells, for example, can raise protective wards, enchantment spells can change thoughts, and evocation spells can create blasts of fire. Magical Tradition Spellcasters cast spells from one of four different spell lists, each representing a different magical tradition: arcane, divine, occult, and primal. Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your traditions trait to the spell. Some types of magic, such as that of most magic items, dont belong to any single tradition. These have the magical trait instead of a tradition trait. Arcane Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though its generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves. Divine The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance. Occult The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood. Primal An instinctual connection to and faith in the world, the cycle of day and night, the turning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies. Spellbooks Carefully maintained and jealously guarded, there are few things more valuable to a wizard than a spellbook. These repositories of magical lore are often trapped and warded to ensure that no one meddles with the secrets inside. Although spellbooks play a central role in a wizards daily routine, other prepared spellcasting classes have been known to use spellbooks to record uncommon or even rare spells. Such a resource allows a caster to treat the spell like any other common spell, so long as they can reference the book during their daily preparations. ","type":"Rules","url":"/Rules.aspx?ID=260","weakness":{}}},{"_index":"aon18","_id":"rules-261","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-261","markdown":"<title level=\"1\" right=\"Rules\">[Magical Schools](/Rules.aspx?ID=261)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAll spells, all magic items, and most other magical effects fall into one of the eight schools of magic. These schools broadly define what the magic is capable of. Every spell has the trait corresponding to its school. Some spellcasters, like specialist wizards, have particular acumen with a certain school of magic.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-262\" />\r\n\r\n<document level=\"2\" id=\"rules-263\" />\r\n\r\n<document level=\"2\" id=\"rules-264\" />\r\n\r\n<document level=\"2\" id=\"rules-265\" />\r\n\r\n<document level=\"2\" id=\"rules-266\" />\r\n\r\n<document level=\"2\" id=\"rules-267\" />\r\n\r\n<document level=\"2\" id=\"rules-268\" />\r\n\r\n<document level=\"2\" id=\"rules-269\" />","name":"Magical Schools","next_link":{"label":"Spell Slots","url":"/Rules.aspx?ID=270"},"previous_link":{"label":"Tradition and School","url":"/Rules.aspx?ID=260"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 297"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>","speed":{},"text":" Magical Schools Source Core Rulebook pg. 297 4.0 All spells, all magic items, and most other magical effects fall into one of the eight schools of magic. These schools broadly define what the magic is capable of. Every spell has the trait corresponding to its school. Some spellcasters, like specialist wizards, have particular acumen with a certain school of magic. ","type":"Rules","url":"/Rules.aspx?ID=261","weakness":{}}},{"_index":"aon18","_id":"rules-262","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Magical Schools"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-262","markdown":"<title level=\"1\" right=\"Rules\">[Abjuration](/Rules.aspx?ID=262)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Abjurations](/Traits.aspx?ID=2) protect and ward. They create barriers that keep out attacks, effects, or even certain types of creatures. They also create effects that harm trespassers or banish interlopers.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Abjuration","next_link":{"label":"Conjuration","url":"/Rules.aspx?ID=263"},"previous_link":{"label":"Tradition and School","url":"/Rules.aspx?ID=260"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Magical Schools\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 297"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>","speed":{},"text":" Abjuration Source Core Rulebook pg. 297 4.0 Abjurations protect and ward. They create barriers that keep out attacks, effects, or even certain types of creatures. They also create effects that harm trespassers or banish interlopers. ","type":"Rules","url":"/Rules.aspx?ID=262","weakness":{}}},{"_index":"aon18","_id":"rules-263","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Magical Schools"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-263","markdown":"<title level=\"1\" right=\"Rules\">[Conjuration](/Rules.aspx?ID=263)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Conjuration](/Traits.aspx?ID=33) spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands.\n\n Conjuration spells often have the [teleportation](/Traits.aspx?ID=156) trait, and the creatures summoned by conjuration spells have the [summoned](/Traits.aspx?ID=154) trait.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Conjuration","next_link":{"label":"Divination","url":"/Rules.aspx?ID=264"},"previous_link":{"label":"Abjuration","url":"/Rules.aspx?ID=262"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Magical Schools\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 297"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>","speed":{},"text":" Conjuration Source Core Rulebook pg. 297 4.0 Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands. Conjuration spells often have the teleportation trait, and the creatures summoned by conjuration spells have the summoned trait. ","type":"Rules","url":"/Rules.aspx?ID=263","weakness":{}}},{"_index":"aon18","_id":"rules-264","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Magical Schools"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-264","markdown":"<title level=\"1\" right=\"Rules\">[Divination](/Rules.aspx?ID=264)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Divinations](/Traits.aspx?ID=47) allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge.\n\n Divinations often have the [detection](/Traits.aspx?ID=43) trait if they find something, the [prediction](/Traits.aspx?ID=132) trait if they grant you insight about what might happen in the future, the [revelation](/Traits.aspx?ID=138) trait if they show things as they truly are, or the [scrying](/Traits.aspx?ID=141) trait if they let you perceive another location.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Divination","next_link":{"label":"Enchantment","url":"/Rules.aspx?ID=265"},"previous_link":{"label":"Conjuration","url":"/Rules.aspx?ID=263"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Magical Schools\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 297"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>","speed":{},"text":" Divination Source Core Rulebook pg. 297 4.0 Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge. Divinations often have the detection trait if they find something, the prediction trait if they grant you insight about what might happen in the future, the revelation trait if they show things as they truly are, or the scrying trait if they let you perceive another location. ","type":"Rules","url":"/Rules.aspx?ID=264","weakness":{}}},{"_index":"aon18","_id":"rules-265","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Magical Schools"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-265","markdown":"<title level=\"1\" right=\"Rules\">[Enchantment](/Rules.aspx?ID=265)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Enchantments](/Traits.aspx?ID=61) affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the [mental](/Traits.aspx?ID=106) trait, and many have the [emotion](/Traits.aspx?ID=60) trait or the [fear](/Traits.aspx?ID=68) trait.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Magic and Morality</title>\r\n\r\nWhile magic allows you to perform wondrous acts in the game, it can be used for terrible purposes. While some spells are obviously vile or have the evil trait and a direct connection to the profane, other spells can be used for good or ill. Using magic does not free you from the morality of the outcome.\n\n Nowhere is this more true than when it comes to enchantment spells, especially those used to compel a character to do something. These spells can remove the power of choice from a character and can very easily be used in ways that are evil. Dominating an ogre and forcing him to abandon his guard post is not necessarily evil, but using that same spell to force a merchant to give you all of his wares certainly is. Using a spell for an evil purpose can cause a player characters alignment to shift to evil, with the ultimate judgment of whether a player is using a spell for an evil purpose left up to the GM.\n\n Regardless of in-game effects, all players should take care when using such spells. These effects can negatively affect people at the table, as they might create situations that echo truly awful experiences players might have had, creating uncomfortable or hostile environments. Players and GMs should work to prevent these situations so everyone can focus on having fun at the table.\r\n</aside>","name":"Enchantment","next_link":{"label":"Evocation","url":"/Rules.aspx?ID=266"},"previous_link":{"label":"Divination","url":"/Rules.aspx?ID=264"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Magical Schools\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 297"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 297 <sup>4.0</sup></row>","speed":{},"text":" Enchantment Source Core Rulebook pg. 297 4.0 Enchantments affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the mental trait, and many have the emotion trait or the fear trait. Magic and Morality While magic allows you to perform wondrous acts in the game, it can be used for terrible purposes. While some spells are obviously vile or have the evil trait and a direct connection to the profane, other spells can be used for good or ill. Using magic does not free you from the morality of the outcome. Nowhere is this more true than when it comes to enchantment spells, especially those used to compel a character to do something. These spells can remove the power of choice from a character and can very easily be used in ways that are evil. Dominating an ogre and forcing him to abandon his guard post is not necessarily evil, but using that same spell to force a merchant to give you all of his wares certainly is. Using a spell for an evil purpose can cause a player characters alignment to shift to evil, with the ultimate judgment of whether a player is using a spell for an evil purpose left up to the GM. Regardless of in-game effects, all players should take care when using such spells. These effects can negatively affect people at the table, as they might create situations that echo truly awful experiences players might have had, creating uncomfortable or hostile environments. Players and GMs should work to prevent these situations so everyone can focus on having fun at the table. ","type":"Rules","url":"/Rules.aspx?ID=265","weakness":{}}},{"_index":"aon18","_id":"rules-266","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Magical Schools"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-266","markdown":"<title level=\"1\" right=\"Rules\">[Evocation](/Rules.aspx?ID=266)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Evocations](/Traits.aspx?ID=65) capture magical energy and then shape it to harm your foes or protect your allies. Evocation spells often have a trait that comes from the type of damage they deal, such as [acid](/Traits.aspx?ID=3), [cold](/Traits.aspx?ID=27), [fire](/Traits.aspx?ID=72), [force](/Traits.aspx?ID=75), or [sonic](/Traits.aspx?ID=147).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Evocation","next_link":{"label":"Illusion","url":"/Rules.aspx?ID=267"},"previous_link":{"label":"Enchantment","url":"/Rules.aspx?ID=265"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Magical Schools\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 298"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>","speed":{},"text":" Evocation Source Core Rulebook pg. 298 4.0 Evocations capture magical energy and then shape it to harm your foes or protect your allies. Evocation spells often have a trait that comes from the type of damage they deal, such as acid, cold, fire, force, or sonic. ","type":"Rules","url":"/Rules.aspx?ID=266","weakness":{}}},{"_index":"aon18","_id":"rules-267","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Magical Schools"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-267","markdown":"<title level=\"1\" right=\"Rules\">[Illusion](/Rules.aspx?ID=267)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Illusions](/Traits.aspx?ID=92) create the semblance of something real, fooling the eyes, ears, and other senses. Depending on how the illusion is perceived, it might have the [auditory](/Traits.aspx?ID=16) or [visual](/Traits.aspx?ID=163) traits, and some also have the [mental](/Traits.aspx?ID=106) trait.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Disbelieving Illusions</title>\r\n\r\nSometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or saving throw, at the GMs discretion) to the casters spell DC. Mental illusions typically provide rules in the spells description for disbelieving the effect (often allowing the affected creature to attempt a Will save).\n\n If the illusion is visual, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still cant ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still cant see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GMs discretion, block vision enough to make those on the other side concealed.\r\n</aside>","name":"Illusion","next_link":{"label":"Necromancy","url":"/Rules.aspx?ID=268"},"previous_link":{"label":"Evocation","url":"/Rules.aspx?ID=266"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Magical Schools\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 298"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>","speed":{},"text":" Illusion Source Core Rulebook pg. 298 4.0 Illusions create the semblance of something real, fooling the eyes, ears, and other senses. Depending on how the illusion is perceived, it might have the auditory or visual traits, and some also have the mental trait. Disbelieving Illusions Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or saving throw, at the GMs discretion) to the casters spell DC. Mental illusions typically provide rules in the spells description for disbelieving the effect (often allowing the affected creature to attempt a Will save). If the illusion is visual, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still cant ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still cant see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GMs discretion, block vision enough to make those on the other side concealed. ","type":"Rules","url":"/Rules.aspx?ID=267","weakness":{}}},{"_index":"aon18","_id":"rules-268","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Magical Schools"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-268","markdown":"<title level=\"1\" right=\"Rules\">[Necromancy](/Rules.aspx?ID=268)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Necromancy](/Traits.aspx?ID=117) spells harness the power of life and death. They can sap life essence or sustain creatures with life-saving healing. Necromancy spells often have the [curse](/Traits.aspx?ID=38), [death](/Traits.aspx?ID=40), [healing](/Traits.aspx?ID=89), [negative](/Traits.aspx?ID=118), or [positive](/Traits.aspx?ID=128) traits.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Necromancy","next_link":{"label":"Transmutation","url":"/Rules.aspx?ID=269"},"previous_link":{"label":"Illusion","url":"/Rules.aspx?ID=267"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Magical Schools\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 298"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>","speed":{},"text":" Necromancy Source Core Rulebook pg. 298 4.0 Necromancy spells harness the power of life and death. They can sap life essence or sustain creatures with life-saving healing. Necromancy spells often have the curse, death, healing, negative, or positive traits. ","type":"Rules","url":"/Rules.aspx?ID=268","weakness":{}}},{"_index":"aon18","_id":"rules-269","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Magical Schools"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-269","markdown":"<title level=\"1\" right=\"Rules\">[Transmutation](/Rules.aspx?ID=269)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Transmutation](/Traits.aspx?ID=157) spells make alterations to or transform the physical form of a creature or object. The [morph](/Traits.aspx?ID=113) and [polymorph](/Traits.aspx?ID=127) traits appear primarily in transmutation spells.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Transmutation","next_link":{"label":"Spell Slots","url":"/Rules.aspx?ID=270"},"previous_link":{"label":"Necromancy","url":"/Rules.aspx?ID=268"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Magical Schools\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 298"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>","speed":{},"text":" Transmutation Source Core Rulebook pg. 298 4.0 Transmutation spells make alterations to or transform the physical form of a creature or object. The morph and polymorph traits appear primarily in transmutation spells. ","type":"Rules","url":"/Rules.aspx?ID=269","weakness":{}}},{"_index":"aon18","_id":"rules-270","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-270","markdown":"<title level=\"1\" right=\"Rules\">[Spell Slots](/Rules.aspx?ID=270)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spells level indicates its overall power, from 1 to 10.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-271\" />\r\n\r\n<document level=\"2\" id=\"rules-272\" />\r\n\r\n<document level=\"2\" id=\"rules-273\" />","name":"Spell Slots","next_link":{"label":"Cantrips","url":"/Rules.aspx?ID=275"},"previous_link":{"label":"Magical Schools","url":"/Rules.aspx?ID=261"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 298"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>","speed":{},"text":" Spell Slots Source Core Rulebook pg. 298 4.0 Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spells level indicates its overall power, from 1 to 10. ","type":"Rules","url":"/Rules.aspx?ID=270","weakness":{}}},{"_index":"aon18","_id":"rules-271","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Spell Slots"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-271","markdown":"<title level=\"1\" right=\"Rules\">[Prepared Spells](/Rules.aspx?ID=271)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf youre a prepared spellcaster—such as a [cleric](/Classes.aspx?ID=5), [druid](/Classes.aspx?ID=6), or [wizard](/Classes.aspx?ID=12)—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.\n\n Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the [cantrip](/Traits.aspx?ID=22) trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.\n\n You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Prepared Spells","next_link":{"label":"Spontaneous Spells","url":"/Rules.aspx?ID=272"},"previous_link":{"label":"Magical Schools","url":"/Rules.aspx?ID=261"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Spell Slots\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 298"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>","speed":{},"text":" Prepared Spells Source Core Rulebook pg. 298 4.0 If youre a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again. Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips. You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells. ","type":"Rules","url":"/Rules.aspx?ID=271","weakness":{}}},{"_index":"aon18","_id":"rules-272","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Spell Slots"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-272","markdown":"<title level=\"1\" right=\"Rules\">[Spontaneous Spells](/Rules.aspx?ID=272)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf youre a spontaneous spellcaster—such as a [bard](/Classes.aspx?ID=3) or a [sorcerer](/Classes.aspx?ID=11)—you choose which spell youre using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you dont get to change the spells in your repertoire.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spontaneous Spells","next_link":{"label":"Heightened Spells","url":"/Rules.aspx?ID=273"},"previous_link":{"label":"Prepared Spells","url":"/Rules.aspx?ID=271"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Spell Slots\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 298"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 298 <sup>4.0</sup></row>","speed":{},"text":" Spontaneous Spells Source Core Rulebook pg. 298 4.0 If youre a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell youre using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you dont get to change the spells in your repertoire. ","type":"Rules","url":"/Rules.aspx?ID=272","weakness":{}}},{"_index":"aon18","_id":"rules-273","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Spell Slots"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-273","markdown":"<title level=\"1\" right=\"Rules\">[Heightened Spells](/Rules.aspx?ID=273)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 299 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBoth prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell. This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spells level increases to match the higher level of the spell slot youve prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spells level.\n\n In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spells stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level youre using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.\n\n Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, [_fireball_](/Spells.aspx?ID=119) says “Heightened (+1) The damage increases by 2d6.” Because _fireball_ deals 6d6 fire damage at 3rd level, a 4th-level _fireball_ would deal 8d6 fire damage, a 5th-level spell would deal 10d6 fire damage, and so on.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-274\" />","name":"Heightened Spells","next_link":{"label":"Cantrips","url":"/Rules.aspx?ID=275"},"previous_link":{"label":"Spontaneous Spells","url":"/Rules.aspx?ID=272"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 299 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Spell Slots\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 299"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 299 <sup>4.0</sup></row>","speed":{},"text":" Heightened Spells Source Core Rulebook pg. 299 4.0 Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell. This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spells level increases to match the higher level of the spell slot youve prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spells level. In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spells stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level youre using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry. Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, fireball says “Heightened (+1) The damage increases by 2d6.” Because fireball deals 6d6 fire damage at 3rd level, a 4th-level fireball would deal 8d6 fire damage, a 5th-level spell would deal 10d6 fire damage, and so on. ","type":"Rules","url":"/Rules.aspx?ID=273","weakness":{}}},{"_index":"aon18","_id":"rules-274","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Spell Slots","Heightened Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-274","markdown":"<title level=\"1\" right=\"Rules\">[Heightened Spontaneous Spells](/Rules.aspx?ID=274)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 299 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf youre a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added [_fireball_](/Spells.aspx?ID=119) to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldnt cast it as a 4th-level spell.\n\n Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Heightened Spontaneous Spells","next_link":{"label":"Cantrips","url":"/Rules.aspx?ID=275"},"previous_link":{"label":"Spontaneous Spells","url":"/Rules.aspx?ID=272"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 299 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Spell Slots / Heightened Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 299"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 299 <sup>4.0</sup></row>","speed":{},"text":" Heightened Spontaneous Spells Source Core Rulebook pg. 299 4.0 If youre a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added fireball to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldnt cast it as a 4th-level spell. Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level. ","type":"Rules","url":"/Rules.aspx?ID=274","weakness":{}}},{"_index":"aon18","_id":"rules-275","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-275","markdown":"<title level=\"1\" right=\"Rules\">[Cantrips](/Rules.aspx?ID=275)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 300 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says “Cantrip” instead of “Spell.” Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot.\n\n A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Cantrips","next_link":{"label":"Focus Spells","url":"/Rules.aspx?ID=276"},"previous_link":{"label":"Spell Slots","url":"/Rules.aspx?ID=270"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 300 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 300"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 300 <sup>4.0</sup></row>","speed":{},"text":" Cantrips Source Core Rulebook pg. 300 4.0 A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says “Cantrip” instead of “Spell.” Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot. A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have. ","type":"Rules","url":"/Rules.aspx?ID=275","weakness":{}}},{"_index":"aon18","_id":"rules-276","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-276","markdown":"<title level=\"1\" right=\"Rules\">[Focus Spells](/Rules.aspx?ID=276)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 300 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFocus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you cant prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you cant spend your Focus Points to cast spells that arent focus spells. Even some classes that dont normally grant spellcasting, such as the [champion](/Classes.aspx?ID=4) and [monk](/Classes.aspx?ID=8), can grant focus spells.\n\n Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You cant cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.\n\n Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.\n\n You replenish all the Focus Points in your pool during your daily preparations. You can also use the Refocus activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.\n\n Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool cant have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number. \n\n<document level=\"2\" id=\"action-71\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Focus Points from Multiple Sources</title>\r\n\r\nIt's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a [cleric](/Classes.aspx?ID=5) with the [Domain Initiate](/Feats.aspx?ID=265) feat, you would have a pool with 1 Focus Point. Let's say you then took the [champion multiclass archetype](/Feats.aspx?ID=686) and the [Healing Touch](/Feats.aspx?ID=689) feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.\n\n Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you Refocus, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-277\" />\r\n\r\n<document level=\"2\" id=\"rules-278\" />","name":"Focus Spells","next_link":{"label":"Innate Spells","url":"/Rules.aspx?ID=279"},"previous_link":{"label":"Cantrips","url":"/Rules.aspx?ID=275"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 300 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 300"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 300 <sup>4.0</sup></row>","speed":{},"text":" Focus Spells Source Core Rulebook pg. 300 4.0 Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you cant prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you cant spend your Focus Points to cast spells that arent focus spells. Even some classes that dont normally grant spellcasting, such as the champion and monk, can grant focus spells. Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You cant cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it. Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell. You replenish all the Focus Points in your pool during your daily preparations. You can also use the Refocus activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point. Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool cant have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number. Focus Points from Multiple Sources It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1. Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you Refocus, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells. ","type":"Rules","url":"/Rules.aspx?ID=276","weakness":{}}},{"_index":"aon18","_id":"rules-277","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Focus Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-277","markdown":"<title level=\"1\" right=\"Rules\">[Spellcasters with Focus Spells](/Rules.aspx?ID=277)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 302 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A [bards](/Classes.aspx?ID=3) are occult, a [clerics](/Classes.aspx?ID=5) are divine, a [druids](/Classes.aspx?ID=6) are primal, a [wizards](/Classes.aspx?ID=12) are arcane, and a [sorcerers](/Classes.aspx?ID=11) are determined by their bloodline.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spellcasters with Focus Spells","next_link":{"label":"Non-Spellcasters with Focus Spells","url":"/Rules.aspx?ID=278"},"previous_link":{"label":"Cantrips","url":"/Rules.aspx?ID=275"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 302 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Focus Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 302"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 302 <sup>4.0</sup></row>","speed":{},"text":" Spellcasters with Focus Spells Source Core Rulebook pg. 302 4.0 If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A bards are occult, a clerics are divine, a druids are primal, a wizards are arcane, and a sorcerers are determined by their bloodline. ","type":"Rules","url":"/Rules.aspx?ID=277","weakness":{}}},{"_index":"aon18","_id":"rules-278","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Focus Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-278","markdown":"<title level=\"1\" right=\"Rules\">[Non-Spellcasters with Focus Spells](/Rules.aspx?ID=278)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 302 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you get focus spells from a class or other source that doesnt grant spellcasting ability (for example, if youre a [monk](/Classes.aspx?ID=8) with the [Ki Strike](/Feats.aspx?ID=433) feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to Cast a Spell and use any spellcasting actions necessary to cast your focus spells (see below). However, you dont qualify for feats and other rules that require you to be a spellcaster.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Non-Spellcasters with Focus Spells","next_link":{"label":"Innate Spells","url":"/Rules.aspx?ID=279"},"previous_link":{"label":"Spellcasters with Focus Spells","url":"/Rules.aspx?ID=277"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 302 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Focus Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 302"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 302 <sup>4.0</sup></row>","speed":{},"text":" Non-Spellcasters with Focus Spells Source Core Rulebook pg. 302 4.0 If you get focus spells from a class or other source that doesnt grant spellcasting ability (for example, if youre a monk with the Ki Strike feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to Cast a Spell and use any spellcasting actions necessary to cast your focus spells (see below). However, you dont qualify for feats and other rules that require you to be a spellcaster. ","type":"Rules","url":"/Rules.aspx?ID=278","weakness":{}}},{"_index":"aon18","_id":"rules-279","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-279","markdown":"<title level=\"1\" right=\"Rules\">[Innate Spells](/Rules.aspx?ID=279)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 302 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCertain spells are natural to your character, typically coming from your ancestry or a magic item. You gain the ability to Cast a Spell and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a [somatic component](/Rules.aspx?ID=281). Innate spells don't let you qualify for abilities that require you to be a spellcaster. The ability that gives you an innate spell tells you how often you can cast it— usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for [cantrips](/Rules.aspx?ID=275) unless otherwise specified.\n\n You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.\n\n If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters.\n\n You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Innate Spells","next_link":{"label":"Casting Spells","url":"/Rules.aspx?ID=280"},"previous_link":{"label":"Focus Spells","url":"/Rules.aspx?ID=276"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 302 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 302"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 302 <sup>4.0</sup></row>","speed":{},"text":" Innate Spells Source Core Rulebook pg. 302 4.0 Certain spells are natural to your character, typically coming from your ancestry or a magic item. You gain the ability to Cast a Spell and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a somatic component. Innate spells don't let you qualify for abilities that require you to be a spellcaster. The ability that gives you an innate spell tells you how often you can cast it— usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips unless otherwise specified. You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified. If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters. You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell. ","type":"Rules","url":"/Rules.aspx?ID=279","weakness":{}}},{"_index":"aon18","_id":"rules-280","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-280","markdown":"<title level=\"1\" right=\"Rules\">[Casting Spells](/Rules.aspx?ID=280)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 302 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. Casting a Spell is a special activity that takes a number of actions defined by the spell. When you Cast a Spell, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as [Conceal Spell](/Feats.aspx?ID=640) and [Melodious Spell](/Feats.aspx?ID=189) can help hide such manifestations or otherwise prevent observers from noticing that you are casting. \n\n<document level=\"2\" id=\"action-72\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Metamagic</title>\r\n\r\nMany spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the [metamagic](/Traits.aspx?ID=107) trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spells effect, not of the metamagic action itself. \r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-281\" />","name":"Casting Spells","next_link":{"label":"Ranges, Areas, and Targets","url":"/Rules.aspx?ID=286"},"previous_link":{"label":"Innate Spells","url":"/Rules.aspx?ID=279"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 302 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 302"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 302 <sup>4.0</sup></row>","speed":{},"text":" Casting Spells Source Core Rulebook pg. 302 4.0 The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. Casting a Spell is a special activity that takes a number of actions defined by the spell. When you Cast a Spell, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell and Melodious Spell can help hide such manifestations or otherwise prevent observers from noticing that you are casting. Metamagic Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spells effect, not of the metamagic action itself. ","type":"Rules","url":"/Rules.aspx?ID=280","weakness":{}}},{"_index":"aon18","_id":"rules-281","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Casting Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-281","markdown":"<title level=\"1\" right=\"Rules\">[Spell Components](/Rules.aspx?ID=281)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA spell description lists the components required to Cast the Spell. For most spells, the number of components is equal to the number of actions you must spend to Cast the Spell. Each component adds certain traits to the Cast a Spell activity, and some components have special requirements. The components that appear in this book are listed below.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Component Substitutions</title>\r\n\r\nSome classes or abilities can substitute one component for another or alter how a component works.\n\n If you're a [bard](/Classes.aspx?ID=3) Casting a Spell from the occult tradition, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a material component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.\n\n If you're a [cleric](/Classes.aspx?ID=5) Casting a Spell from the divine tradition while holding a divine focus (usually a [religious symbol](/Equipment.aspx?ID=41) or [text](/Equipment.aspx?ID=42)), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike normal for a focus component, you can't retrieve or return the focus when making this substitution.\n\n If you're a [druid](/Classes.aspx?ID=6) Casting a Spell from the primal tradition while holding a primal focus (such as [holly and mistletoe](/Equipment.aspx?ID=26)), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or put away the focus when making this substitution.\n\n If you're a [sorcerer](/Classes.aspx?ID=11) Casting a Spell from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.\n\n Any character casting an innate spell can replace any material component with a somatic component.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-282\" />\r\n\r\n<document level=\"2\" id=\"rules-283\" />\r\n\r\n<document level=\"2\" id=\"rules-284\" />\r\n\r\n<document level=\"2\" id=\"rules-285\" />","name":"Spell Components","next_link":{"label":"Ranges, Areas, and Targets","url":"/Rules.aspx?ID=286"},"previous_link":{"label":"Innate Spells","url":"/Rules.aspx?ID=279"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Casting Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 303"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>","speed":{},"text":" Spell Components Source Core Rulebook pg. 303 4.0 A spell description lists the components required to Cast the Spell. For most spells, the number of components is equal to the number of actions you must spend to Cast the Spell. Each component adds certain traits to the Cast a Spell activity, and some components have special requirements. The components that appear in this book are listed below. Component Substitutions Some classes or abilities can substitute one component for another or alter how a component works. If you're a bard Casting a Spell from the occult tradition, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a material component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking. If you're a cleric Casting a Spell from the divine tradition while holding a divine focus (usually a religious symbol or text), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike normal for a focus component, you can't retrieve or return the focus when making this substitution. If you're a druid Casting a Spell from the primal tradition while holding a primal focus (such as holly and mistletoe), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or put away the focus when making this substitution. If you're a sorcerer Casting a Spell from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component. Any character casting an innate spell can replace any material component with a somatic component. ","type":"Rules","url":"/Rules.aspx?ID=281","weakness":{}}},{"_index":"aon18","_id":"rules-282","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Casting Spells","Spell Components"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-282","markdown":"<title level=\"1\" right=\"Rules\">[Material](/Rules.aspx?ID=282)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA material component is a bit of physical matter consumed in the casting of the spell. The spell gains the [manipulate](/Traits.aspx?ID=104) trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).\n\n Except in extreme circumstances, you can assume all common components are included in a [material component pouch](/Equipment.aspx?ID=33).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Material","next_link":{"label":"Somatic","url":"/Rules.aspx?ID=283"},"previous_link":{"label":"Innate Spells","url":"/Rules.aspx?ID=279"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Casting Spells / Spell Components\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 303"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>","speed":{},"text":" Material Source Core Rulebook pg. 303 4.0 A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted). Except in extreme circumstances, you can assume all common components are included in a material component pouch. ","type":"Rules","url":"/Rules.aspx?ID=282","weakness":{}}},{"_index":"aon18","_id":"rules-283","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Casting Spells","Spell Components"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-283","markdown":"<title level=\"1\" right=\"Rules\">[Somatic](/Rules.aspx?ID=283)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the [manipulate](/Traits.aspx?ID=104) trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.\n\n Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if its through a glove or gauntlet).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Somatic","next_link":{"label":"Verbal","url":"/Rules.aspx?ID=284"},"previous_link":{"label":"Material","url":"/Rules.aspx?ID=282"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Casting Spells / Spell Components\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 303"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>","speed":{},"text":" Somatic Source Core Rulebook pg. 303 4.0 A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely. Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if its through a glove or gauntlet). ","type":"Rules","url":"/Rules.aspx?ID=283","weakness":{}}},{"_index":"aon18","_id":"rules-284","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Casting Spells","Spell Components"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-284","markdown":"<title level=\"1\" right=\"Rules\">[Verbal](/Rules.aspx?ID=284)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA verbal component is a vocalization of words of power. You must speak them in a strong voice, so its hard to conceal that youre Casting a Spell. The spell gains the [concentrate](/Traits.aspx?ID=32) trait. You must be able to speak to provide this component.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Verbal","next_link":{"label":"Focus","url":"/Rules.aspx?ID=285"},"previous_link":{"label":"Somatic","url":"/Rules.aspx?ID=283"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Casting Spells / Spell Components\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 303"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>","speed":{},"text":" Verbal Source Core Rulebook pg. 303 4.0 A verbal component is a vocalization of words of power. You must speak them in a strong voice, so its hard to conceal that youre Casting a Spell. The spell gains the concentrate trait. You must be able to speak to provide this component. ","type":"Rules","url":"/Rules.aspx?ID=284","weakness":{}}},{"_index":"aon18","_id":"rules-285","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Casting Spells","Spell Components"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-285","markdown":"<title level=\"1\" right=\"Rules\">[Focus](/Rules.aspx?ID=285)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA focus is an object that funnels the magical energy of the spell. The spell gains the [manipulate](/Traits.aspx?ID=104) trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose. \n\n Foci tend to be expensive, and you need to acquire them in advance to Cast the Spell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Focus","next_link":{"label":"Ranges, Areas, and Targets","url":"/Rules.aspx?ID=286"},"previous_link":{"label":"Verbal","url":"/Rules.aspx?ID=284"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Casting Spells / Spell Components\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 303"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 303 <sup>4.0</sup></row>","speed":{},"text":" Focus Source Core Rulebook pg. 303 4.0 A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose. Foci tend to be expensive, and you need to acquire them in advance to Cast the Spell. ","type":"Rules","url":"/Rules.aspx?ID=285","weakness":{}}},{"_index":"aon18","_id":"rules-286","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-286","markdown":"<title level=\"1\" right=\"Rules\">[Ranges, Areas, and Targets](/Rules.aspx?ID=286)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSpells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-287\" />\r\n\r\n<document level=\"2\" id=\"rules-288\" />\r\n\r\n<document level=\"2\" id=\"rules-289\" />\r\n\r\n<document level=\"2\" id=\"rules-290\" />","name":"Ranges, Areas, and Targets","next_link":{"label":"Durations","url":"/Rules.aspx?ID=291"},"previous_link":{"label":"Casting Spells","url":"/Rules.aspx?ID=280"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 304"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>","speed":{},"text":" Ranges, Areas, and Targets Source Core Rulebook pg. 304 4.0 Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther! ","type":"Rules","url":"/Rules.aspx?ID=286","weakness":{}}},{"_index":"aon18","_id":"rules-287","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Ranges, Areas, and Targets"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-287","markdown":"<title level=\"1\" right=\"Rules\">[Touch Range](/Rules.aspx?ID=287)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Touch Range","next_link":{"label":"Areas","url":"/Rules.aspx?ID=288"},"previous_link":{"label":"Casting Spells","url":"/Rules.aspx?ID=280"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Ranges, Areas, and Targets\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 304"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>","speed":{},"text":" Touch Range Source Core Rulebook pg. 304 4.0 A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there. ","type":"Rules","url":"/Rules.aspx?ID=287","weakness":{}}},{"_index":"aon18","_id":"rules-288","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Ranges, Areas, and Targets"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-288","markdown":"<title level=\"1\" right=\"Rules\">[Areas](/Rules.aspx?ID=288)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found on page 456. If the spell originates from your position, the spell has only an area; if you can cause the spells area to appear farther away from you, the spell has both a range and an area.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Rules/Rules354.png\" />\r\n</column>\r\n\r\n</row>","name":"Areas","next_link":{"label":"Targets","url":"/Rules.aspx?ID=289"},"previous_link":{"label":"Touch Range","url":"/Rules.aspx?ID=287"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Ranges, Areas, and Targets\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 304"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>","speed":{},"text":" Areas Source Core Rulebook pg. 304 4.0 Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found on page 456. If the spell originates from your position, the spell has only an area; if you can cause the spells area to appear farther away from you, the spell has both a range and an area. ","type":"Rules","url":"/Rules.aspx?ID=288","weakness":{}}},{"_index":"aon18","_id":"rules-289","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Ranges, Areas, and Targets"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-289","markdown":"<title level=\"1\" right=\"Rules\">[Targets](/Rules.aspx?ID=289)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spells range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GMs discretion, you can attempt to target a creature you cant see, as described in Detecting Creatures on pages 465467. If you fail to target a particular creature, this doesnt change how the spell affects any other targets the spell might have.\n\n If you choose a target that isnt valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spells duration, the spell typically ends, but the GM might decide otherwise in certain situations.\n\n Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.\n\n Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their characters condition (such as when a character is paralyzed, unconscious, or even dead).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Targets","next_link":{"label":"Line of Effect","url":"/Rules.aspx?ID=290"},"previous_link":{"label":"Areas","url":"/Rules.aspx?ID=288"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Ranges, Areas, and Targets\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 304"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>","speed":{},"text":" Targets Source Core Rulebook pg. 304 4.0 Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spells range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GMs discretion, you can attempt to target a creature you cant see, as described in Detecting Creatures on pages 465467. If you fail to target a particular creature, this doesnt change how the spell affects any other targets the spell might have. If you choose a target that isnt valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spells duration, the spell typically ends, but the GM might decide otherwise in certain situations. Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately. Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their characters condition (such as when a character is paralyzed, unconscious, or even dead). ","type":"Rules","url":"/Rules.aspx?ID=289","weakness":{}}},{"_index":"aon18","_id":"rules-290","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Ranges, Areas, and Targets"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-290","markdown":"<title level=\"1\" right=\"Rules\">[Line of Effect](/Rules.aspx?ID=290)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found on page 457.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Line of Effect","next_link":{"label":"Durations","url":"/Rules.aspx?ID=291"},"previous_link":{"label":"Targets","url":"/Rules.aspx?ID=289"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Ranges, Areas, and Targets\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 304"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>","speed":{},"text":" Line of Effect Source Core Rulebook pg. 304 4.0 You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found on page 457. ","type":"Rules","url":"/Rules.aspx?ID=290","weakness":{}}},{"_index":"aon18","_id":"rules-291","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-291","markdown":"<title level=\"1\" right=\"Rules\">[Durations](/Rules.aspx?ID=291)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe duration of a spell is how long the spell effect lasts. Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spells duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcasters turns, ending when the duration reaches 0.\n\n Some spells have effects that remain even after the spells magic is gone. Any ongoing effect that isnt part of the spells duration entry isnt considered magical. For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldnt be counteracted because it is not itself magical (though it might be cured by other magic, such as [_restore senses_](/Spells.aspx?ID=259)).\n\n If a spells caster dies or is incapacitated during the spells duration, the spell remains in effect till its duration ends. You might need to keep track of the casters initiative after they stopped being able to act to monitor spell durations.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-292\" />\r\n\r\n<document level=\"2\" id=\"rules-293\" />\r\n\r\n<document level=\"2\" id=\"rules-294\" />","name":"Durations","next_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=295"},"previous_link":{"label":"Ranges, Areas, and Targets","url":"/Rules.aspx?ID=286"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 304"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>","speed":{},"text":" Durations Source Core Rulebook pg. 304 4.0 The duration of a spell is how long the spell effect lasts. Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spells duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcasters turns, ending when the duration reaches 0. Some spells have effects that remain even after the spells magic is gone. Any ongoing effect that isnt part of the spells duration entry isnt considered magical. For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldnt be counteracted because it is not itself magical (though it might be cured by other magic, such as restore senses ). If a spells caster dies or is incapacitated during the spells duration, the spell remains in effect till its duration ends. You might need to keep track of the casters initiative after they stopped being able to act to monitor spell durations. ","type":"Rules","url":"/Rules.aspx?ID=291","weakness":{}}},{"_index":"aon18","_id":"rules-292","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Durations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-292","markdown":"<title level=\"1\" right=\"Rules\">[Sustaining Spells](/Rules.aspx?ID=292)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf the spells duration is “sustained,” it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell. \n\n<document level=\"2\" id=\"action-73\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sustaining Spells","next_link":{"label":"Long Durations","url":"/Rules.aspx?ID=293"},"previous_link":{"label":"Ranges, Areas, and Targets","url":"/Rules.aspx?ID=286"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Durations\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 304"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 304 <sup>4.0</sup></row>","speed":{},"text":" Sustaining Spells Source Core Rulebook pg. 304 4.0 If the spells duration is “sustained,” it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell. ","type":"Rules","url":"/Rules.aspx?ID=292","weakness":{}}},{"_index":"aon18","_id":"rules-293","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Durations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-293","markdown":"<title level=\"1\" right=\"Rules\">[Long Durations](/Rules.aspx?ID=293)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf a spells duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spells slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spells duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. If you prepare a new spell in the slot (or dont expend a spell slot), the spell ends. You cant do this if the spell didnt come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you Cast the Spell or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You dont need to keep a spell slot open for these spells.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Long Durations","next_link":{"label":"Dismissing","url":"/Rules.aspx?ID=294"},"previous_link":{"label":"Sustaining Spells","url":"/Rules.aspx?ID=292"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Durations\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 305"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>","speed":{},"text":" Long Durations Source Core Rulebook pg. 305 4.0 If a spells duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spells slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spells duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. If you prepare a new spell in the slot (or dont expend a spell slot), the spell ends. You cant do this if the spell didnt come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you Cast the Spell or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You dont need to keep a spell slot open for these spells. ","type":"Rules","url":"/Rules.aspx?ID=293","weakness":{}}},{"_index":"aon18","_id":"rules-294","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Durations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-294","markdown":"<title level=\"1\" right=\"Rules\">[Dismissing](/Rules.aspx?ID=294)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action. \n\n<document level=\"2\" id=\"action-74\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dismissing","next_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=295"},"previous_link":{"label":"Long Durations","url":"/Rules.aspx?ID=293"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Durations\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 305"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>","speed":{},"text":" Dismissing Source Core Rulebook pg. 305 4.0 Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action. ","type":"Rules","url":"/Rules.aspx?ID=294","weakness":{}}},{"_index":"aon18","_id":"rules-295","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-295","markdown":"<title level=\"1\" right=\"Rules\">[Saving Throws](/Rules.aspx?ID=295)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSpells that require a target to attempt a save to resist some or all of the spells effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the casters spell DC.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-296\" />","name":"Saving Throws","next_link":{"label":"Spell Attacks","url":"/Rules.aspx?ID=297"},"previous_link":{"label":"Durations","url":"/Rules.aspx?ID=291"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 305"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>","speed":{},"text":" Saving Throws Source Core Rulebook pg. 305 4.0 Spells that require a target to attempt a save to resist some or all of the spells effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the casters spell DC. ","type":"Rules","url":"/Rules.aspx?ID=295","weakness":{}}},{"_index":"aon18","_id":"rules-296","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Saving Throws"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-296","markdown":"<title level=\"1\" right=\"Rules\">[Basic Saving Throws](/Rules.aspx?ID=296)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf a spells Saving Throw entry specifies a “basic” saving throw, the spells potential effects all relate to the damage listed in the spells description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Basic Saving Throws","next_link":{"label":"Spell Attacks","url":"/Rules.aspx?ID=297"},"previous_link":{"label":"Durations","url":"/Rules.aspx?ID=291"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Saving Throws\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 305"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>","speed":{},"text":" Basic Saving Throws Source Core Rulebook pg. 305 4.0 If a spells Saving Throw entry specifies a “basic” saving throw, the spells potential effects all relate to the damage listed in the spells description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449. ","type":"Rules","url":"/Rules.aspx?ID=296","weakness":{}}},{"_index":"aon18","_id":"rules-297","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-297","markdown":"<title level=\"1\" right=\"Rules\">[Spell Attacks](/Rules.aspx?ID=297)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the targets AC. Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks dont deal any damage beyond whats listed in the spell description.\n\n In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spell Attacks","next_link":{"label":"Identifying Spells","url":"/Rules.aspx?ID=298"},"previous_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=295"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 305"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>","speed":{},"text":" Spell Attacks Source Core Rulebook pg. 305 4.0 Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the targets AC. Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks dont deal any damage beyond whats listed in the spell description. In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack. ","type":"Rules","url":"/Rules.aspx?ID=297","weakness":{}}},{"_index":"aon18","_id":"rules-298","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-298","markdown":"<title level=\"1\" right=\"Rules\">[Identifying Spells](/Rules.aspx?ID=298)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.\n\n If you want to identify a spell but dont have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of Recall Knowledge because you dont have the advantage of watching the spell being cast.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Identifying Spells","next_link":{"label":"Counteracting","url":"/Rules.aspx?ID=299"},"previous_link":{"label":"Spell Attacks","url":"/Rules.aspx?ID=297"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 305"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>","speed":{},"text":" Identifying Spells Source Core Rulebook pg. 305 4.0 Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened. If you want to identify a spell but dont have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of Recall Knowledge because you dont have the advantage of watching the spell being cast. ","type":"Rules","url":"/Rules.aspx?ID=298","weakness":{}}},{"_index":"aon18","_id":"rules-299","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-299","markdown":"<title level=\"1\" right=\"Rules\">[Counteracting](/Rules.aspx?ID=299)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome spells, such as [_dispel magic_](/Spells.aspx?ID=78), can be used to eliminate the effects of other spells. At least one creature, object, or manifestation of the spell you are trying to counteract must be within range of the spell that you are using. You attempt a [counteract](/Rules.aspx?ID=371) check using your spellcasting ability modifier and your proficiency bonus for spell attack rolls.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Counteracting","next_link":{"label":"Hostile Actions","url":"/Rules.aspx?ID=300"},"previous_link":{"label":"Identifying Spells","url":"/Rules.aspx?ID=298"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 305"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>","speed":{},"text":" Counteracting Source Core Rulebook pg. 305 4.0 Some spells, such as dispel magic , can be used to eliminate the effects of other spells. At least one creature, object, or manifestation of the spell you are trying to counteract must be within range of the spell that you are using. You attempt a counteract check using your spellcasting ability modifier and your proficiency bonus for spell attack rolls. ","type":"Rules","url":"/Rules.aspx?ID=299","weakness":{}}},{"_index":"aon18","_id":"rules-300","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-300","markdown":"<title level=\"1\" right=\"Rules\">[Hostile Actions](/Rules.aspx?ID=300)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm. For instance, lobbing a fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hostile Actions","next_link":{"label":"Setting Triggers","url":"/Rules.aspx?ID=301"},"previous_link":{"label":"Counteracting","url":"/Rules.aspx?ID=299"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 305"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>","speed":{},"text":" Hostile Actions Source Core Rulebook pg. 305 4.0 Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm. For instance, lobbing a fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action. ","type":"Rules","url":"/Rules.aspx?ID=300","weakness":{}}},{"_index":"aon18","_id":"rules-301","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-301","markdown":"<title level=\"1\" right=\"Rules\">[Setting Triggers](/Rules.aspx?ID=301)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf a spell is meant to respond only to certain events or under certain conditions—such as [_magic mouth_](/Spells.aspx?ID=181)—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spells sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as “red-haired dwarven women,” or it could be an observed action, such as “whenever someone enters the spells area.”\n\n Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spells origin point must have line of sight. Darkness doesnt prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spells DC). For auditory detection, line of sight isnt necessary, though the sound must be audible at the spells origin point. A Stealth check to Sneak can fool the sensor.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Setting Triggers","next_link":{"label":"Walls","url":"/Rules.aspx?ID=302"},"previous_link":{"label":"Hostile Actions","url":"/Rules.aspx?ID=300"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 305"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 305 <sup>4.0</sup></row>","speed":{},"text":" Setting Triggers Source Core Rulebook pg. 305 4.0 If a spell is meant to respond only to certain events or under certain conditions—such as magic mouth —it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spells sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as “red-haired dwarven women,” or it could be an observed action, such as “whenever someone enters the spells area.” Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spells origin point must have line of sight. Darkness doesnt prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spells DC). For auditory detection, line of sight isnt necessary, though the sound must be audible at the spells origin point. A Stealth check to Sneak can fool the sensor. ","type":"Rules","url":"/Rules.aspx?ID=301","weakness":{}}},{"_index":"aon18","_id":"rules-302","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-302","markdown":"<title level=\"1\" right=\"Rules\">[Walls](/Rules.aspx?ID=302)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 306 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSpells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall cant enter the same space more than once, but it can double back so one section is adjacent to another section of the wall.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Walls","next_link":{"label":"Reading Spells","url":"/Rules.aspx?ID=303"},"previous_link":{"label":"Setting Triggers","url":"/Rules.aspx?ID=301"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 306 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 306"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 306 <sup>4.0</sup></row>","speed":{},"text":" Walls Source Core Rulebook pg. 306 4.0 Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall cant enter the same space more than once, but it can double back so one section is adjacent to another section of the wall. ","type":"Rules","url":"/Rules.aspx?ID=302","weakness":{}}},{"_index":"aon18","_id":"rules-303","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-303","markdown":"<title level=\"1\" right=\"Rules\">[Reading Spells](/Rules.aspx?ID=303)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 306 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level.\n\n<title level=\"3\" right=\"Spell Level\">Spell Name </title><traits><trait label=\"Traits\" /></traits>**Tradition** This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions.<br />**Cast** The number of actions required to Cast the Spell are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as “1 minute.” After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell.<br />**Range, Area, and Targets** This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster.<br />**Saving Throw and Duration** If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a [basic saving throw](/Rules.aspx?ID=329). If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell.\n\n---\n\nA horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure.\n\n---\n\n**Heightened (level)** If the spell has special effects when heightened, those effects appear at the end of the stat block.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Other Spell Traits</title>\r\n\r\nSome spells and effects have traits such as “[mental](/Traits.aspx?ID=106)” or “[good](/Traits.aspx?ID=83).” These tell you more about the spell and how it works, and other rules might reference them. A creature might, for example, have a 2 circumstance penalty to saving throws against mental effects. Below is a glossary of a few traits you might see with important rules.\n\n **[Auditory](/Traits.aspx?ID=16)** Auditory spells rely on sound. A spell with the auditory trait has its effect only if the target can hear it. This is different from a [sonic](/Traits.aspx?ID=147) effect, which still affects targets who can't hear it (such as [deaf](/Conditions.aspx?ID=8) targets) as long as the effect makes sound.\n\n **[Darkness](/Traits.aspx?ID=39) and [Light](/Traits.aspx?ID=100)** Effects with the darkness and light traits interact in specific ways. Non-magical light always shines in non-magical darkness and always fails to shine in magical darkness. Magical light always shines in non-magical darkness but shines in magical darkness only if the light spell has a higher level than that of the darkness effect. Spells with the darkness trait or the light trait can always [counteract](/Rules.aspx?ID=371) one another, but bringing light and darkness into contact doesn't automatically do so. You must usually cast a light spell on a darkness effect directly to counteract it (and vice versa), but some spells automatically attempt to counteract opposing effects.\n\n **[Incapacitation](/Traits.aspx?ID=93)** An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated as one degree of success better or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.\n\n**[Minion](/Traits.aspx?ID=109)** Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you [Command an Animal](/Actions.aspx?ID=58); for a minion that's a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the [auditory](/Traits.aspx?ID=16) and [concentrate](/Traits.aspx?ID=32) traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures. **[Morph](/Traits.aspx?ID=113)** Spells that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are [magical](/Traits.aspx?ID=103). You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described below).\n\n Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you'd keep the wings from your morph). The GM determines which morph effects can be used together and which can't.\n\n **[Polymorph](/Traits.aspx?ID=127)** These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.\n\n If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most [manipulate](/Traits.aspx?ID=104) actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.\n\n**[Summoned](/Traits.aspx?ID=154)** A creature called by a spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the [minion](/Traits.aspx?ID=109) trait. If it tries to Cast a Spell of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.\n\n Immediately when you finish casting, the summoned creature uses its 2 actions for that turn. A spawn or other creature generated from a summoned creature returns to its unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.\n\n **[Visual](/Traits.aspx?ID=163)** A visual spell can affect only creatures that can see it.\r\n</aside>","name":"Reading Spells","next_link":{"label":"Rituals","url":"/Rules.aspx?ID=777"},"previous_link":{"label":"Walls","url":"/Rules.aspx?ID=302"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 306 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 306"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 306 <sup>4.0</sup></row>","speed":{},"text":" Reading Spells Source Core Rulebook pg. 306 4.0 Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level. Spell Name Tradition This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions. Cast The number of actions required to Cast the Spell are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as “1 minute.” After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell. Range, Area, and Targets This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster. Saving Throw and Duration If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell. --- A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure. --- Heightened (level) If the spell has special effects when heightened, those effects appear at the end of the stat block. Other Spell Traits Some spells and effects have traits such as “mental” or “good.” These tell you more about the spell and how it works, and other rules might reference them. A creature might, for example, have a 2 circumstance penalty to saving throws against mental effects. Below is a glossary of a few traits you might see with important rules. Auditory Auditory spells rely on sound. A spell with the auditory trait has its effect only if the target can hear it. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect makes sound. Darkness and Light Effects with the darkness and light traits interact in specific ways. Non-magical light always shines in non-magical darkness and always fails to shine in magical darkness. Magical light always shines in non-magical darkness but shines in magical darkness only if the light spell has a higher level than that of the darkness effect. Spells with the darkness trait or the light trait can always counteract one another, but bringing light and darkness into contact doesn't automatically do so. You must usually cast a light spell on a darkness effect directly to counteract it (and vice versa), but some spells automatically attempt to counteract opposing effects. Incapacitation An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated as one degree of success better or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits. Minion Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn, doesn't have reactions, and can't act when it's not your turn. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect, like a summoned minion, you Sustain a Spell or Sustain an Activation; if not otherwise specified, you issue a verbal command as a single action with the auditory and concentrate traits. If given no commands, minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals follow their instincts, and sapient minions act how they please. A minion can't control other creatures. Morph Spells that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described below). Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you'd keep the wings from your morph). The GM determines which morph effects can be used together and which can't. Polymorph These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items. Summoned A creature called by a spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to Cast a Spell of equal or higher level than the spell that summoned it, it overpowers the summoning magic, causing its own spell to fail and the summon spell to end. Otherwise, the summoned creature uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its ability. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands. Immediately when you finish casting, the summoned creature uses its 2 actions for that turn. A spawn or other creature generated from a summoned creature returns to its unaltered state (usually a corpse in the case of spawn) once the summoned creature is gone. If it's unclear what this state would be, the GM decides. Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends. Visual A visual spell can affect only creatures that can see it. ","type":"Rules","url":"/Rules.aspx?ID=303","weakness":{}}},{"_index":"aon18","_id":"rules-304","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-304","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 8: The Age of Lost Omens](/Rules.aspx?ID=304)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 417 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTen thousand years ago, the world of Golarion came close to ending. Earthfall, as this extinction-level event came to be known, saw the world pummeled by a shower of falling stars that sank continents, hollowed out new seas, and destroyed civilizations. It took centuries for the world to recover, and centuries more for society to rebuild, but recover it did.\n\n [Dwarves](/Ancestries.aspx?ID=1) ascended to the surface from the underground reaches of the Darklands in their legendary Quest for Sky, [elves](/Ancestries.aspx?ID=2) returned from the neighboring planet of Castrovel via a network of portals to reclaim their lands and traditions, and [gnomes](/Ancestries.aspx?ID=4) from the mysterious First World sought shelter from a now-forgotten terror. Survivors from other ancestries who had sheltered through the terror and destruction of Earthfall emerged during the Age of Darkness to reclaim their ancestral lands, from scrappy [goblin](/Ancestries.aspx?ID=5) tribes with a knack for surviving despite all odds against them to industrious [halflings](/Ancestries.aspx?ID=3) who emerged from the ruins to found societies of their own.\n\n But [humanity](/Ancestries.aspx?ID=6) made the most astounding recovery. Less than 2,000 years after the near-extinction from Earthfall, the Age of Destiny saw the rise of many new human empires throughout the world. Humanity built wondrous structures, and its schools relearned magic that had been thought lost. Among these human nations walked a man named Aroden—an immortal survivor of the devastation of Earthfall. Aroden had long since cultivated a following of loyal subjects who regarded him with awe, for immortality was but one of the wonders hed achieved. Greatest among these was his discovery of a shard of potent magic known today as the _Starstone_, a fragment from the stars that fell during Earthfall, which had lodged at the bottom of the Inner Sea. Contact with this alien artifact assailed Aroden with phantasmagoric visions, subjected him to a series of deadly martial trials, and posed exhausting moral quandaries that challenged his limits more than any of the arduous experiences he had yet endured. He emerged from this test a living god, and his first divine act was to raise the _Starstone_ and the mass of land on which it had lain from the bottom of the sea to form the Isle of Kortos—also known as Starstone Isle—where he then established the city of Absalom.\n\n In the centuries to follow, Absalom grew into one of the largest cities in the world, and Arodens legacy grew alongside it. As the millennia passed, his attentions increasingly turned away from the concerns of the Inner Seas inhabitants to otherworldly matters beyond mortal ken, but prophecy spoke of a time when he would return to Golarion and lead humanity triumphantly into an Age of Glory. As the time of Arodens return drew near, entire nations undertook monumental preparations to welcome him back to Golarion.\n\n But instead, Aroden died, and with him the reliability of prophecy as well. Golarion was wracked by storms, war, and supernatural devastation as the gods death marked the beginning of a new age—a time of uncertainty, but also a time of opportunity. This is the Age of Lost Omens, an age in need of heroes like never before.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Months and Days</title>\r\n\r\nThe names of the months of the year are as follows in the Inner Sea region:<br />&amp;emsp; Abadius ( January)<br />&amp;emsp; Calistril (February)<br />&amp;emsp; Pharast (March)<br />&amp;emsp; Gozran (April)<br />&amp;emsp; Desnus (May)<br />&amp;emsp; Sarenith ( June)<br />&amp;emsp; Erastus ( July)<br />&amp;emsp; Arodus (August)<br />&amp;emsp; Rova (September)<br />&amp;emsp; Lamashan (October)<br />&amp;emsp; Neth (November)<br />&amp;emsp; Kuthona (December)\n\n The names of the days are as follows:<br />&amp;emsp; Moonday (Monday)<br />&amp;emsp; Toilday (Tuesday)<br />&amp;emsp; Wealday (Wednesday)<br />&amp;emsp; Oathday (Thursday)<br />&amp;emsp; Fireday (Friday)<br />&amp;emsp; Starday (Saturday)<br />&amp;emsp; Sunday (Sunday)\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Time</title>\r\n\r\nLike Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-305\" />\r\n\r\n<document level=\"2\" id=\"rules-306\" />\r\n\r\n<document level=\"2\" id=\"rules-310\" />","name":"Chapter 8: The Age of Lost Omens","next_link":{"label":"Chapter 9: Playing the Game","url":"/Rules.aspx?ID=311"},"previous_link":{"label":"Chapter 7: Spells","url":"/Rules.aspx?ID=259"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 417 <sup>4.0</sup></row>\n\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 417"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 417 <sup>4.0</sup></row>","speed":{},"text":" Chapter 8: The Age of Lost Omens Source Core Rulebook pg. 417 4.0 Ten thousand years ago, the world of Golarion came close to ending. Earthfall, as this extinction-level event came to be known, saw the world pummeled by a shower of falling stars that sank continents, hollowed out new seas, and destroyed civilizations. It took centuries for the world to recover, and centuries more for society to rebuild, but recover it did. Dwarves ascended to the surface from the underground reaches of the Darklands in their legendary Quest for Sky, elves returned from the neighboring planet of Castrovel via a network of portals to reclaim their lands and traditions, and gnomes from the mysterious First World sought shelter from a now-forgotten terror. Survivors from other ancestries who had sheltered through the terror and destruction of Earthfall emerged during the Age of Darkness to reclaim their ancestral lands, from scrappy goblin tribes with a knack for surviving despite all odds against them to industrious halflings who emerged from the ruins to found societies of their own. But humanity made the most astounding recovery. Less than 2,000 years after the near-extinction from Earthfall, the Age of Destiny saw the rise of many new human empires throughout the world. Humanity built wondrous structures, and its schools relearned magic that had been thought lost. Among these human nations walked a man named Aroden—an immortal survivor of the devastation of Earthfall. Aroden had long since cultivated a following of loyal subjects who regarded him with awe, for immortality was but one of the wonders hed achieved. Greatest among these was his discovery of a shard of potent magic known today as the Starstone , a fragment from the stars that fell during Earthfall, which had lodged at the bottom of the Inner Sea. Contact with this alien artifact assailed Aroden with phantasmagoric visions, subjected him to a series of deadly martial trials, and posed exhausting moral quandaries that challenged his limits more than any of the arduous experiences he had yet endured. He emerged from this test a living god, and his first divine act was to raise the Starstone and the mass of land on which it had lain from the bottom of the sea to form the Isle of Kortos—also known as Starstone Isle—where he then established the city of Absalom. In the centuries to follow, Absalom grew into one of the largest cities in the world, and Arodens legacy grew alongside it. As the millennia passed, his attentions increasingly turned away from the concerns of the Inner Seas inhabitants to otherworldly matters beyond mortal ken, but prophecy spoke of a time when he would return to Golarion and lead humanity triumphantly into an Age of Glory. As the time of Arodens return drew near, entire nations undertook monumental preparations to welcome him back to Golarion. But instead, Aroden died, and with him the reliability of prophecy as well. Golarion was wracked by storms, war, and supernatural devastation as the gods death marked the beginning of a new age—a time of uncertainty, but also a time of opportunity. This is the Age of Lost Omens, an age in need of heroes like never before. Months and Days The names of the months of the year are as follows in the Inner Sea region: &amp;emsp; Abadius ( January) &amp;emsp; Calistril (February) &amp;emsp; Pharast (March) &amp;emsp; Gozran (April) &amp;emsp; Desnus (May) &amp;emsp; Sarenith ( June) &amp;emsp; Erastus ( July) &amp;emsp; Arodus (August) &amp;emsp; Rova (September) &amp;emsp; Lamashan (October) &amp;emsp; Neth (November) &amp;emsp; Kuthona (December) The names of the days are as follows: &amp;emsp; Moonday (Monday) &amp;emsp; Toilday (Tuesday) &amp;emsp; Wealday (Wednesday) &amp;emsp; Oathday (Thursday) &amp;emsp; Fireday (Friday) &amp;emsp; Starday (Saturday) &amp;emsp; Sunday (Sunday) Time Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years. ","type":"Rules","url":"/Rules.aspx?ID=304","weakness":{}}},{"_index":"aon18","_id":"rules-305","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 8: The Age of Lost Omens"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-305","markdown":"<title level=\"1\" right=\"Rules\">[Beyond the Inner Sea](/Rules.aspx?ID=305)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 418 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Inner Sea region consists of the continent of Avistan and the northern portion of the continent of Garund, but it is only one part of a much larger world. Garund itself extends further south, and its southern reaches are home to several unique ancestries and cultures. As one travels east from the Inner Sea, the vast expanse of the continent of Casmaron stretches beyond the horizon. With the immense inland Castrovin Sea at its heart, Casmaron is the largest of Golarions continents and home to some of its oldest and most successful empires. Farther east of Casmaron lies the continent of Tian Xia, a region often called the Dragon Empires. The northern section of Tian Xia connects to Golarions northernmost continent, a frozen reach known as the Crown of the World. This continent forms a bridge between Tian Xia and Avistan over the north pole. South of Tian Xia lies the mysterious continent of Sarusan, of which little is known due to the powerful storms and vexing currents that shroud its shores. Heading west from the Inner Sea region, sailors encounter the shattered remnants of lost Azlant, a ruined continent that hosted one of humanitys first empires until it was destroyed during Earthfall. Sailing farther west from these ruins eventually leads to the shores of Arcadia, a land with unusual magical traditions and powerful nations of its own. And beneath all of these lands, carved into the planets very crust, lie the twisting tunnels of the tripartite underground realm known collectively as the Darklands, which houses great horrors and dangers but equally great opportunities for triumph and treasure.\n\n In addition, Golarion is but one of 11 worlds that orbit its sun. To the vast majority of the planets denizens, the other 11 worlds are little more than points of light in the sky, but these worlds are not so distant as one might expect. The planets of Akiton and Castrovel are Golarions closest neighbors. Travelers from both have visited and in some cases settled on Golarion, most notably elves, who originally hail from Castrovel. Even the farthest planet, remote Aucturn, has influenced Golarion, with its alien inhabitants exerting a sinister touch on the world that recently put the entire planet in peril. The wise thus do not discount the dangers and wonders that dwell on other planets of Golarions solar system.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Beyond the Inner Sea","next_link":{"label":"The Great Beyond","url":"/Rules.aspx?ID=306"},"previous_link":{"label":"Chapter 7: Spells","url":"/Rules.aspx?ID=259"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 418 <sup>4.0</sup></row>\r\n\r\nChapter 8: The Age of Lost Omens\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 418"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 418 <sup>4.0</sup></row>","speed":{},"text":" Beyond the Inner Sea Source Core Rulebook pg. 418 4.0 The Inner Sea region consists of the continent of Avistan and the northern portion of the continent of Garund, but it is only one part of a much larger world. Garund itself extends further south, and its southern reaches are home to several unique ancestries and cultures. As one travels east from the Inner Sea, the vast expanse of the continent of Casmaron stretches beyond the horizon. With the immense inland Castrovin Sea at its heart, Casmaron is the largest of Golarions continents and home to some of its oldest and most successful empires. Farther east of Casmaron lies the continent of Tian Xia, a region often called the Dragon Empires. The northern section of Tian Xia connects to Golarions northernmost continent, a frozen reach known as the Crown of the World. This continent forms a bridge between Tian Xia and Avistan over the north pole. South of Tian Xia lies the mysterious continent of Sarusan, of which little is known due to the powerful storms and vexing currents that shroud its shores. Heading west from the Inner Sea region, sailors encounter the shattered remnants of lost Azlant, a ruined continent that hosted one of humanitys first empires until it was destroyed during Earthfall. Sailing farther west from these ruins eventually leads to the shores of Arcadia, a land with unusual magical traditions and powerful nations of its own. And beneath all of these lands, carved into the planets very crust, lie the twisting tunnels of the tripartite underground realm known collectively as the Darklands, which houses great horrors and dangers but equally great opportunities for triumph and treasure. In addition, Golarion is but one of 11 worlds that orbit its sun. To the vast majority of the planets denizens, the other 11 worlds are little more than points of light in the sky, but these worlds are not so distant as one might expect. The planets of Akiton and Castrovel are Golarions closest neighbors. Travelers from both have visited and in some cases settled on Golarion, most notably elves, who originally hail from Castrovel. Even the farthest planet, remote Aucturn, has influenced Golarion, with its alien inhabitants exerting a sinister touch on the world that recently put the entire planet in peril. The wise thus do not discount the dangers and wonders that dwell on other planets of Golarions solar system. ","type":"Rules","url":"/Rules.aspx?ID=305","weakness":{}}},{"_index":"aon18","_id":"rules-306","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 8: The Age of Lost Omens"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-306","markdown":"<title level=\"1\" right=\"Rules\">[The Great Beyond](/Rules.aspx?ID=306)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 418 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCountless planets lie beyond Golarion's solar system, but even these myriad worlds of the universe, known as the [Material Plane](/Planes.aspx?ID=1), are but a fragment compared to what lies in the multiverse beyond. Other planes of existence and strange dimensions wrap this reality in a series of layered, nested spheres, known collectively as the Great Beyond. This model of reality is as much a metaphor for concepts that mortal minds have difficulty grasping as a physical description, for within the Great Beyond, anything is possible.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-307\" />\r\n\r\n<document level=\"2\" id=\"rules-308\" />\r\n\r\n<document level=\"2\" id=\"rules-309\" />","name":"The Great Beyond","next_link":{"label":"The Inner Sea Region","url":"/Rules.aspx?ID=310"},"previous_link":{"label":"Beyond the Inner Sea","url":"/Rules.aspx?ID=305"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 418 <sup>4.0</sup></row>\r\n\r\nChapter 8: The Age of Lost Omens\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 418"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 418 <sup>4.0</sup></row>","speed":{},"text":" The Great Beyond Source Core Rulebook pg. 418 4.0 Countless planets lie beyond Golarion's solar system, but even these myriad worlds of the universe, known as the Material Plane, are but a fragment compared to what lies in the multiverse beyond. Other planes of existence and strange dimensions wrap this reality in a series of layered, nested spheres, known collectively as the Great Beyond. This model of reality is as much a metaphor for concepts that mortal minds have difficulty grasping as a physical description, for within the Great Beyond, anything is possible. ","type":"Rules","url":"/Rules.aspx?ID=306","weakness":{}}},{"_index":"aon18","_id":"rules-307","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 8: The Age of Lost Omens","The Great Beyond"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-307","markdown":"<title level=\"1\" right=\"Rules\">[Inner Sphere](/Rules.aspx?ID=307)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 419 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe core of the multiverse is the Inner Sphere. Here, the vast expanse of the Material Plane and its countless worlds can be found. The Elemental Planes surround the Material Plane like layered shells, with the [Plane of Air](/Planes.aspx?ID=4) on the inside, transitioning to the [Plane of Water](/Planes.aspx?ID=7), then to the [Plane of Earth](/Planes.aspx?ID=5), and finally to the [Plane of Fire](/Planes.aspx?ID=6), in something of a reversal of order in which these elements most often appear on habitable planets. The planes of [Positive](/Planes.aspx?ID=3) and [Negative Energy](/Planes.aspx?ID=2) are also within the Inner Sphere, their opposing nodes of life and death, creation and destruction, light and dark forming the start and the end of all existence.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Inner Sphere","next_link":{"label":"Outer Sphere","url":"/Rules.aspx?ID=308"},"previous_link":{"label":"Beyond the Inner Sea","url":"/Rules.aspx?ID=305"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 419 <sup>4.0</sup></row>\r\n\r\nChapter 8: The Age of Lost Omens / The Great Beyond\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 419"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 419 <sup>4.0</sup></row>","speed":{},"text":" Inner Sphere Source Core Rulebook pg. 419 4.0 The core of the multiverse is the Inner Sphere. Here, the vast expanse of the Material Plane and its countless worlds can be found. The Elemental Planes surround the Material Plane like layered shells, with the Plane of Air on the inside, transitioning to the Plane of Water, then to the Plane of Earth, and finally to the Plane of Fire, in something of a reversal of order in which these elements most often appear on habitable planets. The planes of Positive and Negative Energy are also within the Inner Sphere, their opposing nodes of life and death, creation and destruction, light and dark forming the start and the end of all existence. ","type":"Rules","url":"/Rules.aspx?ID=307","weakness":{}}},{"_index":"aon18","_id":"rules-308","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 8: The Age of Lost Omens","The Great Beyond"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-308","markdown":"<title level=\"1\" right=\"Rules\">[Outer Sphere](/Rules.aspx?ID=308)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 419 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe scope of reality within the Outer Sphere is difficult to grasp. Here the gods dwell and the souls of the dead gather to be judged by the goddess of the dead, [Pharasma](/Deities.aspx?ID=14), atop the spire in the realm that is her [Boneyard](/Planes.aspx?ID=15). Anything is possible in the Outer Sphere, and its realms are as much manifestations of philosophies and belief as anything else. From the towering mountain of [Heaven](/Planes.aspx?ID=17) to the endless gulfs of the demon-held [Abyss](/Planes.aspx?ID=13), be it the agonizing pit of [Hell](/Planes.aspx?ID=18) or the boundless wonders of [Elysium](/Planes.aspx?ID=16), all of reality is represented within the Outer Sphere. Over time this reality erodes away and is recycled back into the raw material of life within the [Positive Energy Plane](/Planes.aspx?ID=3).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Outer Sphere","next_link":{"label":"Other Planes and Dimensions","url":"/Rules.aspx?ID=309"},"previous_link":{"label":"Inner Sphere","url":"/Rules.aspx?ID=307"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 419 <sup>4.0</sup></row>\r\n\r\nChapter 8: The Age of Lost Omens / The Great Beyond\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 419"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 419 <sup>4.0</sup></row>","speed":{},"text":" Outer Sphere Source Core Rulebook pg. 419 4.0 The scope of reality within the Outer Sphere is difficult to grasp. Here the gods dwell and the souls of the dead gather to be judged by the goddess of the dead, Pharasma, atop the spire in the realm that is her Boneyard. Anything is possible in the Outer Sphere, and its realms are as much manifestations of philosophies and belief as anything else. From the towering mountain of Heaven to the endless gulfs of the demon-held Abyss, be it the agonizing pit of Hell or the boundless wonders of Elysium, all of reality is represented within the Outer Sphere. Over time this reality erodes away and is recycled back into the raw material of life within the Positive Energy Plane. ","type":"Rules","url":"/Rules.aspx?ID=308","weakness":{}}},{"_index":"aon18","_id":"rules-309","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 8: The Age of Lost Omens","The Great Beyond"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-309","markdown":"<title level=\"1\" right=\"Rules\">[Other Planes and Dimensions](/Rules.aspx?ID=309)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 419 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome planes exist in the same physical or metaphysical space as others, overlapping these other planes like overlays of reality. They include the ghost world of the [Ethereal Plane](/Planes.aspx?ID=9), which overlays the Inner Sphere; the dizzying vastness of the [Astral Plane](/Planes.aspx?ID=8), which overlays almost all reality and fills the seemingly endless gulf between the Inner Sphere and the Outer Sphere; and the fey-haunted [First World](/Planes.aspx?ID=10) and the sinister [Shadow Plane](/Planes.aspx?ID=11), which each overlay the Material Plane. Stranger reaches of the Great Beyond exist as well; some, such as the [Dreamlands](/Planes.aspx?ID=22), are visited often (if accidentally), while others, such as the enigmatic [Dimension of Time](/Planes.aspx?ID=21), are visited rarely, if ever. In all cases these dimensions cannot be accessed by normal means, and each has their own method of entry and exit.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Other Planes and Dimensions","next_link":{"label":"The Inner Sea Region","url":"/Rules.aspx?ID=310"},"previous_link":{"label":"Outer Sphere","url":"/Rules.aspx?ID=308"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 419 <sup>4.0</sup></row>\r\n\r\nChapter 8: The Age of Lost Omens / The Great Beyond\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 419"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 419 <sup>4.0</sup></row>","speed":{},"text":" Other Planes and Dimensions Source Core Rulebook pg. 419 4.0 Some planes exist in the same physical or metaphysical space as others, overlapping these other planes like overlays of reality. They include the ghost world of the Ethereal Plane, which overlays the Inner Sphere; the dizzying vastness of the Astral Plane, which overlays almost all reality and fills the seemingly endless gulf between the Inner Sphere and the Outer Sphere; and the fey-haunted First World and the sinister Shadow Plane, which each overlay the Material Plane. Stranger reaches of the Great Beyond exist as well; some, such as the Dreamlands, are visited often (if accidentally), while others, such as the enigmatic Dimension of Time, are visited rarely, if ever. In all cases these dimensions cannot be accessed by normal means, and each has their own method of entry and exit. ","type":"Rules","url":"/Rules.aspx?ID=309","weakness":{}}},{"_index":"aon18","_id":"rules-310","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 8: The Age of Lost Omens"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-310","markdown":"<title level=\"1\" right=\"Rules\">[The Inner Sea Region](/Rules.aspx?ID=310)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 419 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlthough infinite opportunities for adventure await on other continents, worlds, and planes, the Inner Sea region is the focus of the Pathfinder campaign setting. With dozens of nations, empires, frontiers, and wildlands, this region presents a huge range of opportunities for heroism and villainy, exploration and adventure!\n\n The following pages break down the Inner Sea region into 10 separate regions, each with its own themes. Only a brief overview of each region is presented here—enough to establish the setting and whet the imagination. If youre interested in exploring Golarion and the Inner Sea region more, see the Pathfinder World Guide, Pathfinder Adventures, and Pathfinder Adventure Path volumes. Adventure paths present not only in-depth material about the region, but also full-length campaigns whose adventures bring a brand-new group of heroes all the way to the height of power!\n\n The year in the Inner Sea region is 4719 Absalom Reckoning (AR). As the calendar advances in the real world, time also progresses for Golarion. The _Pathfinder Core Rulebook_ was first published in the year 2019, with the Inner Sea regions corresponding year ending in the same two final digits. Golarions history is expansive, but two of the most significant events to shape the world occurred in 5293 AR, when Earthfall nearly brought an end to the world, and in 4606 AR, when Aroden, the god of humanity, died, and prophecies the world over began to fail, beginning the Age of Lost Omens.\n\n The map on page 416 depicts the Inner Sea region, further subdivided into the 10 subregions explored on the following pages. The borders of these regions are thematic rather than political. For an in-depth exploration of the Inner Sea region and its dozens of nations and wildlands, see the _Pathfinder Lost Omens World Guide_.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Inner Sea Region","next_link":{"label":"Chapter 9: Playing the Game","url":"/Rules.aspx?ID=311"},"previous_link":{"label":"The Great Beyond","url":"/Rules.aspx?ID=306"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 419 <sup>4.0</sup></row>\r\n\r\nChapter 8: The Age of Lost Omens\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 419"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 419 <sup>4.0</sup></row>","speed":{},"text":" The Inner Sea Region Source Core Rulebook pg. 419 4.0 Although infinite opportunities for adventure await on other continents, worlds, and planes, the Inner Sea region is the focus of the Pathfinder campaign setting. With dozens of nations, empires, frontiers, and wildlands, this region presents a huge range of opportunities for heroism and villainy, exploration and adventure! The following pages break down the Inner Sea region into 10 separate regions, each with its own themes. Only a brief overview of each region is presented here—enough to establish the setting and whet the imagination. If youre interested in exploring Golarion and the Inner Sea region more, see the Pathfinder World Guide, Pathfinder Adventures, and Pathfinder Adventure Path volumes. Adventure paths present not only in-depth material about the region, but also full-length campaigns whose adventures bring a brand-new group of heroes all the way to the height of power! The year in the Inner Sea region is 4719 Absalom Reckoning (AR). As the calendar advances in the real world, time also progresses for Golarion. The Pathfinder Core Rulebook was first published in the year 2019, with the Inner Sea regions corresponding year ending in the same two final digits. Golarions history is expansive, but two of the most significant events to shape the world occurred in 5293 AR, when Earthfall nearly brought an end to the world, and in 4606 AR, when Aroden, the god of humanity, died, and prophecies the world over began to fail, beginning the Age of Lost Omens. The map on page 416 depicts the Inner Sea region, further subdivided into the 10 subregions explored on the following pages. The borders of these regions are thematic rather than political. For an in-depth exploration of the Inner Sea region and its dozens of nations and wildlands, see the Pathfinder Lost Omens World Guide . ","type":"Rules","url":"/Rules.aspx?ID=310","weakness":{}}},{"_index":"aon18","_id":"rules-311","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-311","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 9: Playing the Game](/Rules.aspx?ID=311)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 443 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt this point, you have a character and are ready to play Pathfinder! Or maybe youre the GM and you are getting ready to run your first adventure. Either way, this chapter provides the full details for the rules outlined in Chapter 1: Introduction. This chapter begins by describing the general rules and conventions of how the game is played and then presents more in-depth explanations of the rules for each mode of play.\n\nBefore diving into how to play Pathfinder, its important to understand the games three modes of play, which determine the pace of your adventure and the specific rules youll use at a given time. Each mode provides a different pace and presents a different level of risk to your characters. The Game Master (GM) determines which mode works best for the story and controls the transition between them. Youll likely talk about the modes less formally during your play session, simply transitioning between exploration and encounters during the adventure, before heading to a settlement to achieve something during downtime.\n\n The most intricate of the modes is **encounter mode**. This is where most of the intense action takes place, and its most often used for combat or other high-stakes situations. The GM typically switches to encounter mode by calling on the players to “roll for initiative” to determine the order in which all the actors take their turns during the encounter. Time is then divided into a series of rounds, each lasting roughly 6 seconds in the game world. Each round, player characters, other creatures, and sometimes even hazards or events take their turn in initiative order. At the start of a participants turn, they gain the use of a number of actions (typically 3 in the case of PCs and other creatures) as well as a special action called a reaction. These actions, and what you do with them, are how you affect the world within an encounter. The full rules for playing in encounter mode start on page 468. \n\n In **exploration mode**, time is more flexible and the play more free form. In this mode, minutes, hours, or even days in the game world pass quickly in the real world, as the characters travel cross country, explore uninhabited sections of a dungeon, or roleplay during a social gathering. Often, developments during exploration lead to encounters, and the GM will switch to that mode of play until the encounter ends, before returning to exploration mode. The rules for exploration start on page 479.\n\n The third mode is **downtime**. During downtime, the characters are at little risk, and the passage of time is measured in days or longer. This is when you might forge a magic sword, research a new spell, or prepare for your next adventure. The rules for downtime are on page 481.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-312\" />\r\n\r\n<document level=\"2\" id=\"rules-429\" />\r\n\r\n<document level=\"2\" id=\"rules-469\" />\r\n\r\n<document level=\"2\" id=\"rules-473\" />","name":"Chapter 9: Playing the Game","next_link":{"label":"Chapter 10: Game Mastering","url":"/Rules.aspx?ID=480"},"previous_link":{"label":"Chapter 8: The Age of Lost Omens","url":"/Rules.aspx?ID=304"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 443 <sup>4.0</sup></row>\n\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 443"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 443 <sup>4.0</sup></row>","speed":{},"text":" Chapter 9: Playing the Game Source Core Rulebook pg. 443 4.0 At this point, you have a character and are ready to play Pathfinder! Or maybe youre the GM and you are getting ready to run your first adventure. Either way, this chapter provides the full details for the rules outlined in Chapter 1: Introduction. This chapter begins by describing the general rules and conventions of how the game is played and then presents more in-depth explanations of the rules for each mode of play. Before diving into how to play Pathfinder, its important to understand the games three modes of play, which determine the pace of your adventure and the specific rules youll use at a given time. Each mode provides a different pace and presents a different level of risk to your characters. The Game Master (GM) determines which mode works best for the story and controls the transition between them. Youll likely talk about the modes less formally during your play session, simply transitioning between exploration and encounters during the adventure, before heading to a settlement to achieve something during downtime. The most intricate of the modes is encounter mode . This is where most of the intense action takes place, and its most often used for combat or other high-stakes situations. The GM typically switches to encounter mode by calling on the players to “roll for initiative” to determine the order in which all the actors take their turns during the encounter. Time is then divided into a series of rounds, each lasting roughly 6 seconds in the game world. Each round, player characters, other creatures, and sometimes even hazards or events take their turn in initiative order. At the start of a participants turn, they gain the use of a number of actions (typically 3 in the case of PCs and other creatures) as well as a special action called a reaction. These actions, and what you do with them, are how you affect the world within an encounter. The full rules for playing in encounter mode start on page 468. In exploration mode , time is more flexible and the play more free form. In this mode, minutes, hours, or even days in the game world pass quickly in the real world, as the characters travel cross country, explore uninhabited sections of a dungeon, or roleplay during a social gathering. Often, developments during exploration lead to encounters, and the GM will switch to that mode of play until the encounter ends, before returning to exploration mode. The rules for exploration start on page 479. The third mode is downtime . During downtime, the characters are at little risk, and the passage of time is measured in days or longer. This is when you might forge a magic sword, research a new spell, or prepare for your next adventure. The rules for downtime are on page 481. ","type":"Rules","url":"/Rules.aspx?ID=311","weakness":{}}},{"_index":"aon18","_id":"rules-312","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-312","markdown":"<title level=\"1\" right=\"Rules\">[General Rules](/Rules.aspx?ID=312)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 443 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBefore exploring the specific rules of each mode of play, youll want to understand a number of general rules of the game. To one degree or another, these rules are used in every mode of play.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Game Conventions</title>\r\n\r\nPathfinder has many specific rules, but youll also want to keep these general guidelines in mind when playing. \n\n### The GM Has the Final Say\n If youre ever uncertain how to apply a rule, the GM decides. Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyones point of view and make a decision that is both fair and fun. \n\n### Specific Overrides General\n A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If theres still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC 5 flat check to determine if you hit. Flat checks dont benefit from modifiers, bonuses, or penalties, but an ability thats specifically designed to overcome concealment might override and alter this. If a rule doesnt specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects dont specifically say to. \n\n### Rounding\n You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified. For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage. \n\n### Multiplying\n When more than one effect would multiply the same number, dont multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it. \n\n### Duplicate Effects\n When youre affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using [_mage armor_](/Spells.aspx?ID=176) and then cast it again, youd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage. \n\n### Ambiguous Rules\n Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesnt work as intended, work with your group to find a good solution, rather than just playing with the rule as printed.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-313\" />\r\n\r\n<document level=\"2\" id=\"rules-314\" />\r\n\r\n<document level=\"2\" id=\"rules-320\" />\r\n\r\n<document level=\"2\" id=\"rules-332\" />\r\n\r\n<document level=\"2\" id=\"rules-335\" />\r\n\r\n<document level=\"2\" id=\"rules-349\" />\r\n\r\n<document level=\"2\" id=\"rules-350\" />\r\n\r\n<document level=\"2\" id=\"rules-361\" />\r\n\r\n<document level=\"2\" id=\"rules-371\" />\r\n\r\n<document level=\"2\" id=\"rules-372\" />\r\n\r\n<document level=\"2\" id=\"rules-387\" />\r\n\r\n<document level=\"2\" id=\"rules-395\" />\r\n\r\n<document level=\"2\" id=\"rules-405\" />\r\n\r\n<document level=\"2\" id=\"rules-427\" />","name":"General Rules","next_link":{"label":"Encounter Mode","url":"/Rules.aspx?ID=429"},"previous_link":{"label":"Chapter 8: The Age of Lost Omens","url":"/Rules.aspx?ID=304"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 443 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 443"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 443 <sup>4.0</sup></row>","speed":{},"text":" General Rules Source Core Rulebook pg. 443 4.0 Before exploring the specific rules of each mode of play, youll want to understand a number of general rules of the game. To one degree or another, these rules are used in every mode of play. Game Conventions Pathfinder has many specific rules, but youll also want to keep these general guidelines in mind when playing. ### The GM Has the Final Say If youre ever uncertain how to apply a rule, the GM decides. Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyones point of view and make a decision that is both fair and fun. ### Specific Overrides General A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If theres still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC 5 flat check to determine if you hit. Flat checks dont benefit from modifiers, bonuses, or penalties, but an ability thats specifically designed to overcome concealment might override and alter this. If a rule doesnt specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects dont specifically say to. ### Rounding You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified. For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage. ### Multiplying When more than one effect would multiply the same number, dont multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it. ### Duplicate Effects When youre affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using mage armor and then cast it again, youd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage. ### Ambiguous Rules Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesnt work as intended, work with your group to find a good solution, rather than just playing with the rule as printed. ","type":"Rules","url":"/Rules.aspx?ID=312","weakness":{}}},{"_index":"aon18","_id":"rules-313","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-313","markdown":"<title level=\"1\" right=\"Rules\">[Making Choices](/Rules.aspx?ID=313)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 443 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPathfinder is a game where your choices determine the storys direction. Throughout the game, the GM describes whats happening in the world and then asks the players, “So what do you do?” Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because youll rarely, if ever, make the same decisions as another group of players. This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter.\n\n Often, your choices have no immediate risk or consequences. If youre traveling along a forest path and come across a fork in the trail, the GM will ask, “Which way do you go?” You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately.\n\n But sometimes what happens as a result of your choices is less than certain. In those cases, youll attempt a check.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Making Choices","next_link":{"label":"Checks","url":"/Rules.aspx?ID=314"},"previous_link":{"label":"Chapter 8: The Age of Lost Omens","url":"/Rules.aspx?ID=304"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 443 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 443"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 443 <sup>4.0</sup></row>","speed":{},"text":" Making Choices Source Core Rulebook pg. 443 4.0 Pathfinder is a game where your choices determine the storys direction. Throughout the game, the GM describes whats happening in the world and then asks the players, “So what do you do?” Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because youll rarely, if ever, make the same decisions as another group of players. This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter. Often, your choices have no immediate risk or consequences. If youre traveling along a forest path and come across a fork in the trail, the GM will ask, “Which way do you go?” You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately. But sometimes what happens as a result of your choices is less than certain. In those cases, youll attempt a check. ","type":"Rules","url":"/Rules.aspx?ID=313","weakness":{}}},{"_index":"aon18","_id":"rules-314","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-314","markdown":"<title level=\"1\" right=\"Rules\">[Checks](/Rules.aspx?ID=314)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 443 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen success isnt certain—whether youre swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earls second cousin at a soiree—youll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps. <ol><li>Roll a d20 and identify the modifiers, bonuses, and penalties that apply. </li><li>Calculate the result. </li><li>Compare the result to the difficulty class (DC). </li><li>Determine the degree of success and the effect.</li></ol> Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, youll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, youll attempt an Athletics skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earls second cousin, you attempt a check to Recall Knowledge. You might use either the Society skill or a Lore skill you have thats relevant to the task, and the DC depends on how common the knowledge of the cousins name might be, or how many drinks your character had when they were introduced to the cousin the night before.\n\n No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Fortune and Misfortune Effects</title>\r\n\r\n[Fortune](/Traits.aspx?ID=76) and [misfortune](/Traits.aspx?ID=110) effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result.\n\n You can never have more than one fortune effect or misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use [Halfling Luck](/Feats.aspx?ID=54) (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it.\n\n If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-315\" />\r\n\r\n<document level=\"2\" id=\"rules-316\" />\r\n\r\n<document level=\"2\" id=\"rules-317\" />\r\n\r\n<document level=\"2\" id=\"rules-319\" />","name":"Checks","next_link":{"label":"Specific Checks","url":"/Rules.aspx?ID=320"},"previous_link":{"label":"Making Choices","url":"/Rules.aspx?ID=313"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 443 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 443"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 443 <sup>4.0</sup></row>","speed":{},"text":" Checks Source Core Rulebook pg. 443 4.0 When success isnt certain—whether youre swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earls second cousin at a soiree—youll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps. Roll a d20 and identify the modifiers, bonuses, and penalties that apply. Calculate the result. Compare the result to the difficulty class (DC). Determine the degree of success and the effect. Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, youll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, youll attempt an Athletics skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earls second cousin, you attempt a check to Recall Knowledge. You might use either the Society skill or a Lore skill you have thats relevant to the task, and the DC depends on how common the knowledge of the cousins name might be, or how many drinks your character had when they were introduced to the cousin the night before. No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below. Fortune and Misfortune Effects Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result. You can never have more than one fortune effect or misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it. If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally. ","type":"Rules","url":"/Rules.aspx?ID=314","weakness":{}}},{"_index":"aon18","_id":"rules-315","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Checks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-315","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Roll d20 and Identify the Modifiers, Bonuses, and Penalties that Apply](/Rules.aspx?ID=315)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 444 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStart by rolling your d20. Youll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A **modifier** can be either positive or negative, but a **bonus** is always positive, and a **penalty** is always negative. The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic.\n\n Nearly all checks allow you to add an ability modifier to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what youre trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earls cousin uses your Intelligence modifier.\n\n When attempting a check that involves something you have some training in, you will also add your proficiency bonus. This bonus depends on your proficiency rank: untrained, trained, expert, master, or legendary. If youre untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your characters level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.\n\n## Proficiency Bonus\n<row gap=\"tiny\">\n<table><tr><td>**Proficiency Rank**</td><td>**Proficiency Bonus**</td></tr><tr><td>Untrained</td><td>0</td></tr><tr><td>Trained</td><td>Your level + 2</td></tr><tr><td>Expert</td><td>Your level + 4</td></tr><tr><td>Master</td><td>Your level + 6</td></tr><tr><td>Legendary</td><td>Your level + 8</td></tr></table></row>\n\n There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, youll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they dont “stack.” For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two. \n\n**Circumstance bonuses** typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since theyre the same type and the bonus from cover is higher.\n\n **Item bonuses** are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemists tools grant you an item bonus to Crafting checks when making alchemical items.\n\n **Status bonuses** typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level [_heroism_](/Spells.aspx?ID=149) spell grants a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks. If you were under the effect of _heroism_ and someone cast the [_bless_](/Spells.aspx?ID=25) spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus.\n\n Penalties work very much like bonuses. You can have **circumstance penalties**, **status penalties**, and sometimes even **item penalties**. Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a _heroism_ spell but a 2 status penalty from the sickened condition, youd apply them both to your roll—so _heroism_ still helps even though youre feeling unwell.\n\n Unlike bonuses, penalties can also be untyped, in which case they wont be classified as “circumstance,” “item,” or “status.” Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target thats beyond your weapons normal range increment, you incur a range penalty on the attack. Because these are both untyped penalties, if you make multiple attacks at a faraway target, youd apply both the multiple attack penalty and the range penalty to your roll.\n\n Once youve identified all your various modifiers, bonuses, and penalties, you move on to the next step.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1: Roll d20 and Identify the Modifiers, Bonuses, and Penalties that Apply","next_link":{"label":"Step 2: Calculate the Result","url":"/Rules.aspx?ID=316"},"previous_link":{"label":"Making Choices","url":"/Rules.aspx?ID=313"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 444 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Checks\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 444"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 444 <sup>4.0</sup></row>","speed":{},"text":" Step 1: Roll d20 and Identify the Modifiers, Bonuses, and Penalties that Apply Source Core Rulebook pg. 444 4.0 Start by rolling your d20. Youll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A modifier can be either positive or negative, but a bonus is always positive, and a penalty is always negative. The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic. Nearly all checks allow you to add an ability modifier to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what youre trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earls cousin uses your Intelligence modifier. When attempting a check that involves something you have some training in, you will also add your proficiency bonus. This bonus depends on your proficiency rank: untrained, trained, expert, master, or legendary. If youre untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your characters level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level. ## Proficiency Bonus Proficiency Rank Proficiency Bonus Untrained 0 Trained Your level + 2 Expert Your level + 4 Master Your level + 6 Legendary Your level + 8 There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, youll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they dont “stack.” For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two. Circumstance bonuses typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since theyre the same type and the bonus from cover is higher. Item bonuses are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemists tools grant you an item bonus to Crafting checks when making alchemical items. Status bonuses typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level heroism spell grants a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks. If you were under the effect of heroism and someone cast the bless spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus. Penalties work very much like bonuses. You can have circumstance penalties , status penalties , and sometimes even item penalties . Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a heroism spell but a 2 status penalty from the sickened condition, youd apply them both to your roll—so heroism still helps even though youre feeling unwell. Unlike bonuses, penalties can also be untyped, in which case they wont be classified as “circumstance,” “item,” or “status.” Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target thats beyond your weapons normal range increment, you incur a range penalty on the attack. Because these are both untyped penalties, if you make multiple attacks at a faraway target, youd apply both the multiple attack penalty and the range penalty to your roll. Once youve identified all your various modifiers, bonuses, and penalties, you move on to the next step. ","type":"Rules","url":"/Rules.aspx?ID=315","weakness":{}}},{"_index":"aon18","_id":"rules-316","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Checks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-316","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Calculate the Result](/Rules.aspx?ID=316)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 445 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2: Calculate the Result","next_link":{"label":"Step 3: Compare the Result to the DC","url":"/Rules.aspx?ID=317"},"previous_link":{"label":"Step 1: Roll d20 and Identify the Modifiers, Bonuses, and Penalties that Apply","url":"/Rules.aspx?ID=315"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 445 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Checks\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 445"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 445 <sup>4.0</sup></row>","speed":{},"text":" Step 2: Calculate the Result Source Core Rulebook pg. 445 4.0 This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result. ","type":"Rules","url":"/Rules.aspx?ID=316","weakness":{}}},{"_index":"aon18","_id":"rules-317","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Checks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-317","markdown":"<title level=\"1\" right=\"Rules\">[Step 3: Compare the Result to the DC](/Rules.aspx?ID=317)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 445 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis step can be simple, or it can create suspense. Sometimes youll know the Difficulty Class (DC) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail.\n\n Other times, you might not know the DC right away. Swimming across a river would require an [Athletics](/Skills.aspx?ID=3) check, but it doesnt have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-318\" />","name":"Step 3: Compare the Result to the DC","next_link":{"label":"Step 4: Determine the Degree of Success","url":"/Rules.aspx?ID=319"},"previous_link":{"label":"Step 2: Calculate the Result","url":"/Rules.aspx?ID=316"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 445 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Checks\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 445"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 445 <sup>4.0</sup></row>","speed":{},"text":" Step 3: Compare the Result to the DC Source Core Rulebook pg. 445 4.0 This step can be simple, or it can create suspense. Sometimes youll know the Difficulty Class (DC) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail. Other times, you might not know the DC right away. Swimming across a river would require an Athletics check, but it doesnt have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC. ","type":"Rules","url":"/Rules.aspx?ID=317","weakness":{}}},{"_index":"aon18","_id":"rules-318","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Checks","Step 3: Compare the Result to the DC"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-318","markdown":"<title level=\"1\" right=\"Rules\">[Calculating DCs](/Rules.aspx?ID=318)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 445 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Calculating DCs","next_link":{"label":"Step 4: Determine the Degree of Success","url":"/Rules.aspx?ID=319"},"previous_link":{"label":"Step 2: Calculate the Result","url":"/Rules.aspx?ID=316"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 445 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Checks / Step 3: Compare the Result to the DC\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 445"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 445 <sup>4.0</sup></row>","speed":{},"text":" Calculating DCs Source Core Rulebook pg. 445 4.0 Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic. ","type":"Rules","url":"/Rules.aspx?ID=318","weakness":{}}},{"_index":"aon18","_id":"rules-319","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Checks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-319","markdown":"<title level=\"1\" right=\"Rules\">[Step 4: Determine the Degree of Success](/Rules.aspx?ID=319)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 445 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.\n\n You critically succeed at a check when the check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.\n\n If you rolled a 20 on the die (a “natural 20”), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a “natural 1”), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.\n\n Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 4: Determine the Degree of Success","next_link":{"label":"Specific Checks","url":"/Rules.aspx?ID=320"},"previous_link":{"label":"Step 3: Compare the Result to the DC","url":"/Rules.aspx?ID=317"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 445 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Checks\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 445"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 445 <sup>4.0</sup></row>","speed":{},"text":" Step 4: Determine the Degree of Success Source Core Rulebook pg. 445 4.0 Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check. You critically succeed at a check when the check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure. If you rolled a 20 on the die (a “natural 20”), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a “natural 1”), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead. Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else. ","type":"Rules","url":"/Rules.aspx?ID=319","weakness":{}}},{"_index":"aon18","_id":"rules-320","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-320","markdown":"<title level=\"1\" right=\"Rules\">[Specific Checks](/Rules.aspx?ID=320)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 446 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile most checks follow these basic rules, its useful to know about a few specific types of checks, how theyre used, and how they differ from one another.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-321\" />\r\n\r\n<document level=\"2\" id=\"rules-325\" />\r\n\r\n<document level=\"2\" id=\"rules-326\" />\r\n\r\n<document level=\"2\" id=\"rules-328\" />\r\n\r\n<document level=\"2\" id=\"rules-330\" />\r\n\r\n<document level=\"2\" id=\"rules-331\" />","name":"Specific Checks","next_link":{"label":"Special Checks","url":"/Rules.aspx?ID=332"},"previous_link":{"label":"Checks","url":"/Rules.aspx?ID=314"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 446 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 446"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 446 <sup>4.0</sup></row>","speed":{},"text":" Specific Checks Source Core Rulebook pg. 446 4.0 While most checks follow these basic rules, its useful to know about a few specific types of checks, how theyre used, and how they differ from one another. ","type":"Rules","url":"/Rules.aspx?ID=320","weakness":{}}},{"_index":"aon18","_id":"rules-321","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Specific Checks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-321","markdown":"<title level=\"1\" right=\"Rules\">[Attack Rolls](/Rules.aspx?ID=321)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 446 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you use a Strike action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.\n\n **Melee attack rolls** use Strength as their ability modifier by default. If you're using a weapon or attack with the finesse trait, then you can use your Dexterity modifier instead. \n\n<center>**Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a finesse weapon) + proficiency bonus + other bonuses + penalties**</center> **Ranged attack rolls** use Dexterity as their ability modifier. \n\n<center>**Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties**</center> When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons.\n\n The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's [potency rune](/Equipment.aspx?ID=281).\n\n Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Striding and Striking</title>\r\n\r\nTwo of the simplest and most common actions youll use in combat are Stride and Strike, described in full on page 471.\n\n **Stride** is an action that has the move trait and that allows you to move a number of feet up to your Speed. Youll often need to Stride multiple times to reach a foe whos far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.\n\n **Strike** is an action that has the attack trait and that allows you to attack with a weapon youre wielding or an unarmed attack (such as a fist).\n\n If youre using a melee weapon or unarmed attack, your target must be within your reach; if youre attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks. Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.\n\n Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the Athletics skill, or spell attack rolls.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-322\" />\r\n\r\n<document level=\"2\" id=\"rules-323\" />\r\n\r\n<document level=\"2\" id=\"rules-324\" />","name":"Attack Rolls","next_link":{"label":"Spell Attack Rolls","url":"/Rules.aspx?ID=325"},"previous_link":{"label":"Checks","url":"/Rules.aspx?ID=314"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 446 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Specific Checks\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 446"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 446 <sup>4.0</sup></row>","speed":{},"text":" Attack Rolls Source Core Rulebook pg. 446 4.0 When you use a Strike action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page. Melee attack rolls use Strength as their ability modifier by default. If you're using a weapon or attack with the finesse trait, then you can use your Dexterity modifier instead. Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a finesse weapon) + proficiency bonus + other bonuses + penalties Ranged attack rolls use Dexterity as their ability modifier. Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons. The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune. Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below. Striding and Striking Two of the simplest and most common actions youll use in combat are Stride and Strike, described in full on page 471. Stride is an action that has the move trait and that allows you to move a number of feet up to your Speed. Youll often need to Stride multiple times to reach a foe whos far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet. Strike is an action that has the attack trait and that allows you to attack with a weapon youre wielding or an unarmed attack (such as a fist). If youre using a melee weapon or unarmed attack, your target must be within your reach; if youre attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks. Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments. Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the Athletics skill, or spell attack rolls. ","type":"Rules","url":"/Rules.aspx?ID=321","weakness":{}}},{"_index":"aon18","_id":"rules-322","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Specific Checks","Attack Rolls"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-322","markdown":"<title level=\"1\" right=\"Rules\">[Multiple Attack Penalty](/Rules.aspx?ID=322)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 446 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an attack action during your turn, you take a 5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a 10 penalty to your check. Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others.\n\n Some weapons and abilities reduce multiple attack penalties, such as agile weapons, which reduce these penalties to 4 on the second attack or 8 on further attacks. \n\n## Multiple Attack Penalty\n<row gap=\"tiny\">\n<table> <tr><td>**Attack**</td><td>**Multiple Attack Penalty**</td><td>**Agile**</td></tr> <tr><td>First</td><td>None</td><td>None</td></tr> <tr><td>Second</td><td>-5</td><td>-4</td></tr> <tr><td>Third and subsequent</td><td>-10</td><td>-8</td></tr> </table></row>\n\n Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a longsword in one hand and a shortsword (which has the agile trait) in your other hand, and you are going to make three Strikes with these weapons during the course of your turn. The first Strike you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a 5 penalty if you use the longsword or a 4 penalty if you use the shortsword. Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular Strike. It would be a 10 penalty with the longsword and a 8 penalty with the shortsword, no matter what weapon you used for your previous Strikes.\n\nThe multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Multiple Attack Penalty","next_link":{"label":"Range Penalty","url":"/Rules.aspx?ID=323"},"previous_link":{"label":"Checks","url":"/Rules.aspx?ID=314"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 446 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Specific Checks / Attack Rolls\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 446"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 446 <sup>4.0</sup></row>","speed":{},"text":" Multiple Attack Penalty Source Core Rulebook pg. 446 4.0 The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an attack action during your turn, you take a 5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a 10 penalty to your check. Every check that has the attack trait counts toward your multiple attack penalty, including Strikes, spell attack rolls, certain skill actions like Shove, and many others. Some weapons and abilities reduce multiple attack penalties, such as agile weapons, which reduce these penalties to 4 on the second attack or 8 on further attacks. ## Multiple Attack Penalty Attack Multiple Attack Penalty Agile First None None Second -5 -4 Third and subsequent -10 -8 Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a longsword in one hand and a shortsword (which has the agile trait) in your other hand, and you are going to make three Strikes with these weapons during the course of your turn. The first Strike you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a 5 penalty if you use the longsword or a 4 penalty if you use the shortsword. Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular Strike. It would be a 10 penalty with the longsword and a 8 penalty with the shortsword, no matter what weapon you used for your previous Strikes. The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn. ","type":"Rules","url":"/Rules.aspx?ID=322","weakness":{}}},{"_index":"aon18","_id":"rules-323","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Specific Checks","Attack Rolls"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-323","markdown":"<title level=\"1\" right=\"Rules\">[Range Penalty](/Rules.aspx?ID=323)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 446 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRanged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If youre attacking beyond that range increment, you take a 2 penalty for each additional increment beyond the first. You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.\n\n For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If theyre beyond 120 feet but no more than 240 feet away, you take a 2 penalty due to range. If theyre beyond 240 feet but no more than 360 feet away, you take a 4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a 10 penalty due to range.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Range Penalty","next_link":{"label":"Armor Class","url":"/Rules.aspx?ID=324"},"previous_link":{"label":"Multiple Attack Penalty","url":"/Rules.aspx?ID=322"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 446 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Specific Checks / Attack Rolls\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 446"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 446 <sup>4.0</sup></row>","speed":{},"text":" Range Penalty Source Core Rulebook pg. 446 4.0 Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If youre attacking beyond that range increment, you take a 2 penalty for each additional increment beyond the first. You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target. For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If theyre beyond 120 feet but no more than 240 feet away, you take a 2 penalty due to range. If theyre beyond 240 feet but no more than 360 feet away, you take a 4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a 10 penalty due to range. ","type":"Rules","url":"/Rules.aspx?ID=323","weakness":{}}},{"_index":"aon18","_id":"rules-324","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Specific Checks","Attack Rolls"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-324","markdown":"<title level=\"1\" right=\"Rules\">[Armor Class](/Rules.aspx?ID=324)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 447 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAttack rolls are compared to a special difficulty class called an **Armor Class (AC)**, which measures how hard it is for your foes to hit you with Strikes and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.\n\n Armor Class is calculated using the following formula. \n\n<center>**Armor Class = 10 + Dexterity modifier (up to your armors Dex Cap) + proficiency bonus + armors item bonus to AC + other bonuses + penalties**</center> Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor youre wearing. If youre not wearing armor, use your proficiency in unarmored defense.\n\n Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually wont apply to your AC, but magic armor can increase the item bonus granted by your armor.\n\n Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear [shoddy](/Rules.aspx?ID=197) armor.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Armor Class","next_link":{"label":"Spell Attack Rolls","url":"/Rules.aspx?ID=325"},"previous_link":{"label":"Range Penalty","url":"/Rules.aspx?ID=323"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 447 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Specific Checks / Attack Rolls\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 447"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 447 <sup>4.0</sup></row>","speed":{},"text":" Armor Class Source Core Rulebook pg. 447 4.0 Attack rolls are compared to a special difficulty class called an Armor Class (AC) , which measures how hard it is for your foes to hit you with Strikes and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you. Armor Class is calculated using the following formula. Armor Class = 10 + Dexterity modifier (up to your armors Dex Cap) + proficiency bonus + armors item bonus to AC + other bonuses + penalties Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor youre wearing. If youre not wearing armor, use your proficiency in unarmored defense. Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually wont apply to your AC, but magic armor can increase the item bonus granted by your armor. Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor. ","type":"Rules","url":"/Rules.aspx?ID=324","weakness":{}}},{"_index":"aon18","_id":"rules-325","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Specific Checks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-325","markdown":"<title level=\"1\" right=\"Rules\">[Spell Attack Rolls](/Rules.aspx?ID=325)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 447 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creatures AC. \n\n The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the [Stonewalker](/Feats.aspx?ID=10) ancestry feat would use her Charisma modifier when casting [_meld into stone_](/Spells.aspx?ID=188) from that feat, since its a divine innate spell, but she would use her Wisdom modifier when casting [_heal_](/Spells.aspx?ID=148) and other spells using her cleric divine spellcasting.\n\nDetermine the spell attack roll with the following formula. \n\n<center>**Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties**</center> If you have the ability to cast spells, youll have a proficiency rank for your spell attack rolls, so youll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.\n\n Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your Spell DC to determine how the spell affects them. \n\n Your spell DC is calculated using the following formula. \n\n<center>**Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties**</center>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spell Attack Rolls","next_link":{"label":"Perception","url":"/Rules.aspx?ID=326"},"previous_link":{"label":"Attack Rolls","url":"/Rules.aspx?ID=321"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 447 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Specific Checks\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 447"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 447 <sup>4.0</sup></row>","speed":{},"text":" Spell Attack Rolls Source Core Rulebook pg. 447 4.0 If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creatures AC. The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting meld into stone from that feat, since its a divine innate spell, but she would use her Wisdom modifier when casting heal and other spells using her cleric divine spellcasting. Determine the spell attack roll with the following formula. Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties If you have the ability to cast spells, youll have a proficiency rank for your spell attack rolls, so youll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty. Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your Spell DC to determine how the spell affects them. Your spell DC is calculated using the following formula. Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties ","type":"Rules","url":"/Rules.aspx?ID=325","weakness":{}}},{"_index":"aon18","_id":"rules-326","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Specific Checks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-326","markdown":"<title level=\"1\" right=\"Rules\">[Perception](/Rules.aspx?ID=326)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 448 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPerception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check. Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check. \n\n<center>**Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties**</center> Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a [fine spyglass](/Equipment.aspx?ID=55) grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception. \n\n Many abilities are compared to your Perception DC to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-327\" />","name":"Perception","next_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=328"},"previous_link":{"label":"Spell Attack Rolls","url":"/Rules.aspx?ID=325"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 448 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Specific Checks\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 448"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 448 <sup>4.0</sup></row>","speed":{},"text":" Perception Source Core Rulebook pg. 448 4.0 Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check. Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check. Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception. Many abilities are compared to your Perception DC to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier. ","type":"Rules","url":"/Rules.aspx?ID=326","weakness":{}}},{"_index":"aon18","_id":"rules-327","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Specific Checks","Perception"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-327","markdown":"<title level=\"1\" right=\"Rules\">[Perception for Initiative](/Rules.aspx?ID=327)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 448 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOften, youll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but youll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Perception for Initiative","next_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=328"},"previous_link":{"label":"Spell Attack Rolls","url":"/Rules.aspx?ID=325"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 448 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Specific Checks / Perception\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 448"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 448 <sup>4.0</sup></row>","speed":{},"text":" Perception for Initiative Source Core Rulebook pg. 448 4.0 Often, youll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but youll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468. ","type":"Rules","url":"/Rules.aspx?ID=327","weakness":{}}},{"_index":"aon18","_id":"rules-328","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Specific Checks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-328","markdown":"<title level=\"1\" right=\"Rules\">[Saving Throws](/Rules.aspx?ID=328)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 448 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find [_resilient_](/Equipment.aspx?ID=279) armor or other magic items that give an item bonus.\n\n Fortitude saving throws allow you to reduce the effects of abilities and afflictions that can debilitate the body. They use your Constitution modifier and are calculated as shown in the formula below. \n\n<center>**Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties**</center> Reflex saving throws measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below. \n\n<center>**Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties**</center> Will saving throws measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below. \n\n<center>**Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties**</center> Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw.\n\n Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the [sickened](/Conditions.aspx?ID=34) condition by spending an action to attempt a Fortitude save.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-329\" />","name":"Saving Throws","next_link":{"label":"Skill Checks and Skill DCs","url":"/Rules.aspx?ID=330"},"previous_link":{"label":"Perception","url":"/Rules.aspx?ID=326"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 448 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Specific Checks\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 448"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 448 <sup>4.0</sup></row>","speed":{},"text":" Saving Throws Source Core Rulebook pg. 448 4.0 There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find resilient armor or other magic items that give an item bonus. Fortitude saving throws allow you to reduce the effects of abilities and afflictions that can debilitate the body. They use your Constitution modifier and are calculated as shown in the formula below. Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties Reflex saving throws measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below. Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties Will saving throws measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below. Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw. Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save. ","type":"Rules","url":"/Rules.aspx?ID=328","weakness":{}}},{"_index":"aon18","_id":"rules-329","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Specific Checks","Saving Throws"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-329","markdown":"<title level=\"1\" right=\"Rules\">[Basic Saving Throws](/Rules.aspx?ID=329)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 449 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the “basic” part refers to the effects. For a basic save, youll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw. \n\n**Critical Success** You take no damage from the spell, hazard, or effect that caused you to attempt the save.<br /> **Success** You take half the listed damage from the effect.<br /> **Failure** You take the full damage listed from the effect.<br /> **Critical Failure** You take double the listed damage from the effect.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Basic Saving Throws","next_link":{"label":"Skill Checks and Skill DCs","url":"/Rules.aspx?ID=330"},"previous_link":{"label":"Perception","url":"/Rules.aspx?ID=326"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 449 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Specific Checks / Saving Throws\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 449"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 449 <sup>4.0</sup></row>","speed":{},"text":" Basic Saving Throws Source Core Rulebook pg. 449 4.0 Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the “basic” part refers to the effects. For a basic save, youll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw. Critical Success You take no damage from the spell, hazard, or effect that caused you to attempt the save. Success You take half the listed damage from the effect. Failure You take the full damage listed from the effect. Critical Failure You take double the listed damage from the effect. ","type":"Rules","url":"/Rules.aspx?ID=329","weakness":{}}},{"_index":"aon18","_id":"rules-330","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Specific Checks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-330","markdown":"<title level=\"1\" right=\"Rules\">[Skill Checks and Skill DCs](/Rules.aspx?ID=330)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 449 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPathfinder has a variety of skills, from Athletics to Medicine to Occultism. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, [Athletics](/Skills.aspx?ID=3) deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. [Medicine](/Skills.aspx?ID=9) deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill youre using, you calculate a check for it using the following formula. \n\n<center>**Skill check result = d20 roll + modifier of the skills key ability score + proficiency bonus + other bonuses + penalties**</center> Youre unlikely to be trained in every skill. When using a skill in which youre untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill youre using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446.\n\n When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill Checks and Skill DCs","next_link":{"label":"Notating Total Modifiers","url":"/Rules.aspx?ID=331"},"previous_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=328"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 449 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Specific Checks\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 449"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 449 <sup>4.0</sup></row>","speed":{},"text":" Skill Checks and Skill DCs Source Core Rulebook pg. 449 4.0 Pathfinder has a variety of skills, from Athletics to Medicine to Occultism. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, Athletics deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. Medicine deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill youre using, you calculate a check for it using the following formula. Skill check result = d20 roll + modifier of the skills key ability score + proficiency bonus + other bonuses + penalties Youre unlikely to be trained in every skill. When using a skill in which youre untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill youre using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446. When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill. ","type":"Rules","url":"/Rules.aspx?ID=330","weakness":{}}},{"_index":"aon18","_id":"rules-331","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Specific Checks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-331","markdown":"<title level=\"1\" right=\"Rules\">[Notating Total Modifiers](/Rules.aspx?ID=331)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen creating your character and adventuring youll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically wont apply them to your notations.\n\n Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a [_+1 weapon potency_ rune](/Equipment.aspx?ID=281), youll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a [fine spyglass](/Equipment.aspx?ID=55), you wouldnt add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Notating Total Modifiers","next_link":{"label":"Special Checks","url":"/Rules.aspx?ID=332"},"previous_link":{"label":"Skill Checks and Skill DCs","url":"/Rules.aspx?ID=330"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Specific Checks\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 450"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>","speed":{},"text":" Notating Total Modifiers Source Core Rulebook pg. 450 4.0 When creating your character and adventuring youll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically wont apply them to your notations. Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a +1 weapon potency rune, youll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldnt add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances. ","type":"Rules","url":"/Rules.aspx?ID=331","weakness":{}}},{"_index":"aon18","_id":"rules-332","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-332","markdown":"<title level=\"1\" right=\"Rules\">[Special Checks](/Rules.aspx?ID=332)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome categories of checks follow special rules. The most notable are flat checks and secret checks.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-333\" />\r\n\r\n<document level=\"2\" id=\"rules-334\" />","name":"Special Checks","next_link":{"label":"Damage","url":"/Rules.aspx?ID=335"},"previous_link":{"label":"Specific Checks","url":"/Rules.aspx?ID=320"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 450"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>","speed":{},"text":" Special Checks Source Core Rulebook pg. 450 4.0 Some categories of checks follow special rules. The most notable are flat checks and secret checks. ","type":"Rules","url":"/Rules.aspx?ID=332","weakness":{}}},{"_index":"aon18","_id":"rules-333","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Special Checks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-333","markdown":"<title level=\"1\" right=\"Rules\">[Flat Checks](/Rules.aspx?ID=333)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen the chance something will happen or fail to happen is based purely on chance, youll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks DCs; most such effects affect only certain types of flat checks.\n\n If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Flat Checks","next_link":{"label":"Secret Checks","url":"/Rules.aspx?ID=334"},"previous_link":{"label":"Specific Checks","url":"/Rules.aspx?ID=320"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Special Checks\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 450"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>","speed":{},"text":" Flat Checks Source Core Rulebook pg. 450 4.0 When the chance something will happen or fail to happen is based purely on chance, youll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks DCs; most such effects affect only certain types of flat checks. If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail. ","type":"Rules","url":"/Rules.aspx?ID=333","weakness":{}}},{"_index":"aon18","_id":"rules-334","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Special Checks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-334","markdown":"<title level=\"1\" right=\"Rules\">[Secret Checks](/Rules.aspx?ID=334)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes you as the player shouldnt know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesnt reveal the result. Instead, the GM simply describes the information or effects determined by the checks result. If you dont know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you cant use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with Recall Knowledge or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and theyll apply the ability to the check.\n\n The GM can choose to make any check secret, even if its not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Secret Checks","next_link":{"label":"Damage","url":"/Rules.aspx?ID=335"},"previous_link":{"label":"Flat Checks","url":"/Rules.aspx?ID=333"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Special Checks\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 450"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>","speed":{},"text":" Secret Checks Source Core Rulebook pg. 450 4.0 Sometimes you as the player shouldnt know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesnt reveal the result. Instead, the GM simply describes the information or effects determined by the checks result. If you dont know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you cant use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with Recall Knowledge or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and theyll apply the ability to the check. The GM can choose to make any check secret, even if its not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery. ","type":"Rules","url":"/Rules.aspx?ID=334","weakness":{}}},{"_index":"aon18","_id":"rules-335","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-335","markdown":"<title level=\"1\" right=\"Rules\">[Damage](/Rules.aspx?ID=335)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creatures Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the [Hit Points, Healing, and Dying](/Rules.aspx?ID=372) section. \n\n Damage is sometimes given as a fixed amount, but more often than not youll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties. Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below. <ol><li>Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll. </li><li>Determine the damage type. </li><li>Apply the targets immunities, weaknesses, and resistances to the damage. </li><li>If any damage remains, reduce the targets Hit Points by that amount.</li></ol>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-336\" />\r\n\r\n<document level=\"2\" id=\"rules-340\" />\r\n\r\n<document level=\"2\" id=\"rules-342\" />\r\n\r\n<document level=\"2\" id=\"rules-347\" />","name":"Damage","next_link":{"label":"Conditions","url":"/Rules.aspx?ID=349"},"previous_link":{"label":"Special Checks","url":"/Rules.aspx?ID=332"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 450"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>","speed":{},"text":" Damage Source Core Rulebook pg. 450 4.0 In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creatures Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section. Damage is sometimes given as a fixed amount, but more often than not youll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties. Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below. Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll. Determine the damage type. Apply the targets immunities, weaknesses, and resistances to the damage. If any damage remains, reduce the targets Hit Points by that amount. ","type":"Rules","url":"/Rules.aspx?ID=335","weakness":{}}},{"_index":"aon18","_id":"rules-336","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Damage"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-336","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Roll the Damage Dice and Apply Modifiers, Bonuses, and Penalties](/Rules.aspx?ID=336)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if youre using a normal longsword, youll roll 1d8. If youre casting a 3rd-level [_fireball_](/Spells.aspx?ID=119) spell, youll roll 6d6. Sometimes, especially in the case of weapons, youll apply modifiers, bonuses, and penalties to the damage. \n\n When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier youll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items.\n\n As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together. \n\n Use the formulas below. \n\n<center>**Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties**</center> \n\n<center>**Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties**</center> \n\n<center>**Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties**</center> If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage. Once your damage die is rolled, and youve applied any modifiers, bonuses, and penalties, move on to Step 2. Though sometimes there are special considerations, described below.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-337\" />\r\n\r\n<document level=\"2\" id=\"rules-338\" />\r\n\r\n<document level=\"2\" id=\"rules-339\" />","name":"Step 1: Roll the Damage Dice and Apply Modifiers, Bonuses, and Penalties","next_link":{"label":"Step 2: Determine the Damage Type","url":"/Rules.aspx?ID=340"},"previous_link":{"label":"Special Checks","url":"/Rules.aspx?ID=332"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Damage\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 450"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 450 <sup>4.0</sup></row>","speed":{},"text":" Step 1: Roll the Damage Dice and Apply Modifiers, Bonuses, and Penalties Source Core Rulebook pg. 450 4.0 Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if youre using a normal longsword, youll roll 1d8. If youre casting a 3rd-level fireball spell, youll roll 6d6. Sometimes, especially in the case of weapons, youll apply modifiers, bonuses, and penalties to the damage. When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier youll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items. As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together. Use the formulas below. Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage. Once your damage die is rolled, and youve applied any modifiers, bonuses, and penalties, move on to Step 2. Though sometimes there are special considerations, described below. ","type":"Rules","url":"/Rules.aspx?ID=336","weakness":{}}},{"_index":"aon18","_id":"rules-337","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Damage","Step 1: Roll the Damage Dice and Apply Modifiers, Bonuses, and Penalties"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-337","markdown":"<title level=\"1\" right=\"Rules\">[Increasing Damage](/Rules.aspx?ID=337)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the [_striking_](/Equipment.aspx?ID=280) rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapons damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Increasing Damage","next_link":{"label":"Persistent Damage","url":"/Rules.aspx?ID=338"},"previous_link":{"label":"Special Checks","url":"/Rules.aspx?ID=332"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Damage / Step 1: Roll the Damage Dice and Apply Modifiers, Bonuses, and Penalties\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 451"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>","speed":{},"text":" Increasing Damage Source Core Rulebook pg. 451 4.0 In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the striking rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapons damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature. ","type":"Rules","url":"/Rules.aspx?ID=337","weakness":{}}},{"_index":"aon18","_id":"rules-338","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Damage","Step 1: Roll the Damage Dice and Apply Modifiers, Bonuses, and Penalties"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-338","markdown":"<title level=\"1\" right=\"Rules\">[Persistent Damage](/Rules.aspx?ID=338)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPersistent damage is a condition that causes damage to recur beyond the original effect. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC 15 flat check to see if you recover from the persistent damage. See the Conditions Appendix on pages 618623 for the complete rules regarding the persistent damage condition.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Persistent Damage","next_link":{"label":"Doubling and Halving Damage","url":"/Rules.aspx?ID=339"},"previous_link":{"label":"Increasing Damage","url":"/Rules.aspx?ID=337"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Damage / Step 1: Roll the Damage Dice and Apply Modifiers, Bonuses, and Penalties\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 451"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>","speed":{},"text":" Persistent Damage Source Core Rulebook pg. 451 4.0 Persistent damage is a condition that causes damage to recur beyond the original effect. Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC 15 flat check to see if you recover from the persistent damage. See the Conditions Appendix on pages 618623 for the complete rules regarding the persistent damage condition. ","type":"Rules","url":"/Rules.aspx?ID=338","weakness":{}}},{"_index":"aon18","_id":"rules-339","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Damage","Step 1: Roll the Damage Dice and Apply Modifiers, Bonuses, and Penalties"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-339","markdown":"<title level=\"1\" right=\"Rules\">[Doubling and Halving Damage](/Rules.aspx?ID=339)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes youll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for single-target attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the [_flaming_](/Equipment.aspx?ID=295) weapon runes persistent fire damage or the extra damage die from the fatal weapon trait, arent doubled.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Doubling and Halving Damage","next_link":{"label":"Step 2: Determine the Damage Type","url":"/Rules.aspx?ID=340"},"previous_link":{"label":"Persistent Damage","url":"/Rules.aspx?ID=338"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Damage / Step 1: Roll the Damage Dice and Apply Modifiers, Bonuses, and Penalties\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 451"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>","speed":{},"text":" Doubling and Halving Damage Source Core Rulebook pg. 451 4.0 Sometimes youll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for single-target attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the flaming weapon runes persistent fire damage or the extra damage die from the fatal weapon trait, arent doubled. ","type":"Rules","url":"/Rules.aspx?ID=339","weakness":{}}},{"_index":"aon18","_id":"rules-340","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Damage"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-340","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Determine the Damage Type](/Rules.aspx?ID=340)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce youve calculated how much damage you deal, youll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a [_lightning bolt_](/Spells.aspx?ID=172) spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described in the Damage Types sidebar.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Damage Types</title>\r\n\r\nDamage has a number of different types and categories, which are described below. \n\n### Physical Damage\n Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. **Bludgeoning damage** comes from weapons and hazards that deal blunt-force trauma, like a hit from a [club](/Weapons.aspx?ID=2) or being dashed against rocks. **Piercing damage** is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a [spear](/Weapons.aspx?ID=10). **Slashing damage** is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.\n\n [Ghosts](/MonsterFamilies.aspx?ID=51) and other [incorporeal](/Traits.aspx?ID=222) creatures have a high resistance to physical attacks that aren't magical (attacks that lack the [magical](/Traits.aspx?ID=103) trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magic trait) and most other damage types. \n\n### Energy Damage\n Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. **Acid damage** can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes by harder materials. **Cold damage** freezes material by way of contact with chilling gases and ice. **Electricity damage** comes from the discharge of powerful lightning and sparks. **Fire damage** burns through heat and combustion. **Sonic damage** assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.\n\nTwo special types of energy damage specifically target the living and the undead. **Positive damage** harms only [undead](/Traits.aspx?ID=160) creatures, withering undead bodies and disrupting incorporeal undead. **Negative damage** saps life, damaging only living creatures.\n\n Powerful and pure magical energy can manifest itself as **force damage**. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and [wraiths](/MonsterFamilies.aspx?ID=164). \n\n### Alignment Damage\n Weapons and effects keyed to a particular alignment can deal **chaotic**, **evil**, **good**, or **lawful** damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only [lawful](/Traits.aspx?ID=99) creatures, evil damage harms only [good](/Traits.aspx?ID=83) creatures, good damage harms only [evil](/Traits.aspx?ID=64) creatures, and lawful damage harms only [chaotic](/Traits.aspx?ID=25) creatures. \n\n### Mental Damage\n Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals **mental damage**. [Mindless](/Traits.aspx?ID=108) creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects. \n\n### Poison Damage\n Venoms, toxins, and the like can deal **poison damage**, which affects creatures by way of [contact](/Traits.aspx?ID=37), [ingestion](/Traits.aspx?ID=95), [inhalation](/Traits.aspx?ID=96), or [injury](/Traits.aspx?ID=97). In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described [here](/Rules.aspx?ID=361). \n\n### Bleed Damage\n Another special type of physical damage is bleed damage. This is persistent damage that represents loss of blood. As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.\n\n### Precision Damage\n Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you **precision damage**, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a [rogue's](/Classes.aspx?ID=10) sneak attack increases the piercing damage by 1d6.\n\n Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Likewise, since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to non-magical damage, like a ghost or other incorporeal creature, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage. \n\n### Precious Materials\n While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, [silver weapons](/Equipment.aspx?ID=379) are particularly effective against [lycanthropes](/MonsterFamilies.aspx?ID=100) and bypass the resistances to physical damage that most [devils](/MonsterFamilies.aspx?ID=30) have.\r\n</aside>","name":"Step 2: Determine the Damage Type","next_link":{"label":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","url":"/Rules.aspx?ID=342"},"previous_link":{"label":"Step 1: Roll the Damage Dice and Apply Modifiers, Bonuses, and Penalties","url":"/Rules.aspx?ID=336"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Damage\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 451"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>","speed":{},"text":" Step 2: Determine the Damage Type Source Core Rulebook pg. 451 4.0 Once youve calculated how much damage you deal, youll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a lightning bolt spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described in the Damage Types sidebar. Damage Types Damage has a number of different types and categories, which are described below. ### Physical Damage Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. Bludgeoning damage comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. Piercing damage is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. Slashing damage is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap. Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magic trait) and most other damage types. ### Energy Damage Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. Acid damage can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes by harder materials. Cold damage freezes material by way of contact with chilling gases and ice. Electricity damage comes from the discharge of powerful lightning and sparks. Fire damage burns through heat and combustion. Sonic damage assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage. Two special types of energy damage specifically target the living and the undead. Positive damage harms only undead creatures, withering undead bodies and disrupting incorporeal undead. Negative damage saps life, damaging only living creatures. Powerful and pure magical energy can manifest itself as force damage . Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths. ### Alignment Damage Weapons and effects keyed to a particular alignment can deal chaotic , evil , good , or lawful damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures. ### Mental Damage Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals mental damage . Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects. ### Poison Damage Venoms, toxins, and the like can deal poison damage , which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described here. ### Bleed Damage Another special type of physical damage is bleed damage. This is persistent damage that represents loss of blood. As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points. ### Precision Damage Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you precision damage , you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6. Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Likewise, since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to non-magical damage, like a ghost or other incorporeal creature, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage. ### Precious Materials While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have. ","type":"Rules","url":"/Rules.aspx?ID=340","weakness":{}}},{"_index":"aon18","_id":"rules-342","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Damage"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-342","markdown":"<title level=\"1\" right=\"Rules\">[Step 3: Apply the Target's Immunities, Weaknesses, and Resistances](/Rules.aspx?ID=342)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDefenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-343\" />\r\n\r\n<document level=\"2\" id=\"rules-344\" />\r\n\r\n<document level=\"2\" id=\"rules-345\" />\r\n\r\n<document level=\"2\" id=\"rules-346\" />","name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","next_link":{"label":"Step 4: If Damage Remains, Reduce the Target's Hit Points","url":"/Rules.aspx?ID=347"},"previous_link":{"label":"Step 2: Determine the Damage Type","url":"/Rules.aspx?ID=340"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Damage\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 451"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>","speed":{},"text":" Step 3: Apply the Target's Immunities, Weaknesses, and Resistances Source Core Rulebook pg. 451 4.0 Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment. ","type":"Rules","url":"/Rules.aspx?ID=342","weakness":{}}},{"_index":"aon18","_id":"rules-343","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Damage","Step 3: Apply the Target's Immunities, Weaknesses, and Resistances"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-343","markdown":"<title level=\"1\" right=\"Rules\">[Immunity](/Rules.aspx?ID=343)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. You can still be targeted by an ability that includes an effect or condition you are immune to; you just don't apply that particular effect or condition.\n\n If you have immunity to effects with a certain trait (such as [death](/Traits.aspx?ID=40) effects, [poison](/Traits.aspx?ID=126), or [disease](/Traits.aspx?ID=46)), you are unaffected by effects with that trait. Often, an effect has a trait and deals that type of damage (this is especially true in the case of energy damage types). In these cases, the immunity applies to the effect corresponding to the trait, not just the damage. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.\n\n Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the [attack](/Traits.aspx?ID=15) trait (such as [Grapple](/Actions.aspx?ID=35) and [Shove](/Actions.aspx?ID=38)).\n\n Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the [nonlethal](/Traits.aspx?ID=188) trait, no matter what other type the damage has. For instance, a [stone golem](/Monsters.aspx?ID=241) has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the nonlethal trait, such as if you're a [monk](/Classes.aspx?ID=8).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Immunity","next_link":{"label":"Temporary Immunity","url":"/Rules.aspx?ID=344"},"previous_link":{"label":"Step 2: Determine the Damage Type","url":"/Rules.aspx?ID=340"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Damage / Step 3: Apply the Target's Immunities, Weaknesses, and Resistances\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 451"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 451 <sup>4.0</sup></row>","speed":{},"text":" Immunity Source Core Rulebook pg. 451 4.0 When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. You can still be targeted by an ability that includes an effect or condition you are immune to; you just don't apply that particular effect or condition. If you have immunity to effects with a certain trait (such as death effects, poison, or disease), you are unaffected by effects with that trait. Often, an effect has a trait and deals that type of damage (this is especially true in the case of energy damage types). In these cases, the immunity applies to the effect corresponding to the trait, not just the damage. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire. Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as Grapple and Shove). Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a stone golem has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the nonlethal trait, such as if you're a monk. ","type":"Rules","url":"/Rules.aspx?ID=343","weakness":{}}},{"_index":"aon18","_id":"rules-344","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Damage","Step 3: Apply the Target's Immunities, Weaknesses, and Resistances"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-344","markdown":"<title level=\"1\" right=\"Rules\">[Temporary Immunity](/Rules.aspx?ID=344)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect dont affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creatures ability, it doesnt matter who created the effect. For example, the [_blindness_](/Spells.aspx?ID=26) spell says, “The target is temporarily immune to _blindness_ for 1 minute.” If anyone casts _blindness_ on that creature again before 1 minute passes, the spell has no effect. \n\n Temporary immunity doesnt prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you dont immediately lose the frightened condition due to the immunity you just gained—you simply dont become frightened if youre targeted by the ability again before the immunity ends.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Temporary Immunity","next_link":{"label":"Weaknesses","url":"/Rules.aspx?ID=345"},"previous_link":{"label":"Immunity","url":"/Rules.aspx?ID=343"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Damage / Step 3: Apply the Target's Immunities, Weaknesses, and Resistances\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 453"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>","speed":{},"text":" Temporary Immunity Source Core Rulebook pg. 453 4.0 Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect dont affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creatures ability, it doesnt matter who created the effect. For example, the blindness spell says, “The target is temporarily immune to blindness for 1 minute.” If anyone casts blindness on that creature again before 1 minute passes, the spell has no effect. Temporary immunity doesnt prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you dont immediately lose the frightened condition due to the immunity you just gained—you simply dont become frightened if youre targeted by the ability again before the immunity ends. ","type":"Rules","url":"/Rules.aspx?ID=344","weakness":{}}},{"_index":"aon18","_id":"rules-345","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Damage","Step 3: Apply the Target's Immunities, Weaknesses, and Resistances"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-345","markdown":"<title level=\"1\" right=\"Rules\">[Weaknesses](/Rules.aspx?ID=345)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.\n\n If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Weaknesses","next_link":{"label":"Resistance","url":"/Rules.aspx?ID=346"},"previous_link":{"label":"Temporary Immunity","url":"/Rules.aspx?ID=344"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Damage / Step 3: Apply the Target's Immunities, Weaknesses, and Resistances\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 453"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>","speed":{},"text":" Weaknesses Source Core Rulebook pg. 453 4.0 If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage. If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material. ","type":"Rules","url":"/Rules.aspx?ID=345","weakness":{}}},{"_index":"aon18","_id":"rules-346","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Damage","Step 3: Apply the Target's Immunities, Weaknesses, and Resistances"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-346","markdown":"<title level=\"1\" right=\"Rules\">[Resistance](/Rules.aspx?ID=346)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster thats resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that werent magical, but would take normal damage from your _+1 mace_ (since its magical) or a non-magical spear (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.\n\n If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.\n\n Its possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Resistance","next_link":{"label":"Step 4: If Damage Remains, Reduce the Target's Hit Points","url":"/Rules.aspx?ID=347"},"previous_link":{"label":"Weaknesses","url":"/Rules.aspx?ID=345"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Damage / Step 3: Apply the Target's Immunities, Weaknesses, and Resistances\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 453"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>","speed":{},"text":" Resistance Source Core Rulebook pg. 453 4.0 If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster thats resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that werent magical, but would take normal damage from your +1 mace (since its magical) or a non-magical spear (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon. If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value. Its possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely. ","type":"Rules","url":"/Rules.aspx?ID=346","weakness":{}}},{"_index":"aon18","_id":"rules-347","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Damage"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-347","markdown":"<title level=\"1\" right=\"Rules\">[Step 4: If Damage Remains, Reduce the Target's Hit Points](/Rules.aspx?ID=347)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAfter applying the targets immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the targets Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the [Hit Points, Healing, and Dying](/Rules.aspx?ID=372) section.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-348\" />","name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","next_link":{"label":"Conditions","url":"/Rules.aspx?ID=349"},"previous_link":{"label":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","url":"/Rules.aspx?ID=342"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Damage\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 453"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>","speed":{},"text":" Step 4: If Damage Remains, Reduce the Target's Hit Points Source Core Rulebook pg. 453 4.0 After applying the targets immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the targets Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section. ","type":"Rules","url":"/Rules.aspx?ID=347","weakness":{}}},{"_index":"aon18","_id":"rules-348","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Damage","Step 4: If Damage Remains, Reduce the Target's Hit Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-348","markdown":"<title level=\"1\" right=\"Rules\">[Nonlethal Attacks](/Rules.aspx?ID=348)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can make a nonlethal attack in an effort to knock someone out instead of killing them (see [Knocked Out and Dying](/Rules.aspx?ID=373)). Weapons with the [nonlethal](/Traits.aspx?ID=188) trait (including fists) do this automatically. You take a 2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.\n\n Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Nonlethal Attacks","next_link":{"label":"Conditions","url":"/Rules.aspx?ID=349"},"previous_link":{"label":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","url":"/Rules.aspx?ID=342"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Damage / Step 4: If Damage Remains, Reduce the Target's Hit Points\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 453"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>","speed":{},"text":" Nonlethal Attacks Source Core Rulebook pg. 453 4.0 You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying). Weapons with the nonlethal trait (including fists) do this automatically. You take a 2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon. Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them. ","type":"Rules","url":"/Rules.aspx?ID=348","weakness":{}}},{"_index":"aon18","_id":"rules-349","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-349","markdown":"<title level=\"1\" right=\"Rules\">[Conditions](/Rules.aspx?ID=349)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures attitudes toward you and how they interact with you.\n\n Conditions are persistent; when youre affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618623.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Conditions</title>\r\n\r\nThese conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618623. Here's a brief summary of each. \n\n**Blinded**: You're unable to see. <br />**Broken**: This item can't be used for its normal function until repaired. <br />**Clumsy**: You can't move as easily or gracefully as usual. <br />**Concealed**: Fog or similar obscuration makes you difficult to see and target. <br />**Confused**: You attack indiscriminately. <br />**Controlled**: Another creature determines your actions. <br />**Dazzled**: Everything is concealed to you. <br />**Deafened**: You're unable to hear. <br />**Doomed**: With your soul in peril, you are now closer to death. <br />**Drained**: Blood loss or something similar has leached your vitality. <br />**Dying**: You're slipping closer to death. <br />**Encumbered**: You're carrying more weight than you can manage. <br />**Enfeebled**: Your strength has been sapped away. <br />**Fascinated**: You are compelled to focus your attention on something. <br />**Fatigued**: Your defenses are lower and you can't focus while exploring. <br />**Flat-Footed**: You're unable to defend yourself to your full capability. <br />**Fleeing**: You must run away. <br />**Friendly**: An NPC with this condition has a good attitude toward you. <br />**Frightened**: Fear makes you less capable of attacking and defending. <br />**Grabbed**: A creature, object, or magic holds you in place. <br />**Helpful**: An NPC with this condition wants to assist you. <br />**Hidden**: A creature you're hidden from knows your location but can't see you. <br />**Hostile**: An NPC with this condition wants to harm you. <br />**Immobilized**: You can't move. <br />**Indifferent**: An NPC with this condition doesn't have a strong opinion about you. <br />**Invisible**: Creatures can't see you. <br />**Observed**: You're in plain view. <br />**Paralyzed**: Your body is frozen in place. <br />**Persistent Damage**: You keep taking damage every round. <br />**Petrified**: You've been turned to stone. <br />**Prone**: You're lying on the ground and easier to attack. <br />**Quickened**: You get an extra action each turn. <br />**Restrained**: You're tied up and can't move, or a grappling creature has you pinned. <br />**Sickened**: You're sick to your stomach. <br />**Slowed**: You lose actions each turn. <br />**Stunned**: You can't use actions. <br />**Stupefied**: You can't access your full mental faculties, and you have trouble casting spells. <br />**Unconscious**: You're asleep or knocked out. <br />**Undetected**: A creature you're undetected by doesn't know where you are. <br />**Unfriendly**: An NPC with this condition doesn't like you. <br />**Unnoticed**: A creature is entirely unaware you're present. <br />**Wounded**: You've been brought back from the brink of death but haven't fully recovered. \r\n</aside>","name":"Conditions","next_link":{"label":"Effects","url":"/Rules.aspx?ID=350"},"previous_link":{"label":"Damage","url":"/Rules.aspx?ID=335"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 453"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>","speed":{},"text":" Conditions Source Core Rulebook pg. 453 4.0 The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures attitudes toward you and how they interact with you. Conditions are persistent; when youre affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618623. Conditions These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618623. Here's a brief summary of each. Blinded : You're unable to see. Broken : This item can't be used for its normal function until repaired. Clumsy : You can't move as easily or gracefully as usual. Concealed : Fog or similar obscuration makes you difficult to see and target. Confused : You attack indiscriminately. Controlled : Another creature determines your actions. Dazzled : Everything is concealed to you. Deafened : You're unable to hear. Doomed : With your soul in peril, you are now closer to death. Drained : Blood loss or something similar has leached your vitality. Dying : You're slipping closer to death. Encumbered : You're carrying more weight than you can manage. Enfeebled : Your strength has been sapped away. Fascinated : You are compelled to focus your attention on something. Fatigued : Your defenses are lower and you can't focus while exploring. Flat-Footed : You're unable to defend yourself to your full capability. Fleeing : You must run away. Friendly : An NPC with this condition has a good attitude toward you. Frightened : Fear makes you less capable of attacking and defending. Grabbed : A creature, object, or magic holds you in place. Helpful : An NPC with this condition wants to assist you. Hidden : A creature you're hidden from knows your location but can't see you. Hostile : An NPC with this condition wants to harm you. Immobilized : You can't move. Indifferent : An NPC with this condition doesn't have a strong opinion about you. Invisible : Creatures can't see you. Observed : You're in plain view. Paralyzed : Your body is frozen in place. Persistent Damage : You keep taking damage every round. Petrified : You've been turned to stone. Prone : You're lying on the ground and easier to attack. Quickened : You get an extra action each turn. Restrained : You're tied up and can't move, or a grappling creature has you pinned. Sickened : You're sick to your stomach. Slowed : You lose actions each turn. Stunned : You can't use actions. Stupefied : You can't access your full mental faculties, and you have trouble casting spells. Unconscious : You're asleep or knocked out. Undetected : A creature you're undetected by doesn't know where you are. Unfriendly : An NPC with this condition doesn't like you. Unnoticed : A creature is entirely unaware you're present. Wounded : You've been brought back from the brink of death but haven't fully recovered. ","type":"Rules","url":"/Rules.aspx?ID=349","weakness":{}}},{"_index":"aon18","_id":"rules-350","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-350","markdown":"<title level=\"1\" right=\"Rules\">[Effects](/Rules.aspx?ID=350)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAnything you do in the game has an effect. Many of these outcomes are easy to adjudicate during the game. If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved. Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.\n\n While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a [_fly_](/Spells.aspx?ID=125) spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effects outcome.\n\n The following general rules are used to understand and apply effects.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-351\" />\r\n\r\n<document level=\"2\" id=\"rules-352\" />\r\n\r\n<document level=\"2\" id=\"rules-353\" />\r\n\r\n<document level=\"2\" id=\"rules-354\" />\r\n\r\n<document level=\"2\" id=\"rules-359\" />\r\n\r\n<document level=\"2\" id=\"rules-360\" />","name":"Effects","next_link":{"label":"Afflictions","url":"/Rules.aspx?ID=361"},"previous_link":{"label":"Conditions","url":"/Rules.aspx?ID=349"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 453"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 453 <sup>4.0</sup></row>","speed":{},"text":" Effects Source Core Rulebook pg. 453 4.0 Anything you do in the game has an effect. Many of these outcomes are easy to adjudicate during the game. If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved. Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters. While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a fly spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effects outcome. The following general rules are used to understand and apply effects. ","type":"Rules","url":"/Rules.aspx?ID=350","weakness":{}}},{"_index":"aon18","_id":"rules-351","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Effects"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-351","markdown":"<title level=\"1\" right=\"Rules\">[Duration](/Rules.aspx?ID=351)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 455 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304305.\n\n For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last “until the end of the targets next turn” or “through” a number of their turns (such as “through the targets next 3 turns”), which means that the effects duration decreases at the end of the creatures turn, rather than the start.\n\n Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Duration","next_link":{"label":"Range and Reach","url":"/Rules.aspx?ID=352"},"previous_link":{"label":"Conditions","url":"/Rules.aspx?ID=349"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 455 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Effects\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 455"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 455 <sup>4.0</sup></row>","speed":{},"text":" Duration Source Core Rulebook pg. 455 4.0 Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304305. For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last “until the end of the targets next turn” or “through” a number of their turns (such as “through the targets next 3 turns”), which means that the effects duration decreases at the end of the creatures turn, rather than the start. Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met. ","type":"Rules","url":"/Rules.aspx?ID=351","weakness":{}}},{"_index":"aon18","_id":"rules-352","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Effects"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-352","markdown":"<title level=\"1\" right=\"Rules\">[Range and Reach](/Rules.aspx?ID=352)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 455 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nActions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a range—the maximum distance from the creature or object creating the effect in which the effect can occur.\n\n Ranged and thrown weapons have a range increment. Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a 2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a 10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a 2 penalty if a target is over 60 and up to 120 feet away, a 4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.\n\n Reach is how far you can physically reach with your body or a weapon. Melee Strikes rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 30-foot reach can reach 4, and so on.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Range and Reach","next_link":{"label":"Targets","url":"/Rules.aspx?ID=353"},"previous_link":{"label":"Duration","url":"/Rules.aspx?ID=351"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 455 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Effects\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 455"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 455 <sup>4.0</sup></row>","speed":{},"text":" Range and Reach Source Core Rulebook pg. 455 4.0 Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a range—the maximum distance from the creature or object creating the effect in which the effect can occur. Ranged and thrown weapons have a range increment. Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a 2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a 10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a 2 penalty if a target is over 60 and up to 120 feet away, a 4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet. Reach is how far you can physically reach with your body or a weapon. Melee Strikes rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 30-foot reach can reach 4, and so on. ","type":"Rules","url":"/Rules.aspx?ID=352","weakness":{}}},{"_index":"aon18","_id":"rules-353","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Effects"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-353","markdown":"<title level=\"1\" right=\"Rules\">[Targets](/Rules.aspx?ID=353)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 455 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome effects require you to choose specific targets. Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesnt match restrictions on who you can target, or if some other ability prevents it from being targeted.\n\n Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character dont know what the effect is, such as if your character is unconscious, you still decide if youre willing.\n\n Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isnt clear, the GM decides who counts as an ally or an enemy.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Targets","next_link":{"label":"Areas","url":"/Rules.aspx?ID=354"},"previous_link":{"label":"Range and Reach","url":"/Rules.aspx?ID=352"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 455 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Effects\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 455"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 455 <sup>4.0</sup></row>","speed":{},"text":" Targets Source Core Rulebook pg. 455 4.0 Some effects require you to choose specific targets. Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesnt match restrictions on who you can target, or if some other ability prevents it from being targeted. Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character dont know what the effect is, such as if your character is unconscious, you still decide if youre willing. Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isnt clear, the GM decides who counts as an ally or an enemy. ","type":"Rules","url":"/Rules.aspx?ID=353","weakness":{}}},{"_index":"aon18","_id":"rules-354","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Effects"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-354","markdown":"<title level=\"1\" right=\"Rules\">[Areas](/Rules.aspx?ID=354)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 456 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome effects occupy an area of a specified shape and size. An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When youre playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas distances are never reduced or affected by difficult terrain (page 475) or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Rules/Rules354.png\" />\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-355\" />\r\n\r\n<document level=\"2\" id=\"rules-356\" />\r\n\r\n<document level=\"2\" id=\"rules-357\" />\r\n\r\n<document level=\"2\" id=\"rules-358\" />","name":"Areas","next_link":{"label":"Line of Effect","url":"/Rules.aspx?ID=359"},"previous_link":{"label":"Targets","url":"/Rules.aspx?ID=353"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 456 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Effects\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 456"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 456 <sup>4.0</sup></row>","speed":{},"text":" Areas Source Core Rulebook pg. 456 4.0 Some effects occupy an area of a specified shape and size. An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When youre playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas distances are never reduced or affected by difficult terrain (page 475) or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects. ","type":"Rules","url":"/Rules.aspx?ID=354","weakness":{}}},{"_index":"aon18","_id":"rules-355","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Effects","Areas"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-355","markdown":"<title level=\"1\" right=\"Rules\">[Burst](/Rules.aspx?ID=355)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 456 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast [_fireball_](/Spells.aspx?ID=119), it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Burst","next_link":{"label":"Cone","url":"/Rules.aspx?ID=356"},"previous_link":{"label":"Targets","url":"/Rules.aspx?ID=353"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 456 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Effects / Areas\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 456"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 456 <sup>4.0</sup></row>","speed":{},"text":" Burst Source Core Rulebook pg. 456 4.0 A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast fireball , it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst. ","type":"Rules","url":"/Rules.aspx?ID=355","weakness":{}}},{"_index":"aon18","_id":"rules-356","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Effects","Areas"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-356","markdown":"<title level=\"1\" right=\"Rules\">[Cone](/Rules.aspx?ID=356)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA cone shoots out from you in a quarter circle on the grid. When you aim a cone, the first square of that cone must share an edge with your space if youre aiming orthogonally, or it must touch a corner of your space if youre aiming diagonally. If youre Large or larger, the first square can run along the edge of any square of your space. You cant aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.\n\n If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or objects space instead of your own.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Cone","next_link":{"label":"Emanation","url":"/Rules.aspx?ID=357"},"previous_link":{"label":"Burst","url":"/Rules.aspx?ID=355"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Effects / Areas\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 457"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>","speed":{},"text":" Cone Source Core Rulebook pg. 457 4.0 A cone shoots out from you in a quarter circle on the grid. When you aim a cone, the first square of that cone must share an edge with your space if youre aiming orthogonally, or it must touch a corner of your space if youre aiming diagonally. If youre Large or larger, the first square can run along the edge of any square of your space. You cant aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge. If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or objects space instead of your own. ","type":"Rules","url":"/Rules.aspx?ID=356","weakness":{}}},{"_index":"aon18","_id":"rules-357","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Effects","Areas"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-357","markdown":"<title level=\"1\" right=\"Rules\">[Emanation](/Rules.aspx?ID=357)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the [_bless_](/Spells.aspx?ID=25) spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Emanation","next_link":{"label":"Line","url":"/Rules.aspx?ID=358"},"previous_link":{"label":"Cone","url":"/Rules.aspx?ID=356"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Effects / Areas\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 457"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>","speed":{},"text":" Emanation Source Core Rulebook pg. 457 4.0 An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the bless spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected. ","type":"Rules","url":"/Rules.aspx?ID=357","weakness":{}}},{"_index":"aon18","_id":"rules-358","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Effects","Areas"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-358","markdown":"<title level=\"1\" right=\"Rules\">[Line](/Rules.aspx?ID=358)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the [_lightning bolt_](/Spells.aspx?ID=172) spells area is a 60-foot line thats 5 feet wide.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Line","next_link":{"label":"Line of Effect","url":"/Rules.aspx?ID=359"},"previous_link":{"label":"Emanation","url":"/Rules.aspx?ID=357"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Effects / Areas\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 457"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>","speed":{},"text":" Line Source Core Rulebook pg. 457 4.0 A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the lightning bolt spells area is a 60-foot line thats 5 feet wide. ","type":"Rules","url":"/Rules.aspx?ID=358","weakness":{}}},{"_index":"aon18","_id":"rules-359","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Effects"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-359","markdown":"<title level=\"1\" right=\"Rules\">[Line of Effect](/Rules.aspx?ID=359)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effects area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesnt matter for line of effect, nor do portcullises and other barriers that arent totally solid. If youre unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.\n\n In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If theres no line of effect between the origin of the area and the target, the effect doesnt apply to that target. For example, if theres a solid wall between the origin of a [_fireball_](/Spells.aspx?ID=119) and a creature thats within the burst radius, the wall blocks the effect—that creature is unaffected by the _fireball_ and doesnt need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Line of Effect","next_link":{"label":"Line of Sight","url":"/Rules.aspx?ID=360"},"previous_link":{"label":"Areas","url":"/Rules.aspx?ID=354"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Effects\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 457"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>","speed":{},"text":" Line of Effect Source Core Rulebook pg. 457 4.0 When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effects area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesnt matter for line of effect, nor do portcullises and other barriers that arent totally solid. If youre unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call. In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If theres no line of effect between the origin of the area and the target, the effect doesnt apply to that target. For example, if theres a solid wall between the origin of a fireball and a creature thats within the burst radius, the wall blocks the effect—that creature is unaffected by the fireball and doesnt need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect. ","type":"Rules","url":"/Rules.aspx?ID=359","weakness":{}}},{"_index":"aon18","_id":"rules-360","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Effects"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-360","markdown":"<title level=\"1\" right=\"Rules\">[Line of Sight](/Rules.aspx?ID=360)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in Cover on pages 476477), you have line of sight. An area of darkness prevents line of sight if you dont have darkvision, but portcullises and other obstacles that arent totally solid do not. If youre unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Line of Sight","next_link":{"label":"Afflictions","url":"/Rules.aspx?ID=361"},"previous_link":{"label":"Line of Effect","url":"/Rules.aspx?ID=359"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Effects\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 457"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>","speed":{},"text":" Line of Sight Source Core Rulebook pg. 457 4.0 Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in Cover on pages 476477), you have line of sight. An area of darkness prevents line of sight if you dont have darkvision, but portcullises and other obstacles that arent totally solid do not. If youre unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call. ","type":"Rules","url":"/Rules.aspx?ID=360","weakness":{}}},{"_index":"aon18","_id":"rules-361","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-361","markdown":"<title level=\"1\" right=\"Rules\">[Afflictions](/Rules.aspx?ID=361)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDiseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Affliction Example</title>\r\n\r\nTo see how a poison works, lets look at the [arsenic](/Equipment.aspx?ID=104) alchemical item. The item notes that you cant reduce your sickened condition while affected by arsenic, and has the following text for how the affliction works. \n\n**Saving Throw** DC 18 Fortitude; **Onset** 10 minutes; **Maximum Duration** 5 minutes; **Stage 1** 1d4 poison damage and sickened 1 (1 minute); **Stage 2** 1d6 poison damage and sickened 2 (1 minute); **Stage 3** 2d6 poison damage and sickened 3 (1 minute)\n\n For example, if you drank a glass of wine laced with arsenic, you would attempt an initial Fortitude save against the listed DC of 18. If you fail, you advance to stage 1. Because of the onset time, nothing happens for 10 minutes, but once this time passes, you take 1d4 poison damage and become sickened 1. As noted, youre unable to reduce the sickened condition you gain from arsenic. The interval of stage 1 is 1 minute (as shown in parentheses), so you attempt a new save after 1 minute passes. If you succeed, you reduce the stage by 1, recovering from the poison. If you fail again, the stage increases by 1 to stage 2, and you take 1d6 poison damage and become sickened 2.\n\n If your initial save against the arsenic was a critical failure, you would advance directly to stage 2. After the 10-minute onset time, you would take 1d6 poison damage and become sickened 2. Succeeding at your second save would reduce the stage by 1 to stage 1, and youd take only 1d4 poison damage. Failing the second save would increase by 1 again to stage 3.\n\n If you reach stage 3 of the poison, either by failing while at stage 2 or critically failing while at stage 1, youd take 2d6 poison damage and be sickened 3. If you failed or critically failed your saving throw while at stage 3, you would repeat the effects of stage 3.\n\n Since the poison has a maximum duration of 5 minutes, you recover from it once the 5 minutes pass, no matter which stage youre at.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-362\" />\r\n\r\n<document level=\"2\" id=\"rules-368\" />\r\n\r\n<document level=\"2\" id=\"rules-369\" />\r\n\r\n<document level=\"2\" id=\"rules-370\" />","name":"Afflictions","next_link":{"label":"Counteracting","url":"/Rules.aspx?ID=371"},"previous_link":{"label":"Effects","url":"/Rules.aspx?ID=350"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 457"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>","speed":{},"text":" Afflictions Source Core Rulebook pg. 457 4.0 Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell. Affliction Example To see how a poison works, lets look at the arsenic alchemical item. The item notes that you cant reduce your sickened condition while affected by arsenic, and has the following text for how the affliction works. Saving Throw DC 18 Fortitude; Onset 10 minutes; Maximum Duration 5 minutes; Stage 1 1d4 poison damage and sickened 1 (1 minute); Stage 2 1d6 poison damage and sickened 2 (1 minute); Stage 3 2d6 poison damage and sickened 3 (1 minute) For example, if you drank a glass of wine laced with arsenic, you would attempt an initial Fortitude save against the listed DC of 18. If you fail, you advance to stage 1. Because of the onset time, nothing happens for 10 minutes, but once this time passes, you take 1d4 poison damage and become sickened 1. As noted, youre unable to reduce the sickened condition you gain from arsenic. The interval of stage 1 is 1 minute (as shown in parentheses), so you attempt a new save after 1 minute passes. If you succeed, you reduce the stage by 1, recovering from the poison. If you fail again, the stage increases by 1 to stage 2, and you take 1d6 poison damage and become sickened 2. If your initial save against the arsenic was a critical failure, you would advance directly to stage 2. After the 10-minute onset time, you would take 1d6 poison damage and become sickened 2. Succeeding at your second save would reduce the stage by 1 to stage 1, and youd take only 1d4 poison damage. Failing the second save would increase by 1 again to stage 3. If you reach stage 3 of the poison, either by failing while at stage 2 or critically failing while at stage 1, youd take 2d6 poison damage and be sickened 3. If you failed or critically failed your saving throw while at stage 3, you would repeat the effects of stage 3. Since the poison has a maximum duration of 5 minutes, you recover from it once the 5 minutes pass, no matter which stage youre at. ","type":"Rules","url":"/Rules.aspx?ID=361","weakness":{}}},{"_index":"aon18","_id":"rules-362","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Afflictions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-362","markdown":"<title level=\"1\" right=\"Rules\">[Format of Rules Elements](/Rules.aspx?ID=362)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhether appearing in a spell, as an item, or within a creatures stat block, afflictions appear in the following format.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-363\" />\r\n\r\n<document level=\"2\" id=\"rules-364\" />\r\n\r\n<document level=\"2\" id=\"rules-365\" />\r\n\r\n<document level=\"2\" id=\"rules-366\" />\r\n\r\n<document level=\"2\" id=\"rules-367\" />","name":"Format of Rules Elements","next_link":{"label":"Conditions from Afflictions","url":"/Rules.aspx?ID=368"},"previous_link":{"label":"Effects","url":"/Rules.aspx?ID=350"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Afflictions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 457"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>","speed":{},"text":" Format of Rules Elements Source Core Rulebook pg. 457 4.0 Whether appearing in a spell, as an item, or within a creatures stat block, afflictions appear in the following format. ","type":"Rules","url":"/Rules.aspx?ID=362","weakness":{}}},{"_index":"aon18","_id":"rules-363","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Afflictions","Format of Rules Elements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-363","markdown":"<title level=\"1\" right=\"Rules\">[Name and Traits](/Rules.aspx?ID=363)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe afflictions name is given first, followed by its traits in parentheses—including the trait for the type of affliction ([curse](/Traits.aspx?ID=38), [disease](/Traits.aspx?ID=46), [poison](/Traits.aspx?ID=126), and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Name and Traits","next_link":{"label":"Saving Throw","url":"/Rules.aspx?ID=364"},"previous_link":{"label":"Effects","url":"/Rules.aspx?ID=350"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Afflictions / Format of Rules Elements\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 457"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>","speed":{},"text":" Name and Traits Source Core Rulebook pg. 457 4.0 The afflictions name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction. ","type":"Rules","url":"/Rules.aspx?ID=363","weakness":{}}},{"_index":"aon18","_id":"rules-364","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Afflictions","Format of Rules Elements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-364","markdown":"<title level=\"1\" right=\"Rules\">[Saving Throw](/Rules.aspx?ID=364)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen youre first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the casters spell DC.\n\n On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again. \n\n If you fail the initial saving throw, after the afflictions onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Saving Throw","next_link":{"label":"Onset","url":"/Rules.aspx?ID=365"},"previous_link":{"label":"Name and Traits","url":"/Rules.aspx?ID=363"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Afflictions / Format of Rules Elements\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 457"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 457 <sup>4.0</sup></row>","speed":{},"text":" Saving Throw Source Core Rulebook pg. 457 4.0 When youre first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the casters spell DC. On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again. If you fail the initial saving throw, after the afflictions onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below. ","type":"Rules","url":"/Rules.aspx?ID=364","weakness":{}}},{"_index":"aon18","_id":"rules-365","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Afflictions","Format of Rules Elements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-365","markdown":"<title level=\"1\" right=\"Rules\">[Onset](/Rules.aspx?ID=365)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome afflictions have onset times. For these afflictions, once you fail your initial save, you dont gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Onset","next_link":{"label":"Maximum Duration","url":"/Rules.aspx?ID=366"},"previous_link":{"label":"Saving Throw","url":"/Rules.aspx?ID=364"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Afflictions / Format of Rules Elements\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 458"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>","speed":{},"text":" Onset Source Core Rulebook pg. 458 4.0 Some afflictions have onset times. For these afflictions, once you fail your initial save, you dont gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw. ","type":"Rules","url":"/Rules.aspx?ID=365","weakness":{}}},{"_index":"aon18","_id":"rules-366","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Afflictions","Format of Rules Elements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-366","markdown":"<title level=\"1\" right=\"Rules\">[Maximum Duration](/Rules.aspx?ID=366)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Maximum Duration","next_link":{"label":"Stages","url":"/Rules.aspx?ID=367"},"previous_link":{"label":"Onset","url":"/Rules.aspx?ID=365"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Afflictions / Format of Rules Elements\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 458"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>","speed":{},"text":" Maximum Duration Source Core Rulebook pg. 458 4.0 If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below. ","type":"Rules","url":"/Rules.aspx?ID=366","weakness":{}}},{"_index":"aon18","_id":"rules-367","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Afflictions","Format of Rules Elements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-367","markdown":"<title level=\"1\" right=\"Rules\">[Stages](/Rules.aspx?ID=367)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.\n\n At the end of a stages listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the afflictions stage is ever reduced below stage 1, the affliction ends and you dont need to attempt further saves unless youre exposed to the affliction again.\n\n On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Stages","next_link":{"label":"Conditions from Afflictions","url":"/Rules.aspx?ID=368"},"previous_link":{"label":"Maximum Duration","url":"/Rules.aspx?ID=366"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Afflictions / Format of Rules Elements\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 458"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>","speed":{},"text":" Stages Source Core Rulebook pg. 458 4.0 An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage. At the end of a stages listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the afflictions stage is ever reduced below stage 1, the affliction ends and you dont need to attempt further saves unless youre exposed to the affliction again. On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage. ","type":"Rules","url":"/Rules.aspx?ID=367","weakness":{}}},{"_index":"aon18","_id":"rules-368","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Afflictions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-368","markdown":"<title level=\"1\" right=\"Rules\">[Conditions from Afflictions](/Rules.aspx?ID=368)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Conditions from Afflictions","next_link":{"label":"Multiple Exposures","url":"/Rules.aspx?ID=369"},"previous_link":{"label":"Format of Rules Elements","url":"/Rules.aspx?ID=362"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Afflictions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 458"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>","speed":{},"text":" Conditions from Afflictions Source Core Rulebook pg. 458 4.0 An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage. ","type":"Rules","url":"/Rules.aspx?ID=368","weakness":{}}},{"_index":"aon18","_id":"rules-369","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Afflictions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-369","markdown":"<title level=\"1\" right=\"Rules\">[Multiple Exposures](/Rules.aspx?ID=369)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMultiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if youre within the poisons onset period, though it doesnt change the onset length.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Multiple Exposures","next_link":{"label":"Virulent Afflictions","url":"/Rules.aspx?ID=370"},"previous_link":{"label":"Conditions from Afflictions","url":"/Rules.aspx?ID=368"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Afflictions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 458"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>","speed":{},"text":" Multiple Exposures Source Core Rulebook pg. 458 4.0 Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if youre within the poisons onset period, though it doesnt change the onset length. ","type":"Rules","url":"/Rules.aspx?ID=369","weakness":{}}},{"_index":"aon18","_id":"rules-370","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Afflictions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-370","markdown":"<title level=\"1\" right=\"Rules\">[Virulent Afflictions](/Rules.aspx?ID=370)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAfflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent afflictions stage by 1. A critical success reduces a virulent afflictions stage by only 1 instead of by 2.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Virulent Afflictions","next_link":{"label":"Counteracting","url":"/Rules.aspx?ID=371"},"previous_link":{"label":"Multiple Exposures","url":"/Rules.aspx?ID=369"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Afflictions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 458"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>","speed":{},"text":" Virulent Afflictions Source Core Rulebook pg. 458 4.0 Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent afflictions stage by 1. A critical success reduces a virulent afflictions stage by only 1 instead of by 2. ","type":"Rules","url":"/Rules.aspx?ID=370","weakness":{}}},{"_index":"aon18","_id":"rules-371","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-371","markdown":"<title level=\"1\" right=\"Rules\">[Counteracting](/Rules.aspx?ID=371)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.\n\n When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the targets DC. If youre counteracting an affliction, the DC is in the afflictions stat block. If its a spell, use the casters DC. The GM can also calculate a DC based on the target effects level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the targets level. If an effect is a spell, its level is the counteract level. Otherwise, halve its level and round up to determine its counteract level. If an effects level is unclear and it came from a creature, halve and round up the creatures level. \n\n**Critical Success** Counteract the target if its counteract level is no more than 3 levels higher than your effects counteract level.<br /> **Success** Counteract the target if its counteract level is no more than 1 level higher than your effects counteract level.<br /> **Failure** Counteract the target if its counteract level is lower than your effects counteract level.<br /> **Critical Failure** You fail to counteract the target.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Counteracting","next_link":{"label":"Hit Points, Healing, and Dying","url":"/Rules.aspx?ID=372"},"previous_link":{"label":"Afflictions","url":"/Rules.aspx?ID=361"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 458"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 458 <sup>4.0</sup></row>","speed":{},"text":" Counteracting Source Core Rulebook pg. 458 4.0 Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise. When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the targets DC. If youre counteracting an affliction, the DC is in the afflictions stat block. If its a spell, use the casters DC. The GM can also calculate a DC based on the target effects level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the targets level. If an effect is a spell, its level is the counteract level. Otherwise, halve its level and round up to determine its counteract level. If an effects level is unclear and it came from a creature, halve and round up the creatures level. Critical Success Counteract the target if its counteract level is no more than 3 levels higher than your effects counteract level. Success Counteract the target if its counteract level is no more than 1 level higher than your effects counteract level. Failure Counteract the target if its counteract level is lower than your effects counteract level. Critical Failure You fail to counteract the target. ","type":"Rules","url":"/Rules.aspx?ID=371","weakness":{}}},{"_index":"aon18","_id":"rules-372","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-372","markdown":"<title level=\"1\" right=\"Rules\">[Hit Points, Healing, and Dying](/Rules.aspx?ID=372)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAll creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the [Toughness](/Feats.aspx?ID=855) general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.\n\n Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-373\" />\r\n\r\n<document level=\"2\" id=\"rules-374\" />\r\n\r\n<document level=\"2\" id=\"rules-375\" />\r\n\r\n<document level=\"2\" id=\"rules-376\" />\r\n\r\n<document level=\"2\" id=\"rules-381\" />\r\n\r\n<document level=\"2\" id=\"rules-382\" />\r\n\r\n<document level=\"2\" id=\"rules-383\" />\r\n\r\n<document level=\"2\" id=\"rules-384\" />\r\n\r\n<document level=\"2\" id=\"rules-385\" />\r\n\r\n<document level=\"2\" id=\"rules-386\" />\r\n\r\n<document level=\"2\" id=\"rules-796\" />","name":"Hit Points, Healing, and Dying","next_link":{"label":"Actions","url":"/Rules.aspx?ID=387"},"previous_link":{"label":"Counteracting","url":"/Rules.aspx?ID=371"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 459"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>","speed":{},"text":" Hit Points, Healing, and Dying Source Core Rulebook pg. 459 4.0 All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt. Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points. ","type":"Rules","url":"/Rules.aspx?ID=372","weakness":{}}},{"_index":"aon18","_id":"rules-373","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-373","markdown":"<title level=\"1\" right=\"Rules\">[Knocked Out and Dying](/Rules.aspx?ID=373)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCreatures cannot be reduced to fewer than 0 Hit Points. When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.\n\n Player characters, their companions, and other significant characters and creatures dont automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GMs discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.\n\n As a player character, when you are reduced to 0 Hit Points, youre knocked out with the following effects: \n<ul><li>You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP. </li><li>You gain the [dying 1](/Conditions.aspx?ID=11) condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead. If you have the [wounded](/Conditions.aspx?ID=42) condition, increase your dying value by an amount equal to your wounded value. If the damage was dealt by a nonlethal attack or nonlethal effect, you dont gain the dying condition; you are instead [unconscious](/Conditions.aspx?ID=38) with 0 Hit Points.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Knocked Out and Dying","next_link":{"label":"Taking Damage while Dying","url":"/Rules.aspx?ID=374"},"previous_link":{"label":"Counteracting","url":"/Rules.aspx?ID=371"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 459"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>","speed":{},"text":" Knocked Out and Dying Source Core Rulebook pg. 459 4.0 Creatures cannot be reduced to fewer than 0 Hit Points. When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed. Player characters, their companions, and other significant characters and creatures dont automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GMs discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well. As a player character, when you are reduced to 0 Hit Points, youre knocked out with the following effects: You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP. You gain the dying 1 condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the dying 2 condition instead. If you have the wounded condition, increase your dying value by an amount equal to your wounded value. If the damage was dealt by a nonlethal attack or nonlethal effect, you dont gain the dying condition; you are instead unconscious with 0 Hit Points. ","type":"Rules","url":"/Rules.aspx?ID=373","weakness":{}}},{"_index":"aon18","_id":"rules-374","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-374","markdown":"<title level=\"1\" right=\"Rules\">[Taking Damage while Dying](/Rules.aspx?ID=374)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you take damage while you already have the [dying](/Conditions.aspx?ID=11) condition, increase your dying condition value by 1, or by 2 if the damage came from an attackers critical hit or your own critical failure. If you have the [wounded](/Conditions.aspx?ID=42) condition, remember to add the value of your wounded condition to your dying value.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Taking Damage while Dying","next_link":{"label":"Recovery Checks","url":"/Rules.aspx?ID=375"},"previous_link":{"label":"Knocked Out and Dying","url":"/Rules.aspx?ID=373"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 459"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>","speed":{},"text":" Taking Damage while Dying Source Core Rulebook pg. 459 4.0 If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attackers critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value. ","type":"Rules","url":"/Rules.aspx?ID=374","weakness":{}}},{"_index":"aon18","_id":"rules-375","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-375","markdown":"<title level=\"1\" right=\"Rules\">[Recovery Checks](/Rules.aspx?ID=375)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen youre dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.\n\n **Critical Success** Your dying value is reduced by 2.<br /> **Success** Your dying value is reduced by 1.<br /> **Failure** Your dying value increases by 1.<br /> **Critical Failure** Your dying value increases by 2.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Recovery Checks","next_link":{"label":"Conditions Related to Death and Dying","url":"/Rules.aspx?ID=376"},"previous_link":{"label":"Taking Damage while Dying","url":"/Rules.aspx?ID=374"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 459"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>","speed":{},"text":" Recovery Checks Source Core Rulebook pg. 459 4.0 When youre dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows. Critical Success Your dying value is reduced by 2. Success Your dying value is reduced by 1. Failure Your dying value increases by 1. Critical Failure Your dying value increases by 2. ","type":"Rules","url":"/Rules.aspx?ID=375","weakness":{}}},{"_index":"aon18","_id":"rules-376","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-376","markdown":"<title level=\"1\" right=\"Rules\">[Conditions Related to Death and Dying](/Rules.aspx?ID=376)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo understand the rules for getting knocked out and how dying works in the game, youll need some more information on the conditions used in those rules. Presented below are the rules for the dying, unconscious, wounded, and doomed conditions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-377\" />\r\n\r\n<document level=\"2\" id=\"rules-378\" />\r\n\r\n<document level=\"2\" id=\"rules-379\" />\r\n\r\n<document level=\"2\" id=\"rules-380\" />","name":"Conditions Related to Death and Dying","next_link":{"label":"Death","url":"/Rules.aspx?ID=381"},"previous_link":{"label":"Recovery Checks","url":"/Rules.aspx?ID=375"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 459"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>","speed":{},"text":" Conditions Related to Death and Dying Source Core Rulebook pg. 459 4.0 To understand the rules for getting knocked out and how dying works in the game, youll need some more information on the conditions used in those rules. Presented below are the rules for the dying, unconscious, wounded, and doomed conditions. ","type":"Rules","url":"/Rules.aspx?ID=376","weakness":{}}},{"_index":"aon18","_id":"rules-377","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying","Conditions Related to Death and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-377","markdown":"<title level=\"1\" right=\"Rules\">[Dying](/Rules.aspx?ID=377)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou are bleeding out or otherwise at deaths door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If youre dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.\n\n If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dying","next_link":{"label":"Unconscious","url":"/Rules.aspx?ID=378"},"previous_link":{"label":"Recovery Checks","url":"/Rules.aspx?ID=375"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying / Conditions Related to Death and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 459"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>","speed":{},"text":" Dying Source Core Rulebook pg. 459 4.0 You are bleeding out or otherwise at deaths door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If youre dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition. ","type":"Rules","url":"/Rules.aspx?ID=377","weakness":{}}},{"_index":"aon18","_id":"rules-378","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying","Conditions Related to Death and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-378","markdown":"<title level=\"1\" right=\"Rules\">[Unconscious](/Rules.aspx?ID=378)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYoure sleeping, or youve been knocked out. You cant act. You take a 4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines youre in a position in which you wouldnt.\n\n **If youre unconscious because youre dying**, you cant wake up as long as you have 0 Hit Points. If youre restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.\n\n **If you are unconscious and at 0 Hit Points, but not dying**, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.\n\n **If youre unconscious and have more than 1 Hit Point** (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition.\n\n \n<ul><li>You take damage, provided the damage doesnt reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.) </li><li>You receive healing, other than the natural healing you get from resting. </li><li>Someone nudges or shakes you awake using an Interact action. </li><li>Loud noise is being made around you—though this isnt automatic. At the start of your turn, you automatically attempt a Perception check against the noises DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their Stealth DC. Some magical effects make you sleep so deeply that they dont allow you to attempt this Perception check.</li><li> If you are simply asleep, the GM decides you wake up either because you have had a restful nights sleep or something disrupted that rest.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Unconscious","next_link":{"label":"Wounded","url":"/Rules.aspx?ID=379"},"previous_link":{"label":"Dying","url":"/Rules.aspx?ID=377"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying / Conditions Related to Death and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 459"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 459 <sup>4.0</sup></row>","speed":{},"text":" Unconscious Source Core Rulebook pg. 459 4.0 Youre sleeping, or youve been knocked out. You cant act. You take a 4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines youre in a position in which you wouldnt. If youre unconscious because youre dying , you cant wake up as long as you have 0 Hit Points. If youre restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn. If you are unconscious and at 0 Hit Points, but not dying , you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn. If youre unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition. You take damage, provided the damage doesnt reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.) You receive healing, other than the natural healing you get from resting. Someone nudges or shakes you awake using an Interact action. Loud noise is being made around you—though this isnt automatic. At the start of your turn, you automatically attempt a Perception check against the noises DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their Stealth DC. Some magical effects make you sleep so deeply that they dont allow you to attempt this Perception check. If you are simply asleep, the GM decides you wake up either because you have had a restful nights sleep or something disrupted that rest. ","type":"Rules","url":"/Rules.aspx?ID=378","weakness":{}}},{"_index":"aon18","_id":"rules-379","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying","Conditions Related to Death and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-379","markdown":"<title level=\"1\" right=\"Rules\">[Wounded](/Rules.aspx?ID=379)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 460 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didnt already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying conditions value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Wounded","next_link":{"label":"Doomed","url":"/Rules.aspx?ID=380"},"previous_link":{"label":"Unconscious","url":"/Rules.aspx?ID=378"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 460 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying / Conditions Related to Death and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 460"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 460 <sup>4.0</sup></row>","speed":{},"text":" Wounded Source Core Rulebook pg. 460 4.0 You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didnt already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying conditions value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes. ","type":"Rules","url":"/Rules.aspx?ID=379","weakness":{}}},{"_index":"aon18","_id":"rules-380","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying","Conditions Related to Death and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-380","markdown":"<title level=\"1\" right=\"Rules\">[Doomed](/Rules.aspx?ID=380)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 460 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were doomed 1, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, youre no longer doomed.\n\n Your doomed value decreases by 1 each time you get a full nights rest.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Doomed","next_link":{"label":"Death","url":"/Rules.aspx?ID=381"},"previous_link":{"label":"Wounded","url":"/Rules.aspx?ID=379"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 460 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying / Conditions Related to Death and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 460"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 460 <sup>4.0</sup></row>","speed":{},"text":" Doomed Source Core Rulebook pg. 460 4.0 Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were doomed 1, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, youre no longer doomed. Your doomed value decreases by 1 each time you get a full nights rest. ","type":"Rules","url":"/Rules.aspx?ID=380","weakness":{}}},{"_index":"aon18","_id":"rules-381","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-381","markdown":"<title level=\"1\" right=\"Rules\">[Death](/Rules.aspx?ID=381)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 460 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAfter you die, you cant act or regain actions or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you cant be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the [_resurrect_](/Rituals.aspx?ID=20) ritual or the [_raise dead_](/Spells.aspx?ID=243) spell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Death","next_link":{"label":"Heroic Recovery","url":"/Rules.aspx?ID=382"},"previous_link":{"label":"Conditions Related to Death and Dying","url":"/Rules.aspx?ID=376"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 460 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 460"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 460 <sup>4.0</sup></row>","speed":{},"text":" Death Source Core Rulebook pg. 460 4.0 After you die, you cant act or regain actions or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you cant be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the resurrect ritual or the raise dead spell. ","type":"Rules","url":"/Rules.aspx?ID=381","weakness":{}}},{"_index":"aon18","_id":"rules-382","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-382","markdown":"<title level=\"1\" right=\"Rules\">[Heroic Recovery](/Rules.aspx?ID=382)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 460 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You dont gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you dont lose it or decrease its value.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Heroic Recovery","next_link":{"label":"Death Effects and Instant Death","url":"/Rules.aspx?ID=383"},"previous_link":{"label":"Death","url":"/Rules.aspx?ID=381"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 460 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 460"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 460 <sup>4.0</sup></row>","speed":{},"text":" Heroic Recovery Source Core Rulebook pg. 460 4.0 If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You dont gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you dont lose it or decrease its value. ","type":"Rules","url":"/Rules.aspx?ID=382","weakness":{}}},{"_index":"aon18","_id":"rules-383","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-383","markdown":"<title level=\"1\" right=\"Rules\">[Death Effects and Instant Death](/Rules.aspx?ID=383)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Death Effects and Instant Death","next_link":{"label":"Massive Damage","url":"/Rules.aspx?ID=384"},"previous_link":{"label":"Heroic Recovery","url":"/Rules.aspx?ID=382"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 461"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>","speed":{},"text":" Death Effects and Instant Death Source Core Rulebook pg. 461 4.0 Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points. ","type":"Rules","url":"/Rules.aspx?ID=383","weakness":{}}},{"_index":"aon18","_id":"rules-384","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-384","markdown":"<title level=\"1\" right=\"Rules\">[Massive Damage](/Rules.aspx?ID=384)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Massive Damage","next_link":{"label":"Temporary Hit Points","url":"/Rules.aspx?ID=385"},"previous_link":{"label":"Death Effects and Instant Death","url":"/Rules.aspx?ID=383"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 461"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>","speed":{},"text":" Massive Damage Source Core Rulebook pg. 461 4.0 You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow. ","type":"Rules","url":"/Rules.aspx?ID=384","weakness":{}}},{"_index":"aon18","_id":"rules-385","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-385","markdown":"<title level=\"1\" right=\"Rules\">[Temporary Hit Points](/Rules.aspx?ID=385)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome spells or abilities give you temporary Hit Points. Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You cant regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Temporary Hit Points","next_link":{"label":"Items and Hit Points","url":"/Rules.aspx?ID=386"},"previous_link":{"label":"Massive Damage","url":"/Rules.aspx?ID=384"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 461"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>","speed":{},"text":" Temporary Hit Points Source Core Rulebook pg. 461 4.0 Some spells or abilities give you temporary Hit Points. Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You cant regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration. ","type":"Rules","url":"/Rules.aspx?ID=385","weakness":{}}},{"_index":"aon18","_id":"rules-386","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-386","markdown":"<title level=\"1\" right=\"Rules\">[Items and Hit Points](/Rules.aspx?ID=386)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nItems have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, its destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, its broken, meaning it cant be used for its normal function and it doesnt grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that items Hardness and immunities. You usually cant attack an attended object (one on a creatures person).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Items and Hit Points","next_link":{"label":"Fast Healing and Regeneration","url":"/Rules.aspx?ID=796"},"previous_link":{"label":"Temporary Hit Points","url":"/Rules.aspx?ID=385"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 461"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>","speed":{},"text":" Items and Hit Points Source Core Rulebook pg. 461 4.0 Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, its destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, its broken, meaning it cant be used for its normal function and it doesnt grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that items Hardness and immunities. You usually cant attack an attended object (one on a creatures person). ","type":"Rules","url":"/Rules.aspx?ID=386","weakness":{}}},{"_index":"aon18","_id":"rules-387","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-387","markdown":"<title level=\"1\" right=\"Rules\">[Actions](/Rules.aspx?ID=387)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isnt important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions.\n\n **Single actions** can be completed in a very short time. Theyre self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468.\n\n **Activities** usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but [Sudden Charge](/Feats.aspx?ID=134) is an activity in which you use both the Stride and Strike actions to generate its effect.\n\n **Reactions** have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether its your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.\n\n **Free actions** dont cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">In-Depth Action Rules</title>\r\n\r\nThese rules clarify some of the specifics of using actions. \n\n### Simultaneous Actions\n You can use only one single action, activity, or free action that doesnt have a trigger at a time. You must complete one before beginning another. For example, the [Sudden Charge](/Feats.aspx?ID=134) activity states you must Stride twice and then Strike, so you couldnt use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.\n\n Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action. \n\n### Subordinate Actions\n An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesnt gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesnt require you to spend more actions or reactions to do so; that cost is already factored in.\n\n Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the [haste](/Feats.aspx?ID=147) spell lets you spend an extra action each turn to Stride or Strike, but you couldnt use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, “If the next action you use is a Strike,” an activity that includes a Strike wouldnt count, because the next thing you are doing is starting an activity, not using the Strike basic action.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-388\" />\r\n\r\n<document level=\"2\" id=\"rules-390\" />\r\n\r\n<document level=\"2\" id=\"rules-392\" />\r\n\r\n<document level=\"2\" id=\"rules-393\" />\r\n\r\n<document level=\"2\" id=\"rules-394\" />","name":"Actions","next_link":{"label":"Movement","url":"/Rules.aspx?ID=395"},"previous_link":{"label":"Hit Points, Healing, and Dying","url":"/Rules.aspx?ID=372"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 461"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>","speed":{},"text":" Actions Source Core Rulebook pg. 461 4.0 You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isnt important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions. Single actions can be completed in a very short time. Theyre self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468. Activities usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect. Reactions have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether its your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control. Free actions dont cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost). In-Depth Action Rules These rules clarify some of the specifics of using actions. ### Simultaneous Actions You can use only one single action, activity, or free action that doesnt have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldnt use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move. Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action. ### Subordinate Actions An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesnt gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesnt require you to spend more actions or reactions to do so; that cost is already factored in. Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the haste spell lets you spend an extra action each turn to Stride or Strike, but you couldnt use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, “If the next action you use is a Strike,” an activity that includes a Strike wouldnt count, because the next thing you are doing is starting an activity, not using the Strike basic action. ","type":"Rules","url":"/Rules.aspx?ID=387","weakness":{}}},{"_index":"aon18","_id":"rules-388","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-388","markdown":"<title level=\"1\" right=\"Rules\">[Activities](/Rules.aspx?ID=388)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect thats different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.\n\n An activity might cause you to use specific actions within it. You dont have to spend additional actions to perform them—theyre already factored into the activitys required actions. (See Subordinate Actions on page 462.)\n\n You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-389\" />","name":"Activities","next_link":{"label":"Actions with Triggers","url":"/Rules.aspx?ID=390"},"previous_link":{"label":"Hit Points, Healing, and Dying","url":"/Rules.aspx?ID=372"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 461"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>","speed":{},"text":" Activities Source Core Rulebook pg. 461 4.0 An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect thats different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action. An activity might cause you to use specific actions within it. You dont have to spend additional actions to perform them—theyre already factored into the activitys required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it. ","type":"Rules","url":"/Rules.aspx?ID=388","weakness":{}}},{"_index":"aon18","_id":"rules-389","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Actions","Activities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-389","markdown":"<title level=\"1\" right=\"Rules\">[Exploration and Downtime Activities](/Rules.aspx?ID=389)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOutside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate theyre meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they arent significant activities of their own. For instance, if youre Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldnt also Decipher Writing at the same time.\n\n If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Exploration and Downtime Activities","next_link":{"label":"Actions with Triggers","url":"/Rules.aspx?ID=390"},"previous_link":{"label":"Hit Points, Healing, and Dying","url":"/Rules.aspx?ID=372"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Actions / Activities\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 461"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>","speed":{},"text":" Exploration and Downtime Activities Source Core Rulebook pg. 461 4.0 Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate theyre meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they arent significant activities of their own. For instance, if youre Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldnt also Decipher Writing at the same time. If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that. ","type":"Rules","url":"/Rules.aspx?ID=389","weakness":{}}},{"_index":"aon18","_id":"rules-390","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-390","markdown":"<title level=\"1\" right=\"Rules\">[Actions with Triggers](/Rules.aspx?ID=390)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and only when it is satisfied—you can use the reaction or free action, though you dont have to use the action if you dont want to.\n\n There are only a few basic reactions and free actions that all characters can use. Youre more likely to gain actions with triggers from your class, feats, and magic items.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-391\" />","name":"Actions with Triggers","next_link":{"label":"Other Actions","url":"/Rules.aspx?ID=392"},"previous_link":{"label":"Activities","url":"/Rules.aspx?ID=388"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 462"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>","speed":{},"text":" Actions with Triggers Source Core Rulebook pg. 462 4.0 You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and only when it is satisfied—you can use the reaction or free action, though you dont have to use the action if you dont want to. There are only a few basic reactions and free actions that all characters can use. Youre more likely to gain actions with triggers from your class, feats, and magic items. ","type":"Rules","url":"/Rules.aspx?ID=390","weakness":{}}},{"_index":"aon18","_id":"rules-391","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Actions","Actions with Triggers"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-391","markdown":"<title level=\"1\" right=\"Rules\">[Limitation on Triggers](/Rules.aspx?ID=391)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of “your turn begins,” you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether theyre effectively the same thing. Usually, this decision will be based on whats happening in the narrative.\n\n This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Limitation on Triggers","next_link":{"label":"Other Actions","url":"/Rules.aspx?ID=392"},"previous_link":{"label":"Activities","url":"/Rules.aspx?ID=388"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Actions / Actions with Triggers\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 462"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>","speed":{},"text":" Limitation on Triggers Source Core Rulebook pg. 462 4.0 The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of “your turn begins,” you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether theyre effectively the same thing. Usually, this decision will be based on whats happening in the narrative. This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger. ","type":"Rules","url":"/Rules.aspx?ID=391","weakness":{}}},{"_index":"aon18","_id":"rules-392","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-392","markdown":"<title level=\"1\" right=\"Rules\">[Other Actions](/Rules.aspx?ID=392)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well as any traits your action might have. For example, a spell that lets you switch targets might say you can do so “by spending a single action, which has the [concentrate](/Traits.aspx?ID=32) trait.” Game masters can also use this approach when a character tries to do something that isn't covered in the rules.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Other Actions","next_link":{"label":"Gaining and Losing Actions","url":"/Rules.aspx?ID=393"},"previous_link":{"label":"Actions with Triggers","url":"/Rules.aspx?ID=390"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 462"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>","speed":{},"text":" Other Actions Source Core Rulebook pg. 462 4.0 Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well as any traits your action might have. For example, a spell that lets you switch targets might say you can do so “by spending a single action, which has the concentrate trait.” Game masters can also use this approach when a character tries to do something that isn't covered in the rules. ","type":"Rules","url":"/Rules.aspx?ID=392","weakness":{}}},{"_index":"aon18","_id":"rules-393","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-393","markdown":"<title level=\"1\" right=\"Rules\">[Gaining and Losing Actions](/Rules.aspx?ID=393)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nConditions can change the number of actions you can use on your turn, or whether you can use actions at all. The [slowed](/Conditions.aspx?ID=35) condition, for example, causes you to lose actions, while the [quickened](/Conditions.aspx?ID=32) condition causes you to gain them. Conditions are detailed [here](/conditions). Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the [_haste_](/Spells.aspx?ID=147) spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while _haste_ was active, you might want to lose the action from _haste_ first, since it's more limited than your normal actions.\n\n Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. When you can't act, you still regain your actions unless a condition (like [stunned](/Conditions.aspx?ID=36)) prevents it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gaining and Losing Actions","next_link":{"label":"Disrupting Actions","url":"/Rules.aspx?ID=394"},"previous_link":{"label":"Other Actions","url":"/Rules.aspx?ID=392"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 462"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>","speed":{},"text":" Gaining and Losing Actions Source Core Rulebook pg. 462 4.0 Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them. Conditions are detailed here. Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the haste spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while haste was active, you might want to lose the action from haste first, since it's more limited than your normal actions. Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. When you can't act, you still regain your actions unless a condition (like stunned) prevents it. ","type":"Rules","url":"/Rules.aspx?ID=393","weakness":{}}},{"_index":"aon18","_id":"rules-394","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-394","markdown":"<title level=\"1\" right=\"Rules\">[Disrupting Actions](/Rules.aspx?ID=394)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nVarious abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the actions effects dont occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a Cast a Spell activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.\n\n The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldnt transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Disrupting Actions","next_link":{"label":"Movement","url":"/Rules.aspx?ID=395"},"previous_link":{"label":"Gaining and Losing Actions","url":"/Rules.aspx?ID=393"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 462"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 462 <sup>4.0</sup></row>","speed":{},"text":" Disrupting Actions Source Core Rulebook pg. 462 4.0 Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the actions effects dont occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a Cast a Spell activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity. The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldnt transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away. ","type":"Rules","url":"/Rules.aspx?ID=394","weakness":{}}},{"_index":"aon18","_id":"rules-395","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-395","markdown":"<title level=\"1\" right=\"Rules\">[Movement](/Rules.aspx?ID=395)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form. Movement in encounter mode, by contrast, is governed by rules explained in [Movement in Encounters](/Rules.aspx?ID=443). The rules below apply regardless of which mode youre playing in.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-396\" />\r\n\r\n<document level=\"2\" id=\"rules-402\" />","name":"Movement","next_link":{"label":"Perception","url":"/Rules.aspx?ID=405"},"previous_link":{"label":"Actions","url":"/Rules.aspx?ID=387"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 463"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>","speed":{},"text":" Movement Source Core Rulebook pg. 463 4.0 Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form. Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters. The rules below apply regardless of which mode youre playing in. ","type":"Rules","url":"/Rules.aspx?ID=395","weakness":{}}},{"_index":"aon18","_id":"rules-396","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Movement"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-396","markdown":"<title level=\"1\" right=\"Rules\">[Movement Types](/Rules.aspx?ID=396)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCreatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground.\n\n Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you cant Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds arent checks, they can have item, circumstance, and status bonuses and penalties. These cant reduce your Speeds below 5 feet unless stated otherwise.\n\n Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-397\" />\r\n\r\n<document level=\"2\" id=\"rules-398\" />\r\n\r\n<document level=\"2\" id=\"rules-399\" />\r\n\r\n<document level=\"2\" id=\"rules-400\" />\r\n\r\n<document level=\"2\" id=\"rules-401\" />","name":"Movement Types","next_link":{"label":"Falling","url":"/Rules.aspx?ID=402"},"previous_link":{"label":"Actions","url":"/Rules.aspx?ID=387"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Movement\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 463"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>","speed":{},"text":" Movement Types Source Core Rulebook pg. 463 4.0 Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground. Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you cant Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds arent checks, they can have item, circumstance, and status bonuses and penalties. These cant reduce your Speeds below 5 feet unless stated otherwise. Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet. ","type":"Rules","url":"/Rules.aspx?ID=396","weakness":{}}},{"_index":"aon18","_id":"rules-397","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Movement","Movement Types"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-397","markdown":"<title level=\"1\" right=\"Rules\">[Speed](/Rules.aspx?ID=397)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from [Crawling](/Actions.aspx?ID=76) to [Leaping](/Actions.aspx?ID=81), and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, its referring to your land Speed.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Speed","next_link":{"label":"Burrow Speed","url":"/Rules.aspx?ID=398"},"previous_link":{"label":"Actions","url":"/Rules.aspx?ID=387"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Movement / Movement Types\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 463"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>","speed":{},"text":" Speed Source Core Rulebook pg. 463 4.0 Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, its referring to your land Speed. ","type":"Rules","url":"/Rules.aspx?ID=397","weakness":{}}},{"_index":"aon18","_id":"rules-398","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Movement","Movement Types"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-398","markdown":"<title level=\"1\" right=\"Rules\">[Burrow Speed](/Rules.aspx?ID=398)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA burrow Speed lets you tunnel through the ground. You can use the [Burrow](/Actions.aspx?ID=93) action if you have a burrow Speed. Burrowing doesnt normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need [tremorsense](/Rules.aspx?ID=418) to navigate with any accuracy.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Burrow Speed","next_link":{"label":"Climb Speed","url":"/Rules.aspx?ID=399"},"previous_link":{"label":"Speed","url":"/Rules.aspx?ID=397"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Movement / Movement Types\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 463"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>","speed":{},"text":" Burrow Speed Source Core Rulebook pg. 463 4.0 A burrow Speed lets you tunnel through the ground. You can use the Burrow action if you have a burrow Speed. Burrowing doesnt normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense to navigate with any accuracy. ","type":"Rules","url":"/Rules.aspx?ID=398","weakness":{}}},{"_index":"aon18","_id":"rules-399","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Movement","Movement Types"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-399","markdown":"<title level=\"1\" right=\"Rules\">[Climb Speed](/Rules.aspx?ID=399)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt [Athletics](/Skills.aspx?ID=3) checks to [Climb](/Actions.aspx?ID=33), you automatically succeed and move up to your climb Speed instead of the listed distance.\n\n You might still have to attempt Athletics checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an Athletics check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to Athletics checks to Climb.\n\n If you have a climb Speed, youre not [flat-footed](/Conditions.aspx?ID=16) while climbing.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Climb Speed","next_link":{"label":"Fly Speed","url":"/Rules.aspx?ID=400"},"previous_link":{"label":"Burrow Speed","url":"/Rules.aspx?ID=398"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Movement / Movement Types\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 463"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>","speed":{},"text":" Climb Speed Source Core Rulebook pg. 463 4.0 A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt Athletics checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance. You might still have to attempt Athletics checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an Athletics check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to Athletics checks to Climb. If you have a climb Speed, youre not flat-footed while climbing. ","type":"Rules","url":"/Rules.aspx?ID=399","weakness":{}}},{"_index":"aon18","_id":"rules-400","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Movement","Movement Types"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-400","markdown":"<title level=\"1\" right=\"Rules\">[Fly Speed](/Rules.aspx?ID=400)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs long as you have a fly Speed, you can use the [Fly](/Actions.aspx?ID=94) and [Arrest a Fall](/Actions.aspx?ID=91) actions. You can also attempt to [Maneuver in Flight](/Actions.aspx?ID=30) if youre trained in the [Acrobatics](/Skills.aspx?ID=1) skill.\n\n Wind conditions can affect how you use the Fly action. In general, moving against the wind uses the same rules as moving through [difficult terrain](/Rules.aspx?ID=453) (or greater difficult terrain, if youre also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see [Movement in Encounters](/Rules.aspx?ID=443).\n\n Upward and downward movement are both relative to the gravity in your area; if youre in a place with zero gravity, moving up or down is no different from moving horizontally.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Fly Speed","next_link":{"label":"Swim Speed","url":"/Rules.aspx?ID=401"},"previous_link":{"label":"Climb Speed","url":"/Rules.aspx?ID=399"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Movement / Movement Types\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 463"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>","speed":{},"text":" Fly Speed Source Core Rulebook pg. 463 4.0 As long as you have a fly Speed, you can use the Fly and Arrest a Fall actions. You can also attempt to Maneuver in Flight if youre trained in the Acrobatics skill. Wind conditions can affect how you use the Fly action. In general, moving against the wind uses the same rules as moving through difficult terrain (or greater difficult terrain, if youre also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters. Upward and downward movement are both relative to the gravity in your area; if youre in a place with zero gravity, moving up or down is no different from moving horizontally. ","type":"Rules","url":"/Rules.aspx?ID=400","weakness":{}}},{"_index":"aon18","_id":"rules-401","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Movement","Movement Types"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-401","markdown":"<title level=\"1\" right=\"Rules\">[Swim Speed](/Rules.aspx?ID=401)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWith a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting [Athletics](/Skills.aspx?ID=3) checks to [Swim](/Actions.aspx?ID=39), you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through [difficult terrain](/Rules.aspx?ID=453).\n\n You might still have to attempt checks to Swim in hazardous conditions or to cross turbulent water. You can also choose to roll an Athletics check to Swim rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to Athletics checks to Swim.\n\n Having a swim Speed doesnt necessarily mean you can breathe in water, so you might still have to hold your breath if youre underwater to avoid [drowning](/Rules.aspx?ID=468).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Swim Speed","next_link":{"label":"Falling","url":"/Rules.aspx?ID=402"},"previous_link":{"label":"Fly Speed","url":"/Rules.aspx?ID=400"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Movement / Movement Types\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 463"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>","speed":{},"text":" Swim Speed Source Core Rulebook pg. 463 4.0 With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting Athletics checks to Swim, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through difficult terrain. You might still have to attempt checks to Swim in hazardous conditions or to cross turbulent water. You can also choose to roll an Athletics check to Swim rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to Athletics checks to Swim. Having a swim Speed doesnt necessarily mean you can breathe in water, so you might still have to hold your breath if youre underwater to avoid drowning. ","type":"Rules","url":"/Rules.aspx?ID=401","weakness":{}}},{"_index":"aon18","_id":"rules-402","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Movement"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-402","markdown":"<title level=\"1\" right=\"Rules\">[Falling](/Rules.aspx?ID=402)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land [prone](/Conditions.aspx?ID=31). You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.\n\n You can [Grab an Edge](/Actions.aspx?ID=95) as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction cant be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-403\" />\r\n\r\n<document level=\"2\" id=\"rules-404\" />","name":"Falling","next_link":{"label":"Perception","url":"/Rules.aspx?ID=405"},"previous_link":{"label":"Movement Types","url":"/Rules.aspx?ID=396"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Movement\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 463"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 463 <sup>4.0</sup></row>","speed":{},"text":" Falling Source Core Rulebook pg. 463 4.0 When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter. You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction cant be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter). ","type":"Rules","url":"/Rules.aspx?ID=402","weakness":{}}},{"_index":"aon18","_id":"rules-403","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Movement","Falling"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-403","markdown":"<title level=\"1\" right=\"Rules\">[Falling on a Creature](/Rules.aspx?ID=403)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.\n\n **Critical Success** The creature takes no damage.<br />**Success** The creature takes bludgeoning damage equal to one-quarter the falling damage you took.<br />**Failure** The creature takes bludgeoning damage equal to half the falling damage you took.<br />**Critical Failure** The creature takes the same amount of bludgeoning damage you took from the fall.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Falling on a Creature","next_link":{"label":"Falling Objects","url":"/Rules.aspx?ID=404"},"previous_link":{"label":"Movement Types","url":"/Rules.aspx?ID=396"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Movement / Falling\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 464"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>","speed":{},"text":" Falling on a Creature Source Core Rulebook pg. 464 4.0 If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible. Critical Success The creature takes no damage. Success The creature takes bludgeoning damage equal to one-quarter the falling damage you took. Failure The creature takes bludgeoning damage equal to half the falling damage you took. Critical Failure The creature takes the same amount of bludgeoning damage you took from the fall. ","type":"Rules","url":"/Rules.aspx?ID=403","weakness":{}}},{"_index":"aon18","_id":"rules-404","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Movement","Falling"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-404","markdown":"<title level=\"1\" right=\"Rules\">[Falling Objects](/Rules.aspx?ID=404)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Falling Objects","next_link":{"label":"Perception","url":"/Rules.aspx?ID=405"},"previous_link":{"label":"Falling on a Creature","url":"/Rules.aspx?ID=403"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Movement / Falling\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 464"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>","speed":{},"text":" Falling Objects Source Core Rulebook pg. 464 4.0 A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal. ","type":"Rules","url":"/Rules.aspx?ID=404","weakness":{}}},{"_index":"aon18","_id":"rules-405","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-405","markdown":"<title level=\"1\" right=\"Rules\">[Perception](/Rules.aspx?ID=405)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour Perception measures your ability to notice things, search for whats hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and its also used for the Seek action.\n\n The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-406\" />\r\n\r\n<document level=\"2\" id=\"rules-410\" />\r\n\r\n<document level=\"2\" id=\"rules-414\" />\r\n\r\n<document level=\"2\" id=\"rules-419\" />\r\n\r\n<document level=\"2\" id=\"rules-424\" />","name":"Perception","next_link":{"label":"Hero Points","url":"/Rules.aspx?ID=427"},"previous_link":{"label":"Movement","url":"/Rules.aspx?ID=395"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 464"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>","speed":{},"text":" Perception Source Core Rulebook pg. 464 4.0 Your Perception measures your ability to notice things, search for whats hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and its also used for the Seek action. The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception. ","type":"Rules","url":"/Rules.aspx?ID=405","weakness":{}}},{"_index":"aon18","_id":"rules-406","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-406","markdown":"<title level=\"1\" right=\"Rules\">[Light](/Rules.aspx?ID=406)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-407\" />\r\n\r\n<document level=\"2\" id=\"rules-408\" />\r\n\r\n<document level=\"2\" id=\"rules-409\" />","name":"Light","next_link":{"label":"Senses","url":"/Rules.aspx?ID=410"},"previous_link":{"label":"Movement","url":"/Rules.aspx?ID=395"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 464"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>","speed":{},"text":" Light Source Core Rulebook pg. 464 4.0 The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius. ","type":"Rules","url":"/Rules.aspx?ID=406","weakness":{}}},{"_index":"aon18","_id":"rules-407","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Light"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-407","markdown":"<title level=\"1\" right=\"Rules\">[Bright Light](/Rules.aspx?ID=407)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bright Light","next_link":{"label":"Dim Light","url":"/Rules.aspx?ID=408"},"previous_link":{"label":"Movement","url":"/Rules.aspx?ID=395"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Light\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 464"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>","speed":{},"text":" Bright Light Source Core Rulebook pg. 464 4.0 In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light. ","type":"Rules","url":"/Rules.aspx?ID=407","weakness":{}}},{"_index":"aon18","_id":"rules-408","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Light"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-408","markdown":"<title level=\"1\" right=\"Rules\">[Dim Light](/Rules.aspx?ID=408)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAreas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the concealed condition, unless the seeker has darkvision or low-light vision (see Special Senses on page 465), or a precise sense other than vision.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dim Light","next_link":{"label":"Darkness","url":"/Rules.aspx?ID=409"},"previous_link":{"label":"Bright Light","url":"/Rules.aspx?ID=407"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Light\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 464"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>","speed":{},"text":" Dim Light Source Core Rulebook pg. 464 4.0 Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the concealed condition, unless the seeker has darkvision or low-light vision (see Special Senses on page 465), or a precise sense other than vision. ","type":"Rules","url":"/Rules.aspx?ID=408","weakness":{}}},{"_index":"aon18","_id":"rules-409","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Light"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-409","markdown":"<title level=\"1\" right=\"Rules\">[Darkness](/Rules.aspx?ID=409)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA creature or object within darkness is hidden or undetected unless the seeker has darkvision or a precise sense other than vision (Special Senses are on page 465). A creature without darkvision or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Darkness","next_link":{"label":"Senses","url":"/Rules.aspx?ID=410"},"previous_link":{"label":"Dim Light","url":"/Rules.aspx?ID=408"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Light\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 464"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>","speed":{},"text":" Darkness Source Core Rulebook pg. 464 4.0 A creature or object within darkness is hidden or undetected unless the seeker has darkvision or a precise sense other than vision (Special Senses are on page 465). A creature without darkvision or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM. ","type":"Rules","url":"/Rules.aspx?ID=409","weakness":{}}},{"_index":"aon18","_id":"rules-410","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-410","markdown":"<title level=\"1\" right=\"Rules\">[Senses](/Rules.aspx?ID=410)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe ways a creature can use Perception depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they dont have the same degree of acuity.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-411\" />\r\n\r\n<document level=\"2\" id=\"rules-412\" />\r\n\r\n<document level=\"2\" id=\"rules-413\" />","name":"Senses","next_link":{"label":"Special Senses","url":"/Rules.aspx?ID=414"},"previous_link":{"label":"Light","url":"/Rules.aspx?ID=406"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 464"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>","speed":{},"text":" Senses Source Core Rulebook pg. 464 4.0 The ways a creature can use Perception depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they dont have the same degree of acuity. ","type":"Rules","url":"/Rules.aspx?ID=410","weakness":{}}},{"_index":"aon18","_id":"rules-411","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Senses"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-411","markdown":"<title level=\"1\" right=\"Rules\">[Precise Senses](/Rules.aspx?ID=411)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAverage vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Precise Senses","next_link":{"label":"Imprecise Senses","url":"/Rules.aspx?ID=412"},"previous_link":{"label":"Light","url":"/Rules.aspx?ID=406"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Senses\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 464"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>","speed":{},"text":" Precise Senses Source Core Rulebook pg. 464 4.0 Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature. ","type":"Rules","url":"/Rules.aspx?ID=411","weakness":{}}},{"_index":"aon18","_id":"rules-412","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Senses"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-412","markdown":"<title level=\"1\" right=\"Rules\">[Imprecise Senses](/Rules.aspx?ID=412)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if its using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didnt even know was there) merely hidden—it cant make the creature observed.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Imprecise Senses","next_link":{"label":"Vague Senses","url":"/Rules.aspx?ID=413"},"previous_link":{"label":"Precise Senses","url":"/Rules.aspx?ID=411"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Senses\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 464"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 464 <sup>4.0</sup></row>","speed":{},"text":" Imprecise Senses Source Core Rulebook pg. 464 4.0 Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if its using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didnt even know was there) merely hidden—it cant make the creature observed. ","type":"Rules","url":"/Rules.aspx?ID=412","weakness":{}}},{"_index":"aon18","_id":"rules-413","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Senses"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-413","markdown":"<title level=\"1\" right=\"Rules\">[Vague Senses](/Rules.aspx?ID=413)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA character also has many vague senses—ones that can alert you that something is there but arent useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isnt sufficient to make the creature hidden or observed.\n\n When one creature might detect another, the GM almost always uses the most precise sense available.\n\n Pathfinders rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that dont match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the scent ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as “echolocation (precise),” “scent (imprecise) 30 feet,” or the like.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Vague Senses","next_link":{"label":"Special Senses","url":"/Rules.aspx?ID=414"},"previous_link":{"label":"Imprecise Senses","url":"/Rules.aspx?ID=412"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Senses\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 465"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>","speed":{},"text":" Vague Senses Source Core Rulebook pg. 465 4.0 A character also has many vague senses—ones that can alert you that something is there but arent useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isnt sufficient to make the creature hidden or observed. When one creature might detect another, the GM almost always uses the most precise sense available. Pathfinders rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that dont match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the scent ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as “echolocation (precise),” “scent (imprecise) 30 feet,” or the like. ","type":"Rules","url":"/Rules.aspx?ID=413","weakness":{}}},{"_index":"aon18","_id":"rules-414","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-414","markdown":"<title level=\"1\" right=\"Rules\">[Special Senses](/Rules.aspx?ID=414)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarfs can. \n\n Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Detecting with Other Senses</title>\r\n\r\nMost abilities that designate “a creature you can see” or the like function just as well if the user can precisely sense the subject with a different sense. If a monster uses a sense other than vision, the GM can adapt ways of avoiding detection that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or invisible under a [_silence_](/Spells.aspx?ID=287) spell. \n\n<title level=\"3\" noclass=\"true\">Using Stealth With Other Senses</title> The Stealth skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable Stealth action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.\n\n In some cases, rolling a Dexterity-based Stealth skill check to Sneak doesn't make the most sense. For example, a PC trying to avoid being detected by a creature that senses heartbeats might meditate to slow their heart rate, using Wisdom instead of Dexterity for their Stealth check. When a creature could detect you using multiple different senses, use your lowest applicable ability modifier.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-415\" />\r\n\r\n<document level=\"2\" id=\"rules-416\" />\r\n\r\n<document level=\"2\" id=\"rules-417\" />\r\n\r\n<document level=\"2\" id=\"rules-418\" />","name":"Special Senses","next_link":{"label":"Detecting Creatures","url":"/Rules.aspx?ID=419"},"previous_link":{"label":"Senses","url":"/Rules.aspx?ID=410"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 465"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>","speed":{},"text":" Special Senses Source Core Rulebook pg. 465 4.0 While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarfs can. Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses. Detecting with Other Senses Most abilities that designate “a creature you can see” or the like function just as well if the user can precisely sense the subject with a different sense. If a monster uses a sense other than vision, the GM can adapt ways of avoiding detection that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or invisible under a silence spell. Using Stealth With Other Senses The Stealth skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable Stealth action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak. In some cases, rolling a Dexterity-based Stealth skill check to Sneak doesn't make the most sense. For example, a PC trying to avoid being detected by a creature that senses heartbeats might meditate to slow their heart rate, using Wisdom instead of Dexterity for their Stealth check. When a creature could detect you using multiple different senses, use your lowest applicable ability modifier. ","type":"Rules","url":"/Rules.aspx?ID=414","weakness":{}}},{"_index":"aon18","_id":"rules-415","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Special Senses"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-415","markdown":"<title level=\"1\" right=\"Rules\">[Darkvision and Greater Darkvision](/Rules.aspx?ID=415)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA creature with darkvision or greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level [_darkness_](/Spells.aspx?ID=59) spell, block normal darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Darkvision and Greater Darkvision","next_link":{"label":"Low-Light Vision","url":"/Rules.aspx?ID=416"},"previous_link":{"label":"Senses","url":"/Rules.aspx?ID=410"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Special Senses\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 465"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>","speed":{},"text":" Darkvision and Greater Darkvision Source Core Rulebook pg. 465 4.0 A creature with darkvision or greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block normal darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness. ","type":"Rules","url":"/Rules.aspx?ID=415","weakness":{}}},{"_index":"aon18","_id":"rules-416","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Special Senses"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-416","markdown":"<title level=\"1\" right=\"Rules\">[Low-Light Vision](/Rules.aspx?ID=416)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Low-Light Vision","next_link":{"label":"Scent","url":"/Rules.aspx?ID=417"},"previous_link":{"label":"Darkvision and Greater Darkvision","url":"/Rules.aspx?ID=415"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Special Senses\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 465"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>","speed":{},"text":" Low-Light Vision Source Core Rulebook pg. 465 4.0 A creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. ","type":"Rules","url":"/Rules.aspx?ID=416","weakness":{}}},{"_index":"aon18","_id":"rules-417","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Special Senses"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-417","markdown":"<title level=\"1\" right=\"Rules\">[Scent](/Rules.aspx?ID=417)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).\n\n If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Scent","next_link":{"label":"Tremorsense","url":"/Rules.aspx?ID=418"},"previous_link":{"label":"Low-Light Vision","url":"/Rules.aspx?ID=416"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Special Senses\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 465"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>","speed":{},"text":" Scent Source Core Rulebook pg. 465 4.0 Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma). If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind. ","type":"Rules","url":"/Rules.aspx?ID=417","weakness":{}}},{"_index":"aon18","_id":"rules-418","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Special Senses"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-418","markdown":"<title level=\"1\" right=\"Rules\">[Tremorsense](/Rules.aspx?ID=418)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Tremorsense","next_link":{"label":"Detecting Creatures","url":"/Rules.aspx?ID=419"},"previous_link":{"label":"Scent","url":"/Rules.aspx?ID=417"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Special Senses\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 465"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>","speed":{},"text":" Tremorsense Source Core Rulebook pg. 465 4.0 Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface. ","type":"Rules","url":"/Rules.aspx?ID=418","weakness":{}}},{"_index":"aon18","_id":"rules-419","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-419","markdown":"<title level=\"1\" right=\"Rules\">[Detecting Creatures](/Rules.aspx?ID=419)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere are three conditions that measure the degree to which you can sense a creature: [observed](/Conditions.aspx?ID=27), [hidden](/Conditions.aspx?ID=22), and [undetected](/Conditions.aspx?ID=39). However, the [concealed](/Conditions.aspx?ID=4) and [invisible](/Conditions.aspx?ID=26) conditions can partially mask a creature, and the [unnoticed](/Conditions.aspx?ID=41) condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the Conditions Appendix on pages 618623.\n\n With the exception of invisible, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.\n\n Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to [Sneak](/Actions.aspx?ID=63) away. Or you might think a creature can't see you in the dark, but it has [darkvision](/Rules.aspx?ID=415).\n\n You can attempt to avoid detection by using the [Stealth](/Skills.aspx?ID=15) skill to [Avoid Notice](/Actions.aspx?ID=511), [Hide](/Actions.aspx?ID=62), or Sneak, or by using [Deception](/Skills.aspx?ID=5) to [Create a Diversion](/Actions.aspx?ID=45).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-420\" />\r\n\r\n<document level=\"2\" id=\"rules-421\" />\r\n\r\n<document level=\"2\" id=\"rules-422\" />\r\n\r\n<document level=\"2\" id=\"rules-423\" />","name":"Detecting Creatures","next_link":{"label":"Concealment and Invisibility","url":"/Rules.aspx?ID=424"},"previous_link":{"label":"Special Senses","url":"/Rules.aspx?ID=414"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 465"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 465 <sup>4.0</sup></row>","speed":{},"text":" Detecting Creatures Source Core Rulebook pg. 465 4.0 There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the Conditions Appendix on pages 618623. With the exception of invisible, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures. Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has darkvision. You can attempt to avoid detection by using the Stealth skill to Avoid Notice, Hide, or Sneak, or by using Deception to Create a Diversion. ","type":"Rules","url":"/Rules.aspx?ID=419","weakness":{}}},{"_index":"aon18","_id":"rules-420","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Detecting Creatures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-420","markdown":"<title level=\"1\" right=\"Rules\">[Observed](/Rules.aspx?ID=420)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 466 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that dont use sight as their primary sense. If you cant observe the creature, its either hidden, undetected, or unnoticed, and youll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Observed","next_link":{"label":"Hidden","url":"/Rules.aspx?ID=421"},"previous_link":{"label":"Special Senses","url":"/Rules.aspx?ID=414"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 466 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Detecting Creatures\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 466"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 466 <sup>4.0</sup></row>","speed":{},"text":" Observed Source Core Rulebook pg. 466 4.0 In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that dont use sight as their primary sense. If you cant observe the creature, its either hidden, undetected, or unnoticed, and youll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed. ","type":"Rules","url":"/Rules.aspx?ID=420","weakness":{}}},{"_index":"aon18","_id":"rules-421","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Detecting Creatures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-421","markdown":"<title level=\"1\" right=\"Rules\">[Hidden](/Rules.aspx?ID=421)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 466 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA creature thats hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but cant determine an exact location. Maybe youve been blinded or the creature is under the effects of [_invisibility_](/Spells.aspx?ID=164), but you used the Seek basic action to determine its general location based on hearing alone. Regardless of the specifics, youre flat-footed to a hidden creature.\n\n When targeting a hidden creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you dont affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain flat-footed to the creature, whether you successfully target it or not.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hidden","next_link":{"label":"Undetected","url":"/Rules.aspx?ID=422"},"previous_link":{"label":"Observed","url":"/Rules.aspx?ID=420"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 466 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Detecting Creatures\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 466"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 466 <sup>4.0</sup></row>","speed":{},"text":" Hidden Source Core Rulebook pg. 466 4.0 A creature thats hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but cant determine an exact location. Maybe youve been blinded or the creature is under the effects of invisibility , but you used the Seek basic action to determine its general location based on hearing alone. Regardless of the specifics, youre flat-footed to a hidden creature. When targeting a hidden creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you dont affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain flat-footed to the creature, whether you successfully target it or not. ","type":"Rules","url":"/Rules.aspx?ID=421","weakness":{}}},{"_index":"aon18","_id":"rules-422","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Detecting Creatures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-422","markdown":"<title level=\"1\" right=\"Rules\">[Undetected](/Rules.aspx?ID=422)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 466 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf a creature is undetected, you dont know what space it occupies, youre flat-footed to it, and you cant easily target it. Using the Seek basic action can help you find an undetected creature, usually making it hidden from you instead of undetected. If a creature is undetected, that doesnt necessarily mean youre unaware of its presence—you might suspect an undetected creature is in the room with you, even though youre unable to find its space. The unnoticed condition covers creatures youre entirely unaware of.\n\n Targeting an undetected creature is difficult. If you suspect theres a creature around, you can pick a square and attempt an attack. This works like targeting a hidden creature, but the flat check and attack roll are both rolled in secret by the GM. The GM wont tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. Undetected creatures are subject to area effects normally.\n\n For instance, suppose an enemy elf wizard cast [_invisibility_](/Spells.aspx?ID=164) and then Sneaked away. You suspect that with the elfs Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, its the right space, and the GMs secret attack roll and flat check both succeed, so you hit!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Undetected","next_link":{"label":"Unnoticed","url":"/Rules.aspx?ID=423"},"previous_link":{"label":"Hidden","url":"/Rules.aspx?ID=421"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 466 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Detecting Creatures\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 466"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 466 <sup>4.0</sup></row>","speed":{},"text":" Undetected Source Core Rulebook pg. 466 4.0 If a creature is undetected, you dont know what space it occupies, youre flat-footed to it, and you cant easily target it. Using the Seek basic action can help you find an undetected creature, usually making it hidden from you instead of undetected. If a creature is undetected, that doesnt necessarily mean youre unaware of its presence—you might suspect an undetected creature is in the room with you, even though youre unable to find its space. The unnoticed condition covers creatures youre entirely unaware of. Targeting an undetected creature is difficult. If you suspect theres a creature around, you can pick a square and attempt an attack. This works like targeting a hidden creature, but the flat check and attack roll are both rolled in secret by the GM. The GM wont tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. Undetected creatures are subject to area effects normally. For instance, suppose an enemy elf wizard cast invisibility and then Sneaked away. You suspect that with the elfs Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, its the right space, and the GMs secret attack roll and flat check both succeed, so you hit! ","type":"Rules","url":"/Rules.aspx?ID=422","weakness":{}}},{"_index":"aon18","_id":"rules-423","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Detecting Creatures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-423","markdown":"<title level=\"1\" right=\"Rules\">[Unnoticed](/Rules.aspx?ID=423)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Unnoticed","next_link":{"label":"Concealment and Invisibility","url":"/Rules.aspx?ID=424"},"previous_link":{"label":"Undetected","url":"/Rules.aspx?ID=422"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Detecting Creatures\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 467"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>","speed":{},"text":" Unnoticed Source Core Rulebook pg. 467 4.0 If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence. ","type":"Rules","url":"/Rules.aspx?ID=423","weakness":{}}},{"_index":"aon18","_id":"rules-424","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-424","markdown":"<title level=\"1\" right=\"Rules\">[Concealment and Invisibility](/Rules.aspx?ID=424)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-425\" />\r\n\r\n<document level=\"2\" id=\"rules-426\" />","name":"Concealment and Invisibility","next_link":{"label":"Hero Points","url":"/Rules.aspx?ID=427"},"previous_link":{"label":"Detecting Creatures","url":"/Rules.aspx?ID=419"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 467"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>","speed":{},"text":" Concealment and Invisibility Source Core Rulebook pg. 467 4.0 The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see. ","type":"Rules","url":"/Rules.aspx?ID=424","weakness":{}}},{"_index":"aon18","_id":"rules-425","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Concealment and Invisibility"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-425","markdown":"<title level=\"1\" right=\"Rules\">[Concealed](/Rules.aspx?ID=425)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis condition protects a creature if its in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.\n\n When you target a creature thats concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you dont affect the target. The concealed condition doesnt change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though its concealed.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Concealed","next_link":{"label":"Invisible","url":"/Rules.aspx?ID=426"},"previous_link":{"label":"Detecting Creatures","url":"/Rules.aspx?ID=419"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Concealment and Invisibility\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 467"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>","speed":{},"text":" Concealed Source Core Rulebook pg. 467 4.0 This condition protects a creature if its in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed. When you target a creature thats concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you dont affect the target. The concealed condition doesnt change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though its concealed. ","type":"Rules","url":"/Rules.aspx?ID=425","weakness":{}}},{"_index":"aon18","_id":"rules-426","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Perception","Concealment and Invisibility"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-426","markdown":"<title level=\"1\" right=\"Rules\">[Invisible](/Rules.aspx?ID=426)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA creature with the invisible condition (by way of an [_invisibility_](/Spells.aspx?ID=164) spell or [_invisibility potion_](/Equipment.aspx?ID=187), for example) is automatically undetected to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.\n\n You can use the Seek basic action to attempt to figure out an invisible creatures location, making it instead only hidden from you. This lasts until the invisible creature successfully uses Sneak to become undetected again. If youre already observing a creature when it becomes invisible, it starts out hidden, since you know where it was when it became invisible, though it can then Sneak to become undetected.\n\n Other effects might make an invisible creature hidden or even observed but concealed. For instance, if you were tracking an invisible creatures footprints through the snow, the footprints would make it hidden. Similarly, throwing a net over an invisible creature would make it observed but concealed for as long as the net is on the creature.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Invisible","next_link":{"label":"Hero Points","url":"/Rules.aspx?ID=427"},"previous_link":{"label":"Concealed","url":"/Rules.aspx?ID=425"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Perception / Concealment and Invisibility\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 467"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>","speed":{},"text":" Invisible Source Core Rulebook pg. 467 4.0 A creature with the invisible condition (by way of an invisibility spell or invisibility potion , for example) is automatically undetected to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition. You can use the Seek basic action to attempt to figure out an invisible creatures location, making it instead only hidden from you. This lasts until the invisible creature successfully uses Sneak to become undetected again. If youre already observing a creature when it becomes invisible, it starts out hidden, since you know where it was when it became invisible, though it can then Sneak to become undetected. Other effects might make an invisible creature hidden or even observed but concealed. For instance, if you were tracking an invisible creatures footprints through the snow, the footprints would make it hidden. Similarly, throwing a net over an invisible creature would make it observed but concealed for as long as the net is on the creature. ","type":"Rules","url":"/Rules.aspx?ID=426","weakness":{}}},{"_index":"aon18","_id":"rules-427","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-427","markdown":"<title level=\"1\" right=\"Rules\">[Hero Points](/Rules.aspx?ID=427)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.\n\n The GM is in charge of [awarding Hero Points](/Rules.aspx?ID=573). Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.\n\n You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion. \n<ul><li>**Spend 1 Hero Point** to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check). </li><li>**Spend all your Hero Points** (minimum 1) to avoid death. You can do this when your dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-428\" />","name":"Hero Points","next_link":{"label":"Encounter Mode","url":"/Rules.aspx?ID=429"},"previous_link":{"label":"Perception","url":"/Rules.aspx?ID=405"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 467"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>","speed":{},"text":" Hero Points Source Core Rulebook pg. 467 4.0 Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session. The GM is in charge of awarding Hero Points. Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session. You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion. Spend 1 Hero Point to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check). Spend all your Hero Points (minimum 1) to avoid death. You can do this when your dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. ","type":"Rules","url":"/Rules.aspx?ID=427","weakness":{}}},{"_index":"aon18","_id":"rules-428","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hero Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-428","markdown":"<title level=\"1\" right=\"Rules\">[Describing Heroic Deeds](/Rules.aspx?ID=428)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBecause spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.\n\n Your characters deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you dont want to describe the deed or dont have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Describing Heroic Deeds","next_link":{"label":"Encounter Mode","url":"/Rules.aspx?ID=429"},"previous_link":{"label":"Perception","url":"/Rules.aspx?ID=405"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hero Points\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 467"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 467 <sup>4.0</sup></row>","speed":{},"text":" Describing Heroic Deeds Source Core Rulebook pg. 467 4.0 Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players. Your characters deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you dont want to describe the deed or dont have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits. ","type":"Rules","url":"/Rules.aspx?ID=428","weakness":{}}},{"_index":"aon18","_id":"rules-429","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-429","markdown":"<title level=\"1\" right=\"Rules\">[Encounter Mode](/Rules.aspx?ID=429)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others turns.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-430\" />\r\n\r\n<document level=\"2\" id=\"rules-435\" />\r\n\r\n<document level=\"2\" id=\"rules-439\" />\r\n\r\n<document level=\"2\" id=\"rules-441\" />\r\n\r\n<document level=\"2\" id=\"rules-442\" />\r\n\r\n<document level=\"2\" id=\"rules-443\" />\r\n\r\n<document level=\"2\" id=\"rules-462\" />","name":"Encounter Mode","next_link":{"label":"Exploration Mode","url":"/Rules.aspx?ID=469"},"previous_link":{"label":"General Rules","url":"/Rules.aspx?ID=312"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 468"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>","speed":{},"text":" Encounter Mode Source Core Rulebook pg. 468 4.0 When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others turns. ","type":"Rules","url":"/Rules.aspx?ID=429","weakness":{}}},{"_index":"aon18","_id":"rules-430","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-430","markdown":"<title level=\"1\" right=\"Rules\">[Structure](/Rules.aspx?ID=430)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence. You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Tracking Initiative</title>\r\n\r\nThe GM keeps track of the initiative order for an encounter. Its usually okay for the players to know this order, since theyll see who goes when and be aware of one anothers results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify.\n\n Once the encounters order is set, its usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a _Pathfinder Combat Pad_, which has magnetic markers to allow for easily rearranging the order. \n\n### Changing the Initiative Order\n Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesnt change a creatures place in the initiative order, though, because the designated action becomes a reaction.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-431\" />\r\n\r\n<document level=\"2\" id=\"rules-432\" />\r\n\r\n<document level=\"2\" id=\"rules-433\" />\r\n\r\n<document level=\"2\" id=\"rules-434\" />","name":"Structure","next_link":{"label":"Turns","url":"/Rules.aspx?ID=435"},"previous_link":{"label":"General Rules","url":"/Rules.aspx?ID=312"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 468"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>","speed":{},"text":" Structure Source Core Rulebook pg. 468 4.0 An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence. You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter. Tracking Initiative The GM keeps track of the initiative order for an encounter. Its usually okay for the players to know this order, since theyll see who goes when and be aware of one anothers results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify. Once the encounters order is set, its usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a Pathfinder Combat Pad , which has magnetic markers to allow for easily rearranging the order. ### Changing the Initiative Order Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesnt change a creatures place in the initiative order, though, because the designated action becomes a reaction. ","type":"Rules","url":"/Rules.aspx?ID=430","weakness":{}}},{"_index":"aon18","_id":"rules-431","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-431","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Roll Initiative](/Rules.aspx?ID=431)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen the GM calls for it, youll roll initiative to determine your place in the initiative order, which is the sequence in which the encounters participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, youll roll initiative when you enter a battle. \n\n Typically, youll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), youd roll a Stealth check. A social encounter could call for a Deception or Diplomacy check.\n\n The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless its too much of a burden.\n\n Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounters participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last.\n\n If your result is tied with a foes result, the adversary goes first. If your result is tied with another PCs, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually dont change during the encounter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1: Roll Initiative","next_link":{"label":"Step 2: Play a Round","url":"/Rules.aspx?ID=432"},"previous_link":{"label":"General Rules","url":"/Rules.aspx?ID=312"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Structure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 468"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>","speed":{},"text":" Step 1: Roll Initiative Source Core Rulebook pg. 468 4.0 When the GM calls for it, youll roll initiative to determine your place in the initiative order, which is the sequence in which the encounters participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, youll roll initiative when you enter a battle. Typically, youll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), youd roll a Stealth check. A social encounter could call for a Deception or Diplomacy check. The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless its too much of a burden. Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounters participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last. If your result is tied with a foes result, the adversary goes first. If your result is tied with another PCs, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually dont change during the encounter. ","type":"Rules","url":"/Rules.aspx?ID=431","weakness":{}}},{"_index":"aon18","_id":"rules-432","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-432","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Play a Round](/Rules.aspx?ID=432)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2: Play a Round","next_link":{"label":"Step 3: Begin the Next Round","url":"/Rules.aspx?ID=433"},"previous_link":{"label":"Step 1: Roll Initiative","url":"/Rules.aspx?ID=431"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Structure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 468"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>","speed":{},"text":" Step 2: Play a Round Source Core Rulebook pg. 468 4.0 A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions. ","type":"Rules","url":"/Rules.aspx?ID=432","weakness":{}}},{"_index":"aon18","_id":"rules-433","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-433","markdown":"<title level=\"1\" right=\"Rules\">[Step 3: Begin the Next Round](/Rules.aspx?ID=433)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce everyone in the encounter has taken a turn, the round is over and the next one begins. Dont roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 3: Begin the Next Round","next_link":{"label":"Step 4: End the Encounter","url":"/Rules.aspx?ID=434"},"previous_link":{"label":"Step 2: Play a Round","url":"/Rules.aspx?ID=432"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Structure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 468"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>","speed":{},"text":" Step 3: Begin the Next Round Source Core Rulebook pg. 468 4.0 Once everyone in the encounter has taken a turn, the round is over and the next one begins. Dont roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends. ","type":"Rules","url":"/Rules.aspx?ID=433","weakness":{}}},{"_index":"aon18","_id":"rules-434","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-434","markdown":"<title level=\"1\" right=\"Rules\">[Step 4: End the Encounter](/Rules.aspx?ID=434)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or youll find treasure to divvy up.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 4: End the Encounter","next_link":{"label":"Turns","url":"/Rules.aspx?ID=435"},"previous_link":{"label":"Step 3: Begin the Next Round","url":"/Rules.aspx?ID=433"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Structure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 468"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>","speed":{},"text":" Step 4: End the Encounter Source Core Rulebook pg. 468 4.0 When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or youll find treasure to divvy up. ","type":"Rules","url":"/Rules.aspx?ID=434","weakness":{}}},{"_index":"aon18","_id":"rules-435","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-435","markdown":"<title level=\"1\" right=\"Rules\">[Turns](/Rules.aspx?ID=435)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen its your turn to act, you can use single actions (<actions string=\"Single Action\" />), short activities (<actions string=\"Two Actions\" /> and <actions string=\"Three Actions\" />), reactions (<actions string=\"Reaction\" />, and free actions (<actions string=\"Free Action\" />). When youre finished, your turn ends and the character next in the initiative order begins their turn. Sometimes its important to note when during your turn something happens, so a turn is divided into three steps.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-436\" />\r\n\r\n<document level=\"2\" id=\"rules-437\" />\r\n\r\n<document level=\"2\" id=\"rules-438\" />","name":"Turns","next_link":{"label":"Basic Actions","url":"/Rules.aspx?ID=439"},"previous_link":{"label":"Structure","url":"/Rules.aspx?ID=430"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 468"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>","speed":{},"text":" Turns Source Core Rulebook pg. 468 4.0 When its your turn to act, you can use single actions (Single Action), short activities (Two Actions and Three Actions), reactions (Reaction, and free actions (Free Action). When youre finished, your turn ends and the character next in the initiative order begins their turn. Sometimes its important to note when during your turn something happens, so a turn is divided into three steps. ","type":"Rules","url":"/Rules.aspx?ID=435","weakness":{}}},{"_index":"aon18","_id":"rules-436","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Turns"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-436","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Start Your Turn](/Rules.aspx?ID=436)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose: \n<ul><li>If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn. </li><li>You can use 1 free action or reaction with a trigger of “Your turn begins” or something similar. </li><li>If you're dying, roll a [recovery check](/Rules.aspx?ID=375). </li><li>Do anything else that is specified to happen at the start of your turn, such as regaining Hit Points from fast healing or regeneration.</li></ul> The last step of starting your turn is always the same. \n<ul><li>Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't “save” actions or reactions from one turn to use during the next turn. Some abilities or conditions (such as quickened, slowed, and stunned) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both [quickened](/Conditions.aspx?ID=32) and [slowed](/Conditions.aspx?ID=35)), you choose which actions to lose. In-depth details on gaining and losing actions are [here](/Conditions.aspx?ID=32)</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1: Start Your Turn","next_link":{"label":"Step 2: Act","url":"/Rules.aspx?ID=437"},"previous_link":{"label":"Structure","url":"/Rules.aspx?ID=430"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Turns\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 468"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 468 <sup>4.0</sup></row>","speed":{},"text":" Step 1: Start Your Turn Source Core Rulebook pg. 468 4.0 Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose: If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn. You can use 1 free action or reaction with a trigger of “Your turn begins” or something similar. If you're dying, roll a recovery check. Do anything else that is specified to happen at the start of your turn, such as regaining Hit Points from fast healing or regeneration. The last step of starting your turn is always the same. Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't “save” actions or reactions from one turn to use during the next turn. Some abilities or conditions (such as quickened, slowed, and stunned) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both quickened and slowed), you choose which actions to lose. In-depth details on gaining and losing actions are here ","type":"Rules","url":"/Rules.aspx?ID=436","weakness":{}}},{"_index":"aon18","_id":"rules-437","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Turns"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-437","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Act](/Rules.aspx?ID=437)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 469 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you cant use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you cant act, you cant use any actions, including reactions and free actions.\n\n If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You cant, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.\n\n Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creatures turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2: Act","next_link":{"label":"Step 3: End Your Turn","url":"/Rules.aspx?ID=438"},"previous_link":{"label":"Step 1: Start Your Turn","url":"/Rules.aspx?ID=436"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 469 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Turns\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 469"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 469 <sup>4.0</sup></row>","speed":{},"text":" Step 2: Act Source Core Rulebook pg. 469 4.0 You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you cant use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you cant act, you cant use any actions, including reactions and free actions. If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You cant, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn. Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creatures turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions. ","type":"Rules","url":"/Rules.aspx?ID=437","weakness":{}}},{"_index":"aon18","_id":"rules-438","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Turns"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-438","markdown":"<title level=\"1\" right=\"Rules\">[Step 3: End Your Turn](/Rules.aspx?ID=438)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 469 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce youve done all the things you want to do with the actions you have available, you reach the end of your turn. Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order. \n<ul><li>End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the Sustain a Spell action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0. </li><li>If you have a persistent damage condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the persistent damage. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the frightened condition decreasing in severity. These take place after youve taken any persistent damage, attempted flat checks to end the persistent damage, and attempted saves against any afflictions. </li><li>You can use 1 free action or reaction with a trigger of “Your turn ends” or something similar. </li><li>Resolve anything else specified to happen at the end of your turn.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 3: End Your Turn","next_link":{"label":"Basic Actions","url":"/Rules.aspx?ID=439"},"previous_link":{"label":"Step 2: Act","url":"/Rules.aspx?ID=437"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 469 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Turns\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 469"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 469 <sup>4.0</sup></row>","speed":{},"text":" Step 3: End Your Turn Source Core Rulebook pg. 469 4.0 Once youve done all the things you want to do with the actions you have available, you reach the end of your turn. Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order. End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the Sustain a Spell action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0. If you have a persistent damage condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the persistent damage. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the frightened condition decreasing in severity. These take place after youve taken any persistent damage, attempted flat checks to end the persistent damage, and attempted saves against any afflictions. You can use 1 free action or reaction with a trigger of “Your turn ends” or something similar. Resolve anything else specified to happen at the end of your turn. ","type":"Rules","url":"/Rules.aspx?ID=438","weakness":{}}},{"_index":"aon18","_id":"rules-439","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-439","markdown":"<title level=\"1\" right=\"Rules\">[Basic Actions](/Rules.aspx?ID=439)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 469 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBasic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, youll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.\n\n Actions that are used less frequently but are still available to most creatures are presented in [Specialty Basic Actions](/Rules.aspx?ID=439). These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed. In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302305, and the actions for using magic items appear on pages 531534.\n\n<document level=\"2\" id=\"action-75\" />\n\n<document level=\"2\" id=\"action-76\" />\n\n<document level=\"2\" id=\"action-77\" />\n\n<document level=\"2\" id=\"action-78\" />\n\n<document level=\"2\" id=\"action-79\" />\n\n<document level=\"2\" id=\"action-80\" />\n\n<document level=\"2\" id=\"action-81\" />\n\n<document level=\"2\" id=\"action-82\" />\n\n<document level=\"2\" id=\"action-83\" />\n\n<document level=\"2\" id=\"action-84\" />\n\n<document level=\"2\" id=\"action-85\" />\n\n<document level=\"2\" id=\"action-86\" />\n\n<document level=\"2\" id=\"action-87\" />\n\n<document level=\"2\" id=\"action-88\" />\n\n<document level=\"2\" id=\"action-89\" />\n\n<document level=\"2\" id=\"action-90\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Speaking</title>\r\n\r\nAs long as you can act, you can also speak. You dont need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a [Deception](/Skills.aspx?ID=5) skill check to [Lie](/Actions.aspx?ID=47), require spending actions and follow their own rules. All speech has the [auditory](/Traits.aspx?ID=16) trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is [visual](/Traits.aspx?ID=163) instead of auditory.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-440\" />","name":"Basic Actions","next_link":{"label":"Activities in Encounters","url":"/Rules.aspx?ID=441"},"previous_link":{"label":"Turns","url":"/Rules.aspx?ID=435"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 469 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 469"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 469 <sup>4.0</sup></row>","speed":{},"text":" Basic Actions Source Core Rulebook pg. 469 4.0 Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, youll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike. Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed. In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302305, and the actions for using magic items appear on pages 531534. Speaking As long as you can act, you can also speak. You dont need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a Deception skill check to Lie, require spending actions and follow their own rules. All speech has the auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory. ","type":"Rules","url":"/Rules.aspx?ID=439","weakness":{}}},{"_index":"aon18","_id":"rules-440","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Basic Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-440","markdown":"<title level=\"1\" right=\"Rules\">[Specialty Basic Actions](/Rules.aspx?ID=440)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 472 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese actions are useful under specific circumstances. Some require you to have a special movement type (page 463).\n\n<document level=\"2\" id=\"action-91\" />\n\n<document level=\"2\" id=\"action-92\" />\n\n<document level=\"2\" id=\"action-93\" />\n\n<document level=\"2\" id=\"action-94\" />\n\n<document level=\"2\" id=\"action-95\" />\n\n<document level=\"2\" id=\"action-96\" />\n\n<document level=\"2\" id=\"action-97\" />\n\n<document level=\"2\" id=\"action-98\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Specialty Basic Actions","next_link":{"label":"Activities in Encounters","url":"/Rules.aspx?ID=441"},"previous_link":{"label":"Turns","url":"/Rules.aspx?ID=435"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 472 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Basic Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 472"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 472 <sup>4.0</sup></row>","speed":{},"text":" Specialty Basic Actions Source Core Rulebook pg. 472 4.0 These actions are useful under specific circumstances. Some require you to have a special movement type (page 463).\n","type":"Rules","url":"/Rules.aspx?ID=440","weakness":{}}},{"_index":"aon18","_id":"rules-441","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-441","markdown":"<title level=\"1\" right=\"Rules\">[Activities in Encounters](/Rules.aspx?ID=441)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 472 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nActivities that take longer than a turn cant normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Activities in Encounters","next_link":{"label":"Reactions in Encounters","url":"/Rules.aspx?ID=442"},"previous_link":{"label":"Basic Actions","url":"/Rules.aspx?ID=439"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 472 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 472"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 472 <sup>4.0</sup></row>","speed":{},"text":" Activities in Encounters Source Core Rulebook pg. 472 4.0 Activities that take longer than a turn cant normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461. ","type":"Rules","url":"/Rules.aspx?ID=441","weakness":{}}},{"_index":"aon18","_id":"rules-442","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-442","markdown":"<title level=\"1\" right=\"Rules\">[Reactions in Encounters](/Rules.aspx?ID=442)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 472 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour reactions let you respond immediately to whats happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.\n\n Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyones turn (including your own), but only when its trigger occurs. If you dont use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn. \n\n Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically. One example of such a reaction is Attack of Opportunity, which fighters gain at 1st level. \n\n<document level=\"2\" id=\"action-8\" />This reaction lets you make a melee Strike if a creature within reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a move action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an Attack of Opportunity from a creature without reach and one with reach.\n\n Youll notice this reaction allows you to use a modified basic action, a Strike. This follows the rules on subordinate actions found on page 462. Because your Attack of Opportunity takes place outside of your turn, the attack roll doesnt incur a multiple attack penalty.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Reactions in Encounters","next_link":{"label":"Movement in Encounters","url":"/Rules.aspx?ID=443"},"previous_link":{"label":"Activities in Encounters","url":"/Rules.aspx?ID=441"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 472 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 472"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 472 <sup>4.0</sup></row>","speed":{},"text":" Reactions in Encounters Source Core Rulebook pg. 472 4.0 Your reactions let you respond immediately to whats happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens. Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyones turn (including your own), but only when its trigger occurs. If you dont use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn. Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically. One example of such a reaction is Attack of Opportunity, which fighters gain at 1st level. This reaction lets you make a melee Strike if a creature within reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a move action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an Attack of Opportunity from a creature without reach and one with reach. Youll notice this reaction allows you to use a modified basic action, a Strike. This follows the rules on subordinate actions found on page 462. Because your Attack of Opportunity takes place outside of your turn, the attack roll doesnt incur a multiple attack penalty. ","type":"Rules","url":"/Rules.aspx?ID=442","weakness":{}}},{"_index":"aon18","_id":"rules-443","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-443","markdown":"<title level=\"1\" right=\"Rules\">[Movement in Encounters](/Rules.aspx?ID=443)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 473 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463).\n\n When the rules refer to a “movement cost” or “spending movement,” they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when youre moving on a grid, or it costs the number of feet you move if youre not using a grid. However, sometimes its harder to move a certain distance due to difficult terrain (page 475) or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another. For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-444\" />\r\n\r\n<document level=\"2\" id=\"rules-445\" />\r\n\r\n<document level=\"2\" id=\"rules-446\" />\r\n\r\n<document level=\"2\" id=\"rules-447\" />\r\n\r\n<document level=\"2\" id=\"rules-451\" />\r\n\r\n<document level=\"2\" id=\"rules-452\" />\r\n\r\n<document level=\"2\" id=\"rules-458\" />\r\n\r\n<document level=\"2\" id=\"rules-459\" />","name":"Movement in Encounters","next_link":{"label":"Special Battles","url":"/Rules.aspx?ID=462"},"previous_link":{"label":"Reactions in Encounters","url":"/Rules.aspx?ID=442"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 473 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 473"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 473 <sup>4.0</sup></row>","speed":{},"text":" Movement in Encounters Source Core Rulebook pg. 473 4.0 Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463). When the rules refer to a “movement cost” or “spending movement,” they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when youre moving on a grid, or it costs the number of feet you move if youre not using a grid. However, sometimes its harder to move a certain distance due to difficult terrain (page 475) or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another. For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square. ","type":"Rules","url":"/Rules.aspx?ID=443","weakness":{}}},{"_index":"aon18","_id":"rules-444","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-444","markdown":"<title level=\"1\" right=\"Rules\">[Grid Movement](/Rules.aspx?ID=444)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 473 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf an encounter involves combat, its often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled.\n\n Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Rules/Rules444.png\" />\r\n</column>\r\n\r\n</row>","name":"Grid Movement","next_link":{"label":"Size, Space, and Reach","url":"/Rules.aspx?ID=445"},"previous_link":{"label":"Reactions in Encounters","url":"/Rules.aspx?ID=442"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 473 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 473"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 473 <sup>4.0</sup></row>","speed":{},"text":" Grid Movement Source Core Rulebook pg. 473 4.0 If an encounter involves combat, its often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled. Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn. ","type":"Rules","url":"/Rules.aspx?ID=444","weakness":{}}},{"_index":"aon18","_id":"rules-445","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-445","markdown":"<title level=\"1\" right=\"Rules\">[Size, Space, and Reach](/Rules.aspx?ID=445)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 473 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCreatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in Table 91: Size and Reach (page 474). Table 91 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach.\n\n The Space entry lists how many feet on a side a creatures space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you cant reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes cant usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures spaces appear below.\n\n## Table 9-1: Size and Reach\n<row gap=\"tiny\">\n<table> <tr><td>**Size**</td><td>**Space**</td><td>**Reach (Tall)**</td><td>**Reach (Long)**</td></tr> <tr><td>Tiny</td><td>Less than 5 feet</td><td>0 feet</td><td>0 feet</td></tr> <tr><td>Small</td><td>5 feet</td><td>5 feet</td><td>5 feet</td></tr> <tr><td>Medium</td><td>5 feet</td><td>5 feet</td><td>5 feet</td></tr> <tr><td>Large</td><td>10 feet</td><td>10 feet</td><td>5 feet</td></tr> <tr><td>Huge</td><td>15 feet</td><td>15 feet</td><td>10 feet</td></tr> <tr><td>Gargantuan</td><td>20 feet or more</td><td>20 feet</td><td>15 feet</td></tr> </table></row>\n\n Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Size, Space, and Reach","next_link":{"label":"Move Actions that Trigger Reactions","url":"/Rules.aspx?ID=446"},"previous_link":{"label":"Grid Movement","url":"/Rules.aspx?ID=444"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 473 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 473"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 473 <sup>4.0</sup></row>","speed":{},"text":" Size, Space, and Reach Source Core Rulebook pg. 473 4.0 Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in Table 91: Size and Reach (page 474). Table 91 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach. The Space entry lists how many feet on a side a creatures space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you cant reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes cant usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures spaces appear below. ## Table 9-1: Size and Reach Size Space Reach (Tall) Reach (Long) Tiny Less than 5 feet 0 feet 0 feet Small 5 feet 5 feet 5 feet Medium 5 feet 5 feet 5 feet Large 10 feet 10 feet 5 feet Huge 15 feet 15 feet 10 feet Gargantuan 20 feet or more 20 feet 15 feet Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack. ","type":"Rules","url":"/Rules.aspx?ID=445","weakness":{}}},{"_index":"aon18","_id":"rules-446","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-446","markdown":"<title level=\"1\" right=\"Rules\">[Move Actions that Trigger Reactions](/Rules.aspx?ID=446)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 474 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creatures reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but dont move out of a square, the trigger instead happens at the end of that action or ability.\n\n Some actions, such as Step, specifically state they dont trigger reactions or free actions based on movement.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Rules/Rules446.png\" />\r\n</column>\r\n\r\n</row>","name":"Move Actions that Trigger Reactions","next_link":{"label":"Moving Through a Creature's Space","url":"/Rules.aspx?ID=447"},"previous_link":{"label":"Size, Space, and Reach","url":"/Rules.aspx?ID=445"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 474 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 474"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 474 <sup>4.0</sup></row>","speed":{},"text":" Move Actions that Trigger Reactions Source Core Rulebook pg. 474 4.0 Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creatures reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but dont move out of a square, the trigger instead happens at the end of that action or ability. Some actions, such as Step, specifically state they dont trigger reactions or free actions based on movement. ","type":"Rules","url":"/Rules.aspx?ID=446","weakness":{}}},{"_index":"aon18","_id":"rules-447","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-447","markdown":"<title level=\"1\" right=\"Rules\">[Moving Through a Creature's Space](/Rules.aspx?ID=447)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 474 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can move through the space of a willing creature. If you want to move through an unwilling creatures space, you can Tumble Through that creatures space using Acrobatics. You cant end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-448\" />\r\n\r\n<document level=\"2\" id=\"rules-449\" />\r\n\r\n<document level=\"2\" id=\"rules-450\" />","name":"Moving Through a Creature's Space","next_link":{"label":"Forced Movement","url":"/Rules.aspx?ID=451"},"previous_link":{"label":"Move Actions that Trigger Reactions","url":"/Rules.aspx?ID=446"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 474 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 474"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 474 <sup>4.0</sup></row>","speed":{},"text":" Moving Through a Creature's Space Source Core Rulebook pg. 474 4.0 You can move through the space of a willing creature. If you want to move through an unwilling creatures space, you can Tumble Through that creatures space using Acrobatics. You cant end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone). ","type":"Rules","url":"/Rules.aspx?ID=447","weakness":{}}},{"_index":"aon18","_id":"rules-448","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters","Moving Through a Creature's Space"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-448","markdown":"<title level=\"1\" right=\"Rules\">[Prone and Incapacitated Creatures](/Rules.aspx?ID=448)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 474 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature cant stand up while someone else occupies its space, but it can Crawl to a space where its able to stand, or it can attempt to Shove the other creature out of the way.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Prone and Incapacitated Creatures","next_link":{"label":"Creatures of Different Sizes","url":"/Rules.aspx?ID=449"},"previous_link":{"label":"Move Actions that Trigger Reactions","url":"/Rules.aspx?ID=446"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 474 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters / Moving Through a Creature's Space\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 474"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 474 <sup>4.0</sup></row>","speed":{},"text":" Prone and Incapacitated Creatures Source Core Rulebook pg. 474 4.0 You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature cant stand up while someone else occupies its space, but it can Crawl to a space where its able to stand, or it can attempt to Shove the other creature out of the way. ","type":"Rules","url":"/Rules.aspx?ID=448","weakness":{}}},{"_index":"aon18","_id":"rules-449","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters","Moving Through a Creature's Space"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-449","markdown":"<title level=\"1\" right=\"Rules\">[Creatures of Different Sizes](/Rules.aspx?ID=449)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still cant end your movement in a space occupied by a creature.\n\n Tiny creatures are an exception. They can move through creatures spaces and can even end their movement there.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Creatures of Different Sizes","next_link":{"label":"Objects","url":"/Rules.aspx?ID=450"},"previous_link":{"label":"Prone and Incapacitated Creatures","url":"/Rules.aspx?ID=448"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters / Moving Through a Creature's Space\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 475"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>","speed":{},"text":" Creatures of Different Sizes Source Core Rulebook pg. 475 4.0 In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still cant end your movement in a space occupied by a creature. Tiny creatures are an exception. They can move through creatures spaces and can even end their movement there. ","type":"Rules","url":"/Rules.aspx?ID=449","weakness":{}}},{"_index":"aon18","_id":"rules-450","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters","Moving Through a Creature's Space"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-450","markdown":"<title level=\"1\" right=\"Rules\">[Objects](/Rules.aspx?ID=450)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBecause objects arent as mobile as creatures are, theyre more likely to fill a space. This means you cant always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an objects square normally, whether special rules apply, or if you are unable to move into the square at all.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Objects","next_link":{"label":"Forced Movement","url":"/Rules.aspx?ID=451"},"previous_link":{"label":"Creatures of Different Sizes","url":"/Rules.aspx?ID=449"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters / Moving Through a Creature's Space\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 475"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>","speed":{},"text":" Objects Source Core Rulebook pg. 475 4.0 Because objects arent as mobile as creatures are, theyre more likely to fill a space. This means you cant always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an objects square normally, whether special rules apply, or if you are unable to move into the square at all. ","type":"Rules","url":"/Rules.aspx?ID=450","weakness":{}}},{"_index":"aon18","_id":"rules-451","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-451","markdown":"<title level=\"1\" right=\"Rules\">[Forced Movement](/Rules.aspx?ID=451)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because youre not acting to move, this doesnt trigger reactions that are triggered by movement.\n\n If forced movement would move you into a space you cant occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If youre pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way cant put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if theres doubt on where forced movement can move a creature.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Forced Movement","next_link":{"label":"Terrain","url":"/Rules.aspx?ID=452"},"previous_link":{"label":"Moving Through a Creature's Space","url":"/Rules.aspx?ID=447"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 475"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>","speed":{},"text":" Forced Movement Source Core Rulebook pg. 475 4.0 When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because youre not acting to move, this doesnt trigger reactions that are triggered by movement. If forced movement would move you into a space you cant occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If youre pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way cant put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if theres doubt on where forced movement can move a creature. ","type":"Rules","url":"/Rules.aspx?ID=451","weakness":{}}},{"_index":"aon18","_id":"rules-452","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-452","markdown":"<title level=\"1\" right=\"Rules\">[Terrain](/Rules.aspx?ID=452)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSeveral types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-453\" />\r\n\r\n<document level=\"2\" id=\"rules-454\" />\r\n\r\n<document level=\"2\" id=\"rules-455\" />\r\n\r\n<document level=\"2\" id=\"rules-456\" />\r\n\r\n<document level=\"2\" id=\"rules-457\" />","name":"Terrain","next_link":{"label":"Flanking","url":"/Rules.aspx?ID=458"},"previous_link":{"label":"Forced Movement","url":"/Rules.aspx?ID=451"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 475"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>","speed":{},"text":" Terrain Source Core Rulebook pg. 475 4.0 Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you. ","type":"Rules","url":"/Rules.aspx?ID=452","weakness":{}}},{"_index":"aon18","_id":"rules-453","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters","Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-453","markdown":"<title level=\"1\" right=\"Rules\">[Difficult Terrain](/Rules.aspx?ID=453)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDifficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if youre not using a grid) costs an extra 5 feet of movement. Moving into a square of greater difficult terrain instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You cant Step into difficult terrain.\n\n Movement you make while you are jumping ignores the terrain youre jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldnt let you ignore greater difficult terrain unless the ability specifies otherwise.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Difficult Terrain","next_link":{"label":"Hazardous Terrain","url":"/Rules.aspx?ID=454"},"previous_link":{"label":"Forced Movement","url":"/Rules.aspx?ID=451"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters / Terrain\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 475"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 475 <sup>4.0</sup></row>","speed":{},"text":" Difficult Terrain Source Core Rulebook pg. 475 4.0 Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if youre not using a grid) costs an extra 5 feet of movement. Moving into a square of greater difficult terrain instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You cant Step into difficult terrain. Movement you make while you are jumping ignores the terrain youre jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldnt let you ignore greater difficult terrain unless the ability specifies otherwise. ","type":"Rules","url":"/Rules.aspx?ID=453","weakness":{}}},{"_index":"aon18","_id":"rules-454","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters","Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-454","markdown":"<title level=\"1\" right=\"Rules\">[Hazardous Terrain](/Rules.aspx?ID=454)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hazardous Terrain","next_link":{"label":"Narrow Surfaces","url":"/Rules.aspx?ID=455"},"previous_link":{"label":"Difficult Terrain","url":"/Rules.aspx?ID=453"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters / Terrain\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 476"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>","speed":{},"text":" Hazardous Terrain Source Core Rulebook pg. 476 4.0 Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain. ","type":"Rules","url":"/Rules.aspx?ID=454","weakness":{}}},{"_index":"aon18","_id":"rules-455","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters","Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-455","markdown":"<title level=\"1\" right=\"Rules\">[Narrow Surfaces](/Rules.aspx?ID=455)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA narrow surface is so precariously thin that you need to Balance (see [Acrobatics](/Skills.aspx?ID=1)) or risk falling. Even on a success, you are flat-footed on a narrow surface. Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Narrow Surfaces","next_link":{"label":"Uneven Ground","url":"/Rules.aspx?ID=456"},"previous_link":{"label":"Hazardous Terrain","url":"/Rules.aspx?ID=454"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters / Terrain\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 476"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>","speed":{},"text":" Narrow Surfaces Source Core Rulebook pg. 476 4.0 A narrow surface is so precariously thin that you need to Balance (see Acrobatics) or risk falling. Even on a success, you are flat-footed on a narrow surface. Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall. ","type":"Rules","url":"/Rules.aspx?ID=455","weakness":{}}},{"_index":"aon18","_id":"rules-456","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters","Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-456","markdown":"<title level=\"1\" right=\"Rules\">[Uneven Ground](/Rules.aspx?ID=456)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUneven ground is an area unsteady enough that you need to Balance (see [Acrobatics](/Skills.aspx?ID=1)) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are flat-footed on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Uneven Ground","next_link":{"label":"Inclines","url":"/Rules.aspx?ID=457"},"previous_link":{"label":"Narrow Surfaces","url":"/Rules.aspx?ID=455"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters / Terrain\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 476"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>","speed":{},"text":" Uneven Ground Source Core Rulebook pg. 476 4.0 Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are flat-footed on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone. ","type":"Rules","url":"/Rules.aspx?ID=456","weakness":{}}},{"_index":"aon18","_id":"rules-457","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters","Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-457","markdown":"<title level=\"1\" right=\"Rules\">[Inclines](/Rules.aspx?ID=457)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn incline is an area so steep that you need to Climb using the Athletics skill in order to progress upward. Youre flat-footed when Climbing an incline.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Inclines","next_link":{"label":"Flanking","url":"/Rules.aspx?ID=458"},"previous_link":{"label":"Uneven Ground","url":"/Rules.aspx?ID=456"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters / Terrain\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 476"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>","speed":{},"text":" Inclines Source Core Rulebook pg. 476 4.0 An incline is an area so steep that you need to Climb using the Athletics skill in order to progress upward. Youre flat-footed when Climbing an incline. ","type":"Rules","url":"/Rules.aspx?ID=457","weakness":{}}},{"_index":"aon18","_id":"rules-458","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-458","markdown":"<title level=\"1\" right=\"Rules\">[Flanking](/Rules.aspx?ID=458)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you and an ally are flanking a foe, it has a harder time defending against you. A creature is [flat-footed](/Conditions.aspx?ID=16) (taking a 2 circumstance penalty to AC) to melee attacks from creatures that are flanking it.\n\n To flank a foe, you and your ally must be on opposite sides of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, you must be wielding melee weapons or be able to make an unarmed attack, you can't be under any effects that prevent you from attacking, and you must both have the enemy within reach. If you are wielding a [reach](/Traits.aspx?ID=192) weapon, you use your reach with that weapon for this purpose.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Rules/Rules458.png\" />\r\n</column>\r\n\r\n</row>","name":"Flanking","next_link":{"label":"Cover","url":"/Rules.aspx?ID=459"},"previous_link":{"label":"Terrain","url":"/Rules.aspx?ID=452"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 476"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 476 <sup>4.0</sup></row>","speed":{},"text":" Flanking Source Core Rulebook pg. 476 4.0 When you and an ally are flanking a foe, it has a harder time defending against you. A creature is flat-footed (taking a 2 circumstance penalty to AC) to melee attacks from creatures that are flanking it. To flank a foe, you and your ally must be on opposite sides of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, you must be wielding melee weapons or be able to make an unarmed attack, you can't be under any effects that prevent you from attacking, and you must both have the enemy within reach. If you are wielding a reach weapon, you use your reach with that weapon for this purpose. ","type":"Rules","url":"/Rules.aspx?ID=458","weakness":{}}},{"_index":"aon18","_id":"rules-459","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-459","markdown":"<title level=\"1\" right=\"Rules\">[Cover](/Rules.aspx?ID=459)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 477 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to Hide, Sneak, or otherwise avoid detection. You can increase this to greater cover using the Take Cover basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use Stealth to Hide, but lesser cover isn't sufficient.\n\n## Cover\n<row gap=\"tiny\">\n<table> <tr><td>**Type of Cover**</td><td>**Bonus**</td><td>**Can Hide**</td></tr> <tr><td>Lesser</td><td>+1 to AC</td><td>No</td></tr> <tr><td>Standard</td><td>+2 to AC, Reflex, Stealth</td><td>Yes</td></tr> <tr><td>Greater</td><td>+4 to AC, Reflex, Stealth</td><td>Yes</td></tr> </table></row>\n\nCover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have [line of effect](/Rules.aspx?ID=359) and typically can't target it at all.\n\n Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/Rules/Rules459.png\" />\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-460\" />\r\n\r\n<document level=\"2\" id=\"rules-461\" />","name":"Cover","next_link":{"label":"Special Battles","url":"/Rules.aspx?ID=462"},"previous_link":{"label":"Flanking","url":"/Rules.aspx?ID=458"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 477 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 477"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 477 <sup>4.0</sup></row>","speed":{},"text":" Cover Source Core Rulebook pg. 477 4.0 When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to Hide, Sneak, or otherwise avoid detection. You can increase this to greater cover using the Take Cover basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use Stealth to Hide, but lesser cover isn't sufficient. ## Cover Type of Cover Bonus Can Hide Lesser +1 to AC No Standard +2 to AC, Reflex, Stealth Yes Greater +4 to AC, Reflex, Stealth Yes Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have line of effect and typically can't target it at all. Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space. ","type":"Rules","url":"/Rules.aspx?ID=459","weakness":{}}},{"_index":"aon18","_id":"rules-460","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters","Cover"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-460","markdown":"<title level=\"1\" right=\"Rules\">[Cover and Large Creatures](/Rules.aspx?ID=460)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 477 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf a creature between you and a target is two or more sizes larger than both you and your target, that creatures space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesnt gain cover from terrain that its significantly larger than. For example, a Huge dragon probably wouldnt receive any benefit from being behind a 1-foot-wide pillar.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Cover and Large Creatures","next_link":{"label":"Special Circumstances","url":"/Rules.aspx?ID=461"},"previous_link":{"label":"Flanking","url":"/Rules.aspx?ID=458"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 477 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters / Cover\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 477"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 477 <sup>4.0</sup></row>","speed":{},"text":" Cover and Large Creatures Source Core Rulebook pg. 477 4.0 If a creature between you and a target is two or more sizes larger than both you and your target, that creatures space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesnt gain cover from terrain that its significantly larger than. For example, a Huge dragon probably wouldnt receive any benefit from being behind a 1-foot-wide pillar. ","type":"Rules","url":"/Rules.aspx?ID=460","weakness":{}}},{"_index":"aon18","_id":"rules-461","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Movement in Encounters","Cover"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-461","markdown":"<title level=\"1\" right=\"Rules\">[Special Circumstances](/Rules.aspx?ID=461)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 477 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour GM might allow you to overcome your targets cover in some situations. If youre right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Three-Dimensional Combat</title>\r\n\r\nIn aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods: \n<ul><li>Find platforms to place flying creatures miniatures on. </li><li>Set a die next to a creature with the number indicating how many squares up in the air it is. </li><li>Make a stack of dice or tokens, 1 per 5 feet of elevation. </li><li>Write the elevation next to the monster on the grid.</li></ul> In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from.\n\n As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides.\r\n</aside>","name":"Special Circumstances","next_link":{"label":"Special Battles","url":"/Rules.aspx?ID=462"},"previous_link":{"label":"Cover and Large Creatures","url":"/Rules.aspx?ID=460"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 477 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Movement in Encounters / Cover\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 477"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 477 <sup>4.0</sup></row>","speed":{},"text":" Special Circumstances Source Core Rulebook pg. 477 4.0 Your GM might allow you to overcome your targets cover in some situations. If youre right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center. Three-Dimensional Combat In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods: Find platforms to place flying creatures miniatures on. Set a die next to a creature with the number indicating how many squares up in the air it is. Make a stack of dice or tokens, 1 per 5 feet of elevation. Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from. As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides. ","type":"Rules","url":"/Rules.aspx?ID=461","weakness":{}}},{"_index":"aon18","_id":"rules-462","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-462","markdown":"<title level=\"1\" right=\"Rules\">[Special Battles](/Rules.aspx?ID=462)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 477 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-463\" />\r\n\r\n<document level=\"2\" id=\"rules-466\" />\r\n\r\n<document level=\"2\" id=\"rules-467\" />","name":"Special Battles","next_link":{"label":"Exploration Mode","url":"/Rules.aspx?ID=469"},"previous_link":{"label":"Movement in Encounters","url":"/Rules.aspx?ID=443"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 477 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 477"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 477 <sup>4.0</sup></row>","speed":{},"text":" Special Battles Source Core Rulebook pg. 477 4.0 Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas. ","type":"Rules","url":"/Rules.aspx?ID=462","weakness":{}}},{"_index":"aon18","_id":"rules-463","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Special Battles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-463","markdown":"<title level=\"1\" right=\"Rules\">[Mounted Combat](/Rules.aspx?ID=463)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can ride some creatures into combat. As noted in the Mount specialty basic action (page 472), your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the [Command an Animal](/Skills.aspx?ID=10) action to get your mount to spend its actions. If you dont, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you Command an Animal thats your mount.\n\n For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didnt command it. If you instead spent your first action to Command an Animal and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-464\" />\r\n\r\n<document level=\"2\" id=\"rules-465\" />","name":"Mounted Combat","next_link":{"label":"Aerial Combat","url":"/Rules.aspx?ID=466"},"previous_link":{"label":"Movement in Encounters","url":"/Rules.aspx?ID=443"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Special Battles\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 478"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>","speed":{},"text":" Mounted Combat Source Core Rulebook pg. 478 4.0 You can ride some creatures into combat. As noted in the Mount specialty basic action (page 472), your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the Command an Animal action to get your mount to spend its actions. If you dont, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you Command an Animal thats your mount. For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didnt command it. If you instead spent your first action to Command an Animal and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both. ","type":"Rules","url":"/Rules.aspx?ID=463","weakness":{}}},{"_index":"aon18","_id":"rules-464","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Special Battles","Mounted Combat"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-464","markdown":"<title level=\"1\" right=\"Rules\">[Mounted Attacks](/Rules.aspx?ID=464)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then Command an Animal to have your mount Strike, your mounts attack takes a 5 multiple attack penalty.\n\n You occupy every square of your mounts space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Mounted Attacks","next_link":{"label":"Mounted Defenses","url":"/Rules.aspx?ID=465"},"previous_link":{"label":"Movement in Encounters","url":"/Rules.aspx?ID=443"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Special Battles / Mounted Combat\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 478"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>","speed":{},"text":" Mounted Attacks Source Core Rulebook pg. 478 4.0 You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then Command an Animal to have your mount Strike, your mounts attack takes a 5 multiple attack penalty. You occupy every square of your mounts space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach. ","type":"Rules","url":"/Rules.aspx?ID=464","weakness":{}}},{"_index":"aon18","_id":"rules-465","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Special Battles","Mounted Combat"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-465","markdown":"<title level=\"1\" right=\"Rules\">[Mounted Defenses](/Rules.aspx?ID=465)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen youre mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as youre both in the area. You are in an attackers reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when youre mounted if the mount would be in the way.\n\n Because you cant move your body as freely while youre riding a mount, you take a 2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Mounted Defenses","next_link":{"label":"Aerial Combat","url":"/Rules.aspx?ID=466"},"previous_link":{"label":"Mounted Attacks","url":"/Rules.aspx?ID=464"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Special Battles / Mounted Combat\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 478"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>","speed":{},"text":" Mounted Defenses Source Core Rulebook pg. 478 4.0 When youre mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as youre both in the area. You are in an attackers reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when youre mounted if the mount would be in the way. Because you cant move your body as freely while youre riding a mount, you take a 2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount. ","type":"Rules","url":"/Rules.aspx?ID=465","weakness":{}}},{"_index":"aon18","_id":"rules-466","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Special Battles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-466","markdown":"<title level=\"1\" right=\"Rules\">[Aerial Combat](/Rules.aspx?ID=466)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the [Fly](/Actions.aspx?ID=94) action to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using [Acrobatics](/Skills.aspx?ID=1) to [Maneuver in Flight](/Actions.aspx?ID=30). Creatures might fall from the sky, using the [falling rules](/Rules.aspx?ID=402). At the GMs discretion, some ground-based actions might not work in the air. For instance, a flying creature couldnt [Leap](/Actions.aspx?ID=81).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Aerial Combat","next_link":{"label":"Aquatic Combat","url":"/Rules.aspx?ID=467"},"previous_link":{"label":"Mounted Combat","url":"/Rules.aspx?ID=463"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Special Battles\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 478"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>","speed":{},"text":" Aerial Combat Source Core Rulebook pg. 478 4.0 Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using Acrobatics to Maneuver in Flight. Creatures might fall from the sky, using the falling rules. At the GMs discretion, some ground-based actions might not work in the air. For instance, a flying creature couldnt Leap. ","type":"Rules","url":"/Rules.aspx?ID=466","weakness":{}}},{"_index":"aon18","_id":"rules-467","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Special Battles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-467","markdown":"<title level=\"1\" right=\"Rules\">[Aquatic Combat](/Rules.aspx?ID=467)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUse these rules for battles in water or underwater: \n<ul><li>Youre flat-footed unless you have a swim Speed. </li><li>You gain resistance 5 to acid and fire. </li><li>You take a 2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water. </li><li>Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. </li><li>You cant cast fire spells or use actions with the [fire](/Traits.aspx?ID=72) trait underwater. </li><li>At the GMs discretion, some ground-based actions might not work underwater or while floating.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-468\" />","name":"Aquatic Combat","next_link":{"label":"Exploration Mode","url":"/Rules.aspx?ID=469"},"previous_link":{"label":"Aerial Combat","url":"/Rules.aspx?ID=466"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Special Battles\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 478"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>","speed":{},"text":" Aquatic Combat Source Core Rulebook pg. 478 4.0 Use these rules for battles in water or underwater: Youre flat-footed unless you have a swim Speed. You gain resistance 5 to acid and fire. You take a 2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water. Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. You cant cast fire spells or use actions with the fire trait underwater. At the GMs discretion, some ground-based actions might not work underwater or while floating. ","type":"Rules","url":"/Rules.aspx?ID=467","weakness":{}}},{"_index":"aon18","_id":"rules-468","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Encounter Mode","Special Battles","Aquatic Combat"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-468","markdown":"<title level=\"1\" right=\"Rules\">[Drowning and Suffocation](/Rules.aspx?ID=468)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.\n\n When you run out of air, you fall unconscious and start suffocating. You cant recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless youre at 0 Hit Points).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Drowning and Suffocation","next_link":{"label":"Exploration Mode","url":"/Rules.aspx?ID=469"},"previous_link":{"label":"Aerial Combat","url":"/Rules.aspx?ID=466"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Encounter Mode / Special Battles / Aquatic Combat\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 478"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 478 <sup>4.0</sup></row>","speed":{},"text":" Drowning and Suffocation Source Core Rulebook pg. 478 4.0 You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air. When you run out of air, you fall unconscious and start suffocating. You cant recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless youre at 0 Hit Points). ","type":"Rules","url":"/Rules.aspx?ID=468","weakness":{}}},{"_index":"aon18","_id":"rules-469","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-469","markdown":"<title level=\"1\" right=\"Rules\">[Exploration Mode](/Rules.aspx?ID=469)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 479 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.\n\n Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, youll engage in an exploration activity, and youll typically spend some time every day resting and making your daily preparations.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-470\" />\r\n\r\n<document level=\"2\" id=\"rules-471\" />\r\n\r\n<document level=\"2\" id=\"rules-472\" />","name":"Exploration Mode","next_link":{"label":"Downtime Mode","url":"/Rules.aspx?ID=473"},"previous_link":{"label":"Encounter Mode","url":"/Rules.aspx?ID=429"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 479 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 479"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 479 <sup>4.0</sup></row>","speed":{},"text":" Exploration Mode Source Core Rulebook pg. 479 4.0 While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges. Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, youll engage in an exploration activity, and youll typically spend some time every day resting and making your daily preparations. ","type":"Rules","url":"/Rules.aspx?ID=469","weakness":{}}},{"_index":"aon18","_id":"rules-470","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Exploration Mode"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-470","markdown":"<title level=\"1\" right=\"Rules\">[Travel Speed](/Rules.aspx?ID=470)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 479 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDepending on how the GM tracks movement, you move in feet or miles based on your characters Speed with the relevant movement type. Typical rates are on the table below.\n\n## Table 9-2: Travel Speed\n<row gap=\"tiny\">\n<table> <tr><td>**Speed**</td><td>**Feet per Minute**</td><td>**Miles per Hour**</td><td>**Miles per Day**</td></tr> <tr><td>10</td><td>100</td><td>1</td><td>8</td></tr> <tr><td>15</td><td>150</td><td>1-1/2</td><td>12</td></tr> <tr><td>20</td><td>200</td><td>2</td><td>16</td></tr> <tr><td>25</td><td>250</td><td>2-1/2</td><td>20</td></tr> <tr><td>30</td><td>300</td><td>3</td><td>24</td></tr> <tr><td>35</td><td>350</td><td>3-1/2</td><td>28</td></tr> <tr><td>40</td><td>400</td><td>4</td><td>32</td></tr> <tr><td>50</td><td>500</td><td>5</td><td>40</td></tr> <tr><td>60</td><td>600</td><td>6</td><td>48</td></tr> </table></row>\n\n The rates in Table 92 assume traveling over flat and clear terrain at a determined pace, but one thats not exhausting. Moving through difficult terrain halves the listed movement rate. Greater difficult terrain reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Travel Speed","next_link":{"label":"Exploration Activities","url":"/Rules.aspx?ID=471"},"previous_link":{"label":"Encounter Mode","url":"/Rules.aspx?ID=429"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 479 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Exploration Mode\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 479"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 479 <sup>4.0</sup></row>","speed":{},"text":" Travel Speed Source Core Rulebook pg. 479 4.0 Depending on how the GM tracks movement, you move in feet or miles based on your characters Speed with the relevant movement type. Typical rates are on the table below. ## Table 9-2: Travel Speed Speed Feet per Minute Miles per Hour Miles per Day 10 100 1 8 15 150 1-1/2 12 20 200 2 16 25 250 2-1/2 20 30 300 3 24 35 350 3-1/2 28 40 400 4 32 50 500 5 40 60 600 6 48 The rates in Table 92 assume traveling over flat and clear terrain at a determined pace, but one thats not exhausting. Moving through difficult terrain halves the listed movement rate. Greater difficult terrain reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress. ","type":"Rules","url":"/Rules.aspx?ID=470","weakness":{}}},{"_index":"aon18","_id":"rules-471","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Exploration Mode"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-471","markdown":"<title level=\"1\" right=\"Rules\">[Exploration Activities](/Rules.aspx?ID=471)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 479 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 92.\n\n When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as “Using my dagger, I nudge the door so I can check for devious traps.” Instead, “I'm searching the area for hazards” is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective. \n\nThese are most common exploration activities, but other exploration activities can be found [here.](/Actions.aspx?ID=511) \n\n<document level=\"2\" id=\"action-511\" />\n\n<document level=\"2\" id=\"action-512\" />\n\n<document level=\"2\" id=\"action-513\" />\n\n<document level=\"2\" id=\"action-514\" />\n\n<document level=\"2\" id=\"action-515\" />\n\n<document level=\"2\" id=\"action-516\" />\n\n<document level=\"2\" id=\"action-517\" />\n\n<document level=\"2\" id=\"action-518\" />\n\n<document level=\"2\" id=\"action-519\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Skill Exploration Activities</title>\r\n\r\nChapter 4: Skills includes numerous additional exploration activities, which are summarized here. \n\n**Borrow an Arcane Spell**: You use [Arcana](/Skills.aspx?ID=2) to prepare a spell from someone elses spellbook. \n\n**Coerce**: You use [Intimidation](/Skills.aspx?ID=7) to threaten a creature so it does what you want. \n\n**Cover Tracks**: You use [Survival](/Skills.aspx?ID=16) to obscure your passing. \n\n**Decipher Writing**: You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234). \n\n**Gather Information**: You use [Diplomacy](/Skills.aspx?ID=6) to canvass the area to learn about a specific individual or topic. \n\n**Identify Alchemy**: You use [Craft](/Skills.aspx?ID=4) and [alchemists tools](/Equipment.aspx?ID=2) to identify an alchemical item. \n\n**Identify Magic**: Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238). \n\n**Impersonate**: You use [Deception](/Skills.aspx?ID=5) and usually a [disguise kit](/Equipment.aspx?ID=19) to create a disguise. \n\n**Learn a Spell**: You use the skill corresponding to the spells tradition to gain access to a new spell (page 238). \n\n**Make an Impression**: You use Diplomacy to make a good impression on someone. \n\n**Repair**: With a [repair kit](/Equipment.aspx?ID=43) and the Crafting skill, you fix a damaged item. \n\n**Sense Direction**: You use Survival to get a sense of where you are or determine the cardinal directions. \n\n**Squeeze**: Using [Acrobatics](/Skills.aspx?ID=1), you squeeze though very tight spaces (page 241). \n\n**Track**: You use Survival to find and follow creatures tracks. \n\n**Treat Wounds**: You use [Medicine](/Skills.aspx?ID=9) to treat a living creatures wounds.\r\n</aside>","name":"Exploration Activities","next_link":{"label":"Rest and Daily Preparation","url":"/Rules.aspx?ID=472"},"previous_link":{"label":"Travel Speed","url":"/Rules.aspx?ID=470"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 479 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Exploration Mode\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 479"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 479 <sup>4.0</sup></row>","speed":{},"text":" Exploration Activities Source Core Rulebook pg. 479 4.0 While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 92. When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as “Using my dagger, I nudge the door so I can check for devious traps.” Instead, “I'm searching the area for hazards” is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective. These are most common exploration activities, but other exploration activities can be found here. Skill Exploration Activities Chapter 4: Skills includes numerous additional exploration activities, which are summarized here. Borrow an Arcane Spell : You use Arcana to prepare a spell from someone elses spellbook. Coerce : You use Intimidation to threaten a creature so it does what you want. Cover Tracks : You use Survival to obscure your passing. Decipher Writing : You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234). Gather Information : You use Diplomacy to canvass the area to learn about a specific individual or topic. Identify Alchemy : You use Craft and alchemists tools to identify an alchemical item. Identify Magic : Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238). Impersonate : You use Deception and usually a disguise kit to create a disguise. Learn a Spell : You use the skill corresponding to the spells tradition to gain access to a new spell (page 238). Make an Impression : You use Diplomacy to make a good impression on someone. Repair : With a repair kit and the Crafting skill, you fix a damaged item. Sense Direction : You use Survival to get a sense of where you are or determine the cardinal directions. Squeeze : Using Acrobatics, you squeeze though very tight spaces (page 241). Track : You use Survival to find and follow creatures tracks. Treat Wounds : You use Medicine to treat a living creatures wounds. ","type":"Rules","url":"/Rules.aspx?ID=471","weakness":{}}},{"_index":"aon18","_id":"rules-472","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Exploration Mode"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-472","markdown":"<title level=\"1\" right=\"Rules\">[Rest and Daily Preparation](/Rules.aspx?ID=472)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 480 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you fatigued. If you go more than 16 hours without resting, you become fatigued (you cannot recover from this until you rest at least 6 continuous hours).\n\n After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if youve rested, and only once per day. Preparing includes the following: \n<ul><li>Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day. </li><li>Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset. </li><li>You don armor and equip weapons and other gear. </li><li>You invest up to 10 worn magic items to gain their benefits for the day.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Skill Downtime Activities</title>\r\n\r\nChapter 4: Skills includes several downtime activities, which are summarized here. \n\n**Craft**: Using the [Crafting](/Skills.aspx?ID=4) skill, you can create items from raw materials. \n\n**Create Forgery**: You forge a document (page 251). \n\n**Earn Income**: You earn money, typically using Crafting, [Lore](/Skills.aspx?ID=8), or [Performance](/Skills.aspx?ID=12) (page 236). \n\n**Subsist**: You find food and shelter in the wilderness or within a settlement (page 240). \n\n**Treat Disease**: You spend time caring for a diseased creature in the hope of curing that creature.\r\n</aside>","name":"Rest and Daily Preparation","next_link":{"label":"Downtime Mode","url":"/Rules.aspx?ID=473"},"previous_link":{"label":"Exploration Activities","url":"/Rules.aspx?ID=471"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 480 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Exploration Mode\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 480"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 480 <sup>4.0</sup></row>","speed":{},"text":" Rest and Daily Preparation Source Core Rulebook pg. 480 4.0 You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you fatigued. If you go more than 16 hours without resting, you become fatigued (you cannot recover from this until you rest at least 6 continuous hours). After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if youve rested, and only once per day. Preparing includes the following: Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day. Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset. You don armor and equip weapons and other gear. You invest up to 10 worn magic items to gain their benefits for the day. Skill Downtime Activities Chapter 4: Skills includes several downtime activities, which are summarized here. Craft : Using the Crafting skill, you can create items from raw materials. Create Forgery : You forge a document (page 251). Earn Income : You earn money, typically using Crafting, Lore, or Performance (page 236). Subsist : You find food and shelter in the wilderness or within a settlement (page 240). Treat Disease : You spend time caring for a diseased creature in the hope of curing that creature. ","type":"Rules","url":"/Rules.aspx?ID=472","weakness":{}}},{"_index":"aon18","_id":"rules-473","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-473","markdown":"<title level=\"1\" right=\"Rules\">[Downtime Mode](/Rules.aspx?ID=473)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDowntime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found.\n\n Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-474\" />\r\n\r\n<document level=\"2\" id=\"rules-475\" />\r\n\r\n<document level=\"2\" id=\"rules-479\" />","name":"Downtime Mode","next_link":{"label":"Chapter 10: Game Mastering","url":"/Rules.aspx?ID=480"},"previous_link":{"label":"Exploration Mode","url":"/Rules.aspx?ID=469"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 481"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>","speed":{},"text":" Downtime Mode Source Core Rulebook pg. 481 4.0 Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found. Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime. ","type":"Rules","url":"/Rules.aspx?ID=473","weakness":{}}},{"_index":"aon18","_id":"rules-474","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Downtime Mode"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-474","markdown":"<title level=\"1\" right=\"Rules\">[Long-Term Rest](/Rules.aspx?ID=474)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Long-Term Rest","next_link":{"label":"Retraining","url":"/Rules.aspx?ID=475"},"previous_link":{"label":"Exploration Mode","url":"/Rules.aspx?ID=469"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Downtime Mode\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 481"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>","speed":{},"text":" Long-Term Rest Source Core Rulebook pg. 481 4.0 You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level. ","type":"Rules","url":"/Rules.aspx?ID=474","weakness":{}}},{"_index":"aon18","_id":"rules-475","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Downtime Mode"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-475","markdown":"<title level=\"1\" right=\"Rules\">[Retraining](/Rules.aspx?ID=475)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRetraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didnt meet your expectations. You can retrain feats, skills, and some selectable class features. You cant retrain your ancestry, heritage, background, class, or ability scores. You cant perform other downtime activities while retraining.\n\n Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, youll have to pay your instructor.\n\n Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).\n\n When retraining, you generally cant make choices you couldnt make when you selected the original option. For instance, you cant exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didnt meet at the time you took the original feat. If you dont remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you cant use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-476\" />\r\n\r\n<document level=\"2\" id=\"rules-477\" />\r\n\r\n<document level=\"2\" id=\"rules-478\" />","name":"Retraining","next_link":{"label":"Other Downtime Activities","url":"/Rules.aspx?ID=479"},"previous_link":{"label":"Long-Term Rest","url":"/Rules.aspx?ID=474"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Downtime Mode\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 481"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>","speed":{},"text":" Retraining Source Core Rulebook pg. 481 4.0 Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didnt meet your expectations. You can retrain feats, skills, and some selectable class features. You cant retrain your ancestry, heritage, background, class, or ability scores. You cant perform other downtime activities while retraining. Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, youll have to pay your instructor. Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances). When retraining, you generally cant make choices you couldnt make when you selected the original option. For instance, you cant exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didnt meet at the time you took the original feat. If you dont remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you cant use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want. ","type":"Rules","url":"/Rules.aspx?ID=475","weakness":{}}},{"_index":"aon18","_id":"rules-476","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Downtime Mode","Retraining"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-476","markdown":"<title level=\"1\" right=\"Rules\">[Feats](/Rules.aspx?ID=476)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Feats","next_link":{"label":"Skills","url":"/Rules.aspx?ID=477"},"previous_link":{"label":"Long-Term Rest","url":"/Rules.aspx?ID=474"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Downtime Mode / Retraining\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 481"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>","speed":{},"text":" Feats Source Core Rulebook pg. 481 4.0 You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat. ","type":"Rules","url":"/Rules.aspx?ID=476","weakness":{}}},{"_index":"aon18","_id":"rules-477","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Downtime Mode","Retraining"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-477","markdown":"<title level=\"1\" right=\"Rules\">[Skills](/Rules.aspx?ID=477)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in Performance and Stealth, and an expert in Occultism, you could reduce the characters proficiency in Stealth to expert and become a master in Occultism, but you couldnt reassign that skill increase to become legendary in Performance. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.\n\n You can also spend a week to retrain an initial trained skill you gained during character creation.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skills","next_link":{"label":"Class Features","url":"/Rules.aspx?ID=478"},"previous_link":{"label":"Feats","url":"/Rules.aspx?ID=476"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Downtime Mode / Retraining\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 481"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>","speed":{},"text":" Skills Source Core Rulebook pg. 481 4.0 You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in Performance and Stealth, and an expert in Occultism, you could reduce the characters proficiency in Stealth to expert and become a master in Occultism, but you couldnt reassign that skill increase to become legendary in Performance. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites. You can also spend a week to retrain an initial trained skill you gained during character creation. ","type":"Rules","url":"/Rules.aspx?ID=477","weakness":{}}},{"_index":"aon18","_id":"rules-478","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Downtime Mode","Retraining"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-478","markdown":"<title level=\"1\" right=\"Rules\">[Class Features](/Rules.aspx?ID=478)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can change a class feature that required a choice, making a different choice instead. Some, like changing a spell in your spell repertoire, take a week. The GM will tell you how long it takes to retrain larger choices like a druid order or a wizard school—always at least a month.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Class Features","next_link":{"label":"Other Downtime Activities","url":"/Rules.aspx?ID=479"},"previous_link":{"label":"Skills","url":"/Rules.aspx?ID=477"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Downtime Mode / Retraining\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 481"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>","speed":{},"text":" Class Features Source Core Rulebook pg. 481 4.0 You can change a class feature that required a choice, making a different choice instead. Some, like changing a spell in your spell repertoire, take a week. The GM will tell you how long it takes to retrain larger choices like a druid order or a wizard school—always at least a month. ","type":"Rules","url":"/Rules.aspx?ID=478","weakness":{}}},{"_index":"aon18","_id":"rules-479","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","Downtime Mode"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-479","markdown":"<title level=\"1\" right=\"Rules\">[Other Downtime Activities](/Rules.aspx?ID=479)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWork with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294). You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Other Downtime Activities","next_link":{"label":"Chapter 10: Game Mastering","url":"/Rules.aspx?ID=480"},"previous_link":{"label":"Retraining","url":"/Rules.aspx?ID=475"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / Downtime Mode\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 481"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 481 <sup>4.0</sup></row>","speed":{},"text":" Other Downtime Activities Source Core Rulebook pg. 481 4.0 Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294). You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful. ","type":"Rules","url":"/Rules.aspx?ID=479","weakness":{}}},{"_index":"aon18","_id":"rules-480","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-480","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 10: Game Mastering](/Rules.aspx?ID=480)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 483 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs Game Master, you run each session of Pathfinder, providing the link between the players and the world of the game. Its up to you to set the scene as the player characters battle monsters, interact with other people, and explore the world.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Collaboration During Play</title>\r\n\r\nAs Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rules purpose is to make the game run smoothly, with one guiding hand ensuring consistency. Its not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games!\n\n How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play.\n\n You are encouraged to collect input from your players before you start, asking what storytelling genres theyd like to emphasize, which areas of the world they want to play in, the types of enemies theyd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved.\n\n As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, theyre telling you what theyd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-481\" />\r\n\r\n<document level=\"2\" id=\"rules-511\" />\r\n\r\n<document level=\"2\" id=\"rules-552\" />\r\n\r\n<document level=\"2\" id=\"rules-572\" />\r\n\r\n<document level=\"2\" id=\"rules-590\" />\r\n\r\n<document level=\"2\" id=\"rules-668\" />","name":"Chapter 10: Game Mastering","next_link":{"label":"Chapter 11: Crafting & Treasure","url":"/Rules.aspx?ID=686"},"previous_link":{"label":"Chapter 9: Playing the Game","url":"/Rules.aspx?ID=311"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 483 <sup>4.0</sup></row>\n\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 483"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 483 <sup>4.0</sup></row>","speed":{},"text":" Chapter 10: Game Mastering Source Core Rulebook pg. 483 4.0 As Game Master, you run each session of Pathfinder, providing the link between the players and the world of the game. Its up to you to set the scene as the player characters battle monsters, interact with other people, and explore the world. Collaboration During Play As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rules purpose is to make the game run smoothly, with one guiding hand ensuring consistency. Its not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games! How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play. You are encouraged to collect input from your players before you start, asking what storytelling genres theyd like to emphasize, which areas of the world they want to play in, the types of enemies theyd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved. As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, theyre telling you what theyd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected. ","type":"Rules","url":"/Rules.aspx?ID=480","weakness":{}}},{"_index":"aon18","_id":"rules-481","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-481","markdown":"<title level=\"1\" right=\"Rules\">[Game Mastering](/Rules.aspx?ID=481)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 483 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you take on the role of Game Master, youll have the rewarding job of crafting fun experiences for a group of your friends. Your responsibilities include... \n<ul><li>Telling the story of the groups adventures in a compelling and consistent way. </li><li>Fleshing out the world in which the game takes place, emphasizing the fantastical while grounding it enough in the real world to feel believable. </li><li>Entertaining the players and yourself with novel concepts, and rewarding creative ideas with interesting outcomes. </li><li>Preparing for game sessions by building or studying adventures and creating characters and plots. </li><li>Improvising the reactions of nonplayer characters and other forces in the world as the players do unexpected things. </li><li>Making rules decisions to ensure fairness and keep the game moving forward.</li></ul>This chapter provides the tools you need to shoulder those responsibilities. The following sections break down the various components of a campaign, discuss the different modes of play and how to set DCs for the tasks the PCs attempt, provide different ways of rewarding player characters, and describe aspects of the environment that might affect an adventuring party.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-482\" />\r\n\r\n<document level=\"2\" id=\"rules-491\" />\r\n\r\n<document level=\"2\" id=\"rules-501\" />\r\n\r\n<document level=\"2\" id=\"rules-510\" />","name":"Game Mastering","next_link":{"label":"Running Modes of Play","url":"/Rules.aspx?ID=511"},"previous_link":{"label":"Chapter 9: Playing the Game","url":"/Rules.aspx?ID=311"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 483 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 483"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 483 <sup>4.0</sup></row>","speed":{},"text":" Game Mastering Source Core Rulebook pg. 483 4.0 When you take on the role of Game Master, youll have the rewarding job of crafting fun experiences for a group of your friends. Your responsibilities include... Telling the story of the groups adventures in a compelling and consistent way. Fleshing out the world in which the game takes place, emphasizing the fantastical while grounding it enough in the real world to feel believable. Entertaining the players and yourself with novel concepts, and rewarding creative ideas with interesting outcomes. Preparing for game sessions by building or studying adventures and creating characters and plots. Improvising the reactions of nonplayer characters and other forces in the world as the players do unexpected things. Making rules decisions to ensure fairness and keep the game moving forward. This chapter provides the tools you need to shoulder those responsibilities. The following sections break down the various components of a campaign, discuss the different modes of play and how to set DCs for the tasks the PCs attempt, provide different ways of rewarding player characters, and describe aspects of the environment that might affect an adventuring party. ","type":"Rules","url":"/Rules.aspx?ID=481","weakness":{}}},{"_index":"aon18","_id":"rules-482","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-482","markdown":"<title level=\"1\" right=\"Rules\">[Planning a Campaign](/Rules.aspx?ID=482)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 483 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters. A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours.\n\n A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, youll establish its scope and themes, which youll then reinforce in the adventures and scenes that take place within it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-483\" />\r\n\r\n<document level=\"2\" id=\"rules-485\" />\r\n\r\n<document level=\"2\" id=\"rules-486\" />\r\n\r\n<document level=\"2\" id=\"rules-490\" />","name":"Planning a Campaign","next_link":{"label":"Preparing an Adventure","url":"/Rules.aspx?ID=491"},"previous_link":{"label":"Chapter 9: Playing the Game","url":"/Rules.aspx?ID=311"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 483 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 483"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 483 <sup>4.0</sup></row>","speed":{},"text":" Planning a Campaign Source Core Rulebook pg. 483 4.0 A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters. A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours. A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, youll establish its scope and themes, which youll then reinforce in the adventures and scenes that take place within it. ","type":"Rules","url":"/Rules.aspx?ID=482","weakness":{}}},{"_index":"aon18","_id":"rules-483","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Planning a Campaign"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-483","markdown":"<title level=\"1\" right=\"Rules\">[Campaign Length](/Rules.aspx?ID=483)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 483 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game.\n\n A single session, or a “one-shot,” is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since theres less opportunity for the players to become invested in the story or setting.\n\n If you want to play through a longer campaign, youll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the groups overall goals.\n\n You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since youll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509).\n\n Its entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you cant satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain whos crucial to the story but cant be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic.\n\n It pays to be conservative when estimating your campaign length and scope. Its always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-484\" />","name":"Campaign Length","next_link":{"label":"Themes","url":"/Rules.aspx?ID=485"},"previous_link":{"label":"Chapter 9: Playing the Game","url":"/Rules.aspx?ID=311"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 483 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Planning a Campaign\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 483"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 483 <sup>4.0</sup></row>","speed":{},"text":" Campaign Length Source Core Rulebook pg. 483 4.0 The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game. A single session, or a “one-shot,” is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since theres less opportunity for the players to become invested in the story or setting. If you want to play through a longer campaign, youll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the groups overall goals. You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since youll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509). Its entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you cant satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain whos crucial to the story but cant be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic. It pays to be conservative when estimating your campaign length and scope. Its always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities. ","type":"Rules","url":"/Rules.aspx?ID=483","weakness":{}}},{"_index":"aon18","_id":"rules-484","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Planning a Campaign","Campaign Length"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-484","markdown":"<title level=\"1\" right=\"Rules\">[Expected Duration](/Rules.aspx?ID=484)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 484 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNot every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing.\n\n You should have an end point in mind when you start a campaign. Still, you have to be flexible, since youre telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think youre heading toward a satisfying conclusion, its useful to check in with the other players. You might say, “I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?” This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Expected Duration","next_link":{"label":"Themes","url":"/Rules.aspx?ID=485"},"previous_link":{"label":"Chapter 9: Playing the Game","url":"/Rules.aspx?ID=311"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 484 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Planning a Campaign / Campaign Length\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 484"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 484 <sup>4.0</sup></row>","speed":{},"text":" Expected Duration Source Core Rulebook pg. 484 4.0 Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing. You should have an end point in mind when you start a campaign. Still, you have to be flexible, since youre telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think youre heading toward a satisfying conclusion, its useful to check in with the other players. You might say, “I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?” This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments. ","type":"Rules","url":"/Rules.aspx?ID=484","weakness":{}}},{"_index":"aon18","_id":"rules-485","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Planning a Campaign"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-485","markdown":"<title level=\"1\" right=\"Rules\">[Themes](/Rules.aspx?ID=485)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 484 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use.\n\n A storylines themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if youve chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters.\n\n Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge theyve previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression.\n\n Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Tools for Responsible Play</title>\r\n\r\nConsent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos. \n\n### Lines and Veils\n The terms “line” and “veil” can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as “Were drawing a line at torture.” The group agrees not to cross a line and omits that content from the game.\n\n A veil indicates something that shouldnt be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, “Well draw a veil across the scene as those characters head into the bedroom.”\n\n You might come up with some lines and veils in advance, but then find more as play continues. \n\n### The X-Card\n Draw an “X” on a card, and youve got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoevers speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as “How far back should I rewind this?” Some groups instead make an X with their hands, say “Lets X that out,” or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised. You can find more details at [**tinyurl.com/x-card-rpg**](http://tinyurl.com/x-card-rpg).\r\n</aside>","name":"Themes","next_link":{"label":"A Welcoming Environment","url":"/Rules.aspx?ID=486"},"previous_link":{"label":"Campaign Length","url":"/Rules.aspx?ID=483"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 484 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Planning a Campaign\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 484"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 484 <sup>4.0</sup></row>","speed":{},"text":" Themes Source Core Rulebook pg. 484 4.0 The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use. A storylines themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if youve chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters. Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge theyve previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression. Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting. Tools for Responsible Play Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos. ### Lines and Veils The terms “line” and “veil” can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as “Were drawing a line at torture.” The group agrees not to cross a line and omits that content from the game. A veil indicates something that shouldnt be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, “Well draw a veil across the scene as those characters head into the bedroom.” You might come up with some lines and veils in advance, but then find more as play continues. ### The X-Card Draw an “X” on a card, and youve got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoevers speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as “How far back should I rewind this?” Some groups instead make an X with their hands, say “Lets X that out,” or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised. You can find more details at tinyurl.com/x-card-rpg . ","type":"Rules","url":"/Rules.aspx?ID=485","weakness":{}}},{"_index":"aon18","_id":"rules-486","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Planning a Campaign"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-486","markdown":"<title level=\"1\" right=\"Rules\">[A Welcoming Environment](/Rules.aspx?ID=486)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 485 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another.\n\n Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior thats inappropriate, whether intentional or inadvertent, and pay careful attention to players body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.\n\n If a player tells you theyre uncomfortable with something in the game, whether its content youve presented as the GM or another players or PCs actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If youre preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what theyre doing is unacceptable or makes others feel uncomfortable. Its never appropriate to make the person who is uncomfortable responsible for resolving a problem. Its okay if mistakes happen. Whats important is how you respond and move forward.\n\n Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-487\" />\r\n\r\n<document level=\"2\" id=\"rules-488\" />\r\n\r\n<document level=\"2\" id=\"rules-489\" />","name":"A Welcoming Environment","next_link":{"label":"Character Creation","url":"/Rules.aspx?ID=490"},"previous_link":{"label":"Themes","url":"/Rules.aspx?ID=485"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 485 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Planning a Campaign\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 485"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 485 <sup>4.0</sup></row>","speed":{},"text":" A Welcoming Environment Source Core Rulebook pg. 485 4.0 The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another. Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior thats inappropriate, whether intentional or inadvertent, and pay careful attention to players body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate. If a player tells you theyre uncomfortable with something in the game, whether its content youve presented as the GM or another players or PCs actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If youre preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what theyre doing is unacceptable or makes others feel uncomfortable. Its never appropriate to make the person who is uncomfortable responsible for resolving a problem. Its okay if mistakes happen. Whats important is how you respond and move forward. Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe. ","type":"Rules","url":"/Rules.aspx?ID=486","weakness":{}}},{"_index":"aon18","_id":"rules-487","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Planning a Campaign","A Welcoming Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-487","markdown":"<title level=\"1\" right=\"Rules\">[Objectionable Content](/Rules.aspx?ID=487)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBefore a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, its essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so its not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked.\n\n It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. Whats the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they dont want to appear in the game, such as spiders or body horror?\n\n After you figure out the limits on objectionable content, you have four important tasks: \n<ul><li>Clearly convey these limits to the other players. </li><li>Ensure you and the players abide by the boundaries. </li><li>Act immediately if someone becomes uncomfortable about content during a session, even if it wasnt already banned in a prior discussion. Once the issue is resolved, move on. </li><li>Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Objectionable Content","next_link":{"label":"The Pathfinder Baseline","url":"/Rules.aspx?ID=488"},"previous_link":{"label":"Themes","url":"/Rules.aspx?ID=485"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Planning a Campaign / A Welcoming Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 486"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>","speed":{},"text":" Objectionable Content Source Core Rulebook pg. 486 4.0 Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, its essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so its not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked. It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. Whats the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they dont want to appear in the game, such as spiders or body horror? After you figure out the limits on objectionable content, you have four important tasks: Clearly convey these limits to the other players. Ensure you and the players abide by the boundaries. Act immediately if someone becomes uncomfortable about content during a session, even if it wasnt already banned in a prior discussion. Once the issue is resolved, move on. Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content. ","type":"Rules","url":"/Rules.aspx?ID=487","weakness":{}}},{"_index":"aon18","_id":"rules-488","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Planning a Campaign","A Welcoming Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-488","markdown":"<title level=\"1\" right=\"Rules\">[The Pathfinder Baseline](/Rules.aspx?ID=488)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou might find that your players dont have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. Thats not always enough, as that approach relies on shared assumptions that arent always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players. \n<ul><li>Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided. </li><li>Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens “off-screen.” Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers). </li><li>Avoid excessively gross or scatological descriptions.</li></ul> The following acts should never be performed by player characters:\n<ul><li>Torture </li><li>Rape, nonconsensual sexual contact, or sexual threats </li><li>Harm to children, including sexual abuse </li><li>Owning slaves or profiting from the slave trade </li><li>Reprehensible uses of mind-control magic</li></ul> Villains might engage in such acts, but they wont happen “on-screen” or wont be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Pathfinder Baseline","next_link":{"label":"Social Splash Damage","url":"/Rules.aspx?ID=489"},"previous_link":{"label":"Objectionable Content","url":"/Rules.aspx?ID=487"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Planning a Campaign / A Welcoming Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 486"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>","speed":{},"text":" The Pathfinder Baseline Source Core Rulebook pg. 486 4.0 You might find that your players dont have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. Thats not always enough, as that approach relies on shared assumptions that arent always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players. Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided. Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens “off-screen.” Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers). Avoid excessively gross or scatological descriptions. The following acts should never be performed by player characters: Torture Rape, nonconsensual sexual contact, or sexual threats Harm to children, including sexual abuse Owning slaves or profiting from the slave trade Reprehensible uses of mind-control magic Villains might engage in such acts, but they wont happen “on-screen” or wont be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely. ","type":"Rules","url":"/Rules.aspx?ID=488","weakness":{}}},{"_index":"aon18","_id":"rules-489","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Planning a Campaign","A Welcoming Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-489","markdown":"<title level=\"1\" right=\"Rules\">[Social Splash Damage](/Rules.aspx?ID=489)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs important as it is to take care of yourself and the other players in your game, be mindful of your groups impact on the other people around you. If youre playing in a space thats not your own, respect your hosts. If youre playing in public, consider the comfort of the people around you, not just what your group is comfortable with. Its easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but dont ignore the real world around you. Be aware when youre making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Characters with Disabilities</title>\r\n\r\nA player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened arent a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities. \n\n### Blindness or Impaired Vision\n A blind character cant detect anything using vision, critically fails Perception checks requiring sight, is immune to visual effects, and cant be blinded or dazzled. You might give this character the [Blind-Fight](/Feats.aspx?ID=388) feat for free.\n\n A character with impaired vision might take a 2 to 4 penalty to vision-based Perception checks. Spectacles or other corrective devices might reduce or remove this. \n\n### Deafness or Being Hard of Hearing\n A deaf character cant detect anything using hearing, critically fails Perception checks that require hearing, and is immune to auditory effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action theyre not accustomed to that involves auditory elements, they must succeed at a DC 5 flat check or the action is lost. Its best to give them the [Sign Language](/Feats.aspx?ID=840) feat for free, and you might give them [Read Lips](/Feats.aspx?ID=833) as well (page 266 and 265). You might give one or more other characters in the group Sign Language for free as well.\n\n A hard-of-hearing character might take a 2 to 4 penalty to Perception checks that are hearing-based. Corrective devices for hearing are less common than spectacles are in a typical Pathfinder world. \n\n### Missing Limb\n Some magic items require certain limbs or other body parts. Its fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.\n\n A character with a missing hand or arm might need to spend 2 actions to Interact with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a prosthetic hand or arm to compensate.\n\n Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a wheelchair, a dependable mount, or levitation or flight magic. \n\n### Mental Illness and Chronic Illness\n Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players.\r\n</aside>","name":"Social Splash Damage","next_link":{"label":"Character Creation","url":"/Rules.aspx?ID=490"},"previous_link":{"label":"The Pathfinder Baseline","url":"/Rules.aspx?ID=488"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Planning a Campaign / A Welcoming Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 486"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>","speed":{},"text":" Social Splash Damage Source Core Rulebook pg. 486 4.0 As important as it is to take care of yourself and the other players in your game, be mindful of your groups impact on the other people around you. If youre playing in a space thats not your own, respect your hosts. If youre playing in public, consider the comfort of the people around you, not just what your group is comfortable with. Its easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but dont ignore the real world around you. Be aware when youre making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time. Characters with Disabilities A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened arent a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities. ### Blindness or Impaired Vision A blind character cant detect anything using vision, critically fails Perception checks requiring sight, is immune to visual effects, and cant be blinded or dazzled. You might give this character the Blind-Fight feat for free. A character with impaired vision might take a 2 to 4 penalty to vision-based Perception checks. Spectacles or other corrective devices might reduce or remove this. ### Deafness or Being Hard of Hearing A deaf character cant detect anything using hearing, critically fails Perception checks that require hearing, and is immune to auditory effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action theyre not accustomed to that involves auditory elements, they must succeed at a DC 5 flat check or the action is lost. Its best to give them the Sign Language feat for free, and you might give them Read Lips as well (page 266 and 265). You might give one or more other characters in the group Sign Language for free as well. A hard-of-hearing character might take a 2 to 4 penalty to Perception checks that are hearing-based. Corrective devices for hearing are less common than spectacles are in a typical Pathfinder world. ### Missing Limb Some magic items require certain limbs or other body parts. Its fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example. A character with a missing hand or arm might need to spend 2 actions to Interact with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a prosthetic hand or arm to compensate. Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a wheelchair, a dependable mount, or levitation or flight magic. ### Mental Illness and Chronic Illness Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players. ","type":"Rules","url":"/Rules.aspx?ID=489","weakness":{}}},{"_index":"aon18","_id":"rules-490","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Planning a Campaign"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-490","markdown":"<title level=\"1\" right=\"Rules\">[Character Creation](/Rules.aspx?ID=490)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the _Pathfinder Core Rulebook_. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. Its usually best to allow new options, but theres no obligation to do so. Be as open as youre comfortable with.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Character Creation","next_link":{"label":"Preparing an Adventure","url":"/Rules.aspx?ID=491"},"previous_link":{"label":"A Welcoming Environment","url":"/Rules.aspx?ID=486"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Planning a Campaign\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 486"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>","speed":{},"text":" Character Creation Source Core Rulebook pg. 486 4.0 At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the Pathfinder Core Rulebook . If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. Its usually best to allow new options, but theres no obligation to do so. Be as open as youre comfortable with. ","type":"Rules","url":"/Rules.aspx?ID=490","weakness":{}}},{"_index":"aon18","_id":"rules-491","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-491","markdown":"<title level=\"1\" right=\"Rules\">[Preparing an Adventure](/Rules.aspx?ID=491)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. Youll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story.\n\n You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Paizo's Published Adventures</title>\r\n\r\nYou can purchase the following types of adventures at [**paizo.com**](paizo.com), your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at [**paizo.com**](paizo.com). \n\n### Pathfinder Adventure Paths\n Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world. Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond. \n\n### Pathfinder Adventures\n Pathfinder Adventures are standalone adventures that cover several levels of play. Theyre self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes. \n\n### Pathfinder Society Scenarios\n Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but theyre also part of a larger continuity and can be combined together to form the basis of a longer campaign.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-492\" />\r\n\r\n<document level=\"2\" id=\"rules-493\" />\r\n\r\n<document level=\"2\" id=\"rules-497\" />","name":"Preparing an Adventure","next_link":{"label":"Running a Game Session","url":"/Rules.aspx?ID=501"},"previous_link":{"label":"Planning a Campaign","url":"/Rules.aspx?ID=482"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 486"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>","speed":{},"text":" Preparing an Adventure Source Core Rulebook pg. 486 4.0 An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. Youll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story. You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions. Paizo's Published Adventures You can purchase the following types of adventures at paizo.com , your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at paizo.com . ### Pathfinder Adventure Paths Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world. Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond. ### Pathfinder Adventures Pathfinder Adventures are standalone adventures that cover several levels of play. Theyre self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes. ### Pathfinder Society Scenarios Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but theyre also part of a larger continuity and can be combined together to form the basis of a longer campaign. ","type":"Rules","url":"/Rules.aspx?ID=491","weakness":{}}},{"_index":"aon18","_id":"rules-492","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Preparing an Adventure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-492","markdown":"<title level=\"1\" right=\"Rules\">[Published Adventures](/Rules.aspx?ID=492)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPrewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you dont have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose.\n\n Though a published adventure is prewritten, its not set in stone. Changing the details of an adventure to suit your group isnt just acceptable, its preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so theyre linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they wont appeal to your players.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Using Rarity and Access</title>\r\n\r\nThe rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options arent more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as [_detect evil_](/Spells.aspx?ID=65).\n\n At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward. Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If youre not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them. \n\n### Rewards\n You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but theyre just a bit more special because they hail from distant lands or have unusual or surprising abilities. Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices. \n\n### Different Locations\n The rarities in this book assume youre playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaigns theme, but if you do, you should share your changes with your group.\r\n</aside>","name":"Published Adventures","next_link":{"label":"Creating Adventures","url":"/Rules.aspx?ID=493"},"previous_link":{"label":"Planning a Campaign","url":"/Rules.aspx?ID=482"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Preparing an Adventure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 486"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 486 <sup>4.0</sup></row>","speed":{},"text":" Published Adventures Source Core Rulebook pg. 486 4.0 Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you dont have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose. Though a published adventure is prewritten, its not set in stone. Changing the details of an adventure to suit your group isnt just acceptable, its preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so theyre linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they wont appeal to your players. Using Rarity and Access The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options arent more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as detect evil . At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward. Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If youre not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them. ### Rewards You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but theyre just a bit more special because they hail from distant lands or have unusual or surprising abilities. Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices. ### Different Locations The rarities in this book assume youre playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaigns theme, but if you do, you should share your changes with your group. ","type":"Rules","url":"/Rules.aspx?ID=492","weakness":{}}},{"_index":"aon18","_id":"rules-493","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Preparing an Adventure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-493","markdown":"<title level=\"1\" right=\"Rules\">[Creating Adventures](/Rules.aspx?ID=493)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 487 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBuilding your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures.\n\n Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villains theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-494\" />\r\n\r\n<document level=\"2\" id=\"rules-495\" />\r\n\r\n<document level=\"2\" id=\"rules-496\" />","name":"Creating Adventures","next_link":{"label":"Building Encounters","url":"/Rules.aspx?ID=497"},"previous_link":{"label":"Published Adventures","url":"/Rules.aspx?ID=492"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 487 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Preparing an Adventure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 487"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 487 <sup>4.0</sup></row>","speed":{},"text":" Creating Adventures Source Core Rulebook pg. 487 4.0 Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures. Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villains theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting. ","type":"Rules","url":"/Rules.aspx?ID=493","weakness":{}}},{"_index":"aon18","_id":"rules-494","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Preparing an Adventure","Creating Adventures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-494","markdown":"<title level=\"1\" right=\"Rules\">[Locations](/Rules.aspx?ID=494)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 487 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMemorable settings that include mysterious and fantastical locations for players to visit can elicit the players curiosity. Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your minds eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real.\n\n Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards. These challenges should suit your adventures location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Locations","next_link":{"label":"Encounters","url":"/Rules.aspx?ID=495"},"previous_link":{"label":"Published Adventures","url":"/Rules.aspx?ID=492"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 487 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Preparing an Adventure / Creating Adventures\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 487"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 487 <sup>4.0</sup></row>","speed":{},"text":" Locations Source Core Rulebook pg. 487 4.0 Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players curiosity. Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your minds eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real. Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards. These challenges should suit your adventures location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520. ","type":"Rules","url":"/Rules.aspx?ID=494","weakness":{}}},{"_index":"aon18","_id":"rules-495","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Preparing an Adventure","Creating Adventures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-495","markdown":"<title level=\"1\" right=\"Rules\">[Encounters](/Rules.aspx?ID=495)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 487 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your groups level begin below.\n\n Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Encounters","next_link":{"label":"Treasure","url":"/Rules.aspx?ID=496"},"previous_link":{"label":"Locations","url":"/Rules.aspx?ID=494"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 487 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Preparing an Adventure / Creating Adventures\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 487"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 487 <sup>4.0</sup></row>","speed":{},"text":" Encounters Source Core Rulebook pg. 487 4.0 A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your groups level begin below. Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional. ","type":"Rules","url":"/Rules.aspx?ID=495","weakness":{}}},{"_index":"aon18","_id":"rules-496","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Preparing an Adventure","Creating Adventures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-496","markdown":"<title level=\"1\" right=\"Rules\">[Treasure](/Rules.aspx?ID=496)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 488 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour adventure should give out an amount of treasure thats appropriate to the characters level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. Its best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Treasure","next_link":{"label":"Building Encounters","url":"/Rules.aspx?ID=497"},"previous_link":{"label":"Encounters","url":"/Rules.aspx?ID=495"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 488 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Preparing an Adventure / Creating Adventures\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 488"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 488 <sup>4.0</sup></row>","speed":{},"text":" Treasure Source Core Rulebook pg. 488 4.0 Your adventure should give out an amount of treasure thats appropriate to the characters level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. Its best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play. ","type":"Rules","url":"/Rules.aspx?ID=496","weakness":{}}},{"_index":"aon18","_id":"rules-497","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Preparing an Adventure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-497","markdown":"<title level=\"1\" right=\"Rules\">[Building Encounters](/Rules.aspx?ID=497)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 488 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design.\n\n To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.\n\n **Trivial-threat** encounters are so easy that the characters have essentially no chance of losing; they shouldnt even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so dont ignore them just because of the lack of threat. \n\n**Low-threat** encounters present a veneer of difficulty and typically use some of the partys resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened. \n\n**Moderate-threat** encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting. \n\n**Severe-threat** encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open. \n\n**Extreme-threat** encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extreme-threat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-498\" />\r\n\r\n<document level=\"2\" id=\"rules-499\" />\r\n\r\n<document level=\"2\" id=\"rules-500\" />","name":"Building Encounters","next_link":{"label":"Running a Game Session","url":"/Rules.aspx?ID=501"},"previous_link":{"label":"Creating Adventures","url":"/Rules.aspx?ID=493"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 488 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Preparing an Adventure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 488"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 488 <sup>4.0</sup></row>","speed":{},"text":" Building Encounters Source Core Rulebook pg. 488 4.0 The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design. To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below. Trivial-threat encounters are so easy that the characters have essentially no chance of losing; they shouldnt even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so dont ignore them just because of the lack of threat. Low-threat encounters present a veneer of difficulty and typically use some of the partys resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened. Moderate-threat encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting. Severe-threat encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open. Extreme-threat encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extreme-threat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork. ","type":"Rules","url":"/Rules.aspx?ID=497","weakness":{}}},{"_index":"aon18","_id":"rules-498","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Preparing an Adventure","Building Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-498","markdown":"<title level=\"1\" right=\"Rules\">[XP Budget](/Rules.aspx?ID=498)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce youve selected a threat level, its time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters wont match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below.\n\n## Table 10-1: Encounter Budget\n<row gap=\"tiny\">\n<table> <tr><td>**Threat**</td><td>**XP Budget**</td><td>**Character Adjustment**</td></tr> <tr><td>Trivial</td><td>40 or less</td><td>10 or less</td></tr> <tr><td>Low</td><td>60</td><td>15</td></tr> <tr><td>Moderate</td><td>80</td><td>20</td></tr> <tr><td>Severe</td><td>120</td><td>30</td></tr> <tr><td>Extreme</td><td>160</td><td>40</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"XP Budget","next_link":{"label":"Choosing Creatures","url":"/Rules.aspx?ID=499"},"previous_link":{"label":"Creating Adventures","url":"/Rules.aspx?ID=493"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Preparing an Adventure / Building Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 489"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>","speed":{},"text":" XP Budget Source Core Rulebook pg. 489 4.0 Once youve selected a threat level, its time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters wont match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below. ## Table 10-1: Encounter Budget Threat XP Budget Character Adjustment Trivial 40 or less 10 or less Low 60 15 Moderate 80 20 Severe 120 30 Extreme 160 40 ","type":"Rules","url":"/Rules.aspx?ID=498","weakness":{}}},{"_index":"aon18","_id":"rules-499","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Preparing an Adventure","Building Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-499","markdown":"<title level=\"1\" right=\"Rules\">[Choosing Creatures](/Rules.aspx?ID=499)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn all but the most unusual circumstances, youll select creatures for your encounter that range from 4 levels lower than the PCs level to 4 levels higher (see Table 102: Creature XP and Role). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.\n\n Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a “party level 3” creature, a lackey appropriate for a low- to-moderate-threat encounter, and it costs 15 XP in an encounters XP budget. Party level is explained in detail on page 508.\n\n## Table 10-2: Creature XP and Role\n<row gap=\"tiny\">\n<table> <tr><td>**Creature Level**</td><td>**XP**</td><td>**Suggested Role**</td></tr> <tr><td>Party Level -4</td><td>10</td><td>Low-threat lackey</td></tr> <tr><td>Party Level -3</td><td>15</td><td>Low- or moderate-threat lackey</td></tr> <tr><td>Party Level -2</td><td>20</td><td>Any lackey or standard creature</td></tr> <tr><td>Party Level -1</td><td>30</td><td>Any standard creature</td></tr> <tr><td>Party Level</td><td>40</td><td>Any standard creature or low-threat boss</td></tr> <tr><td>Party Level +1</td><td>60</td><td>Low- or moderate-threat boss</td></tr> <tr><td>Party Level +2</td><td>80</td><td>Moderate- or severe-threat boss</td></tr> <tr><td>Party Level +3</td><td>120</td><td>Severe- or extreme-threat boss</td></tr> <tr><td>Party Level +4</td><td>160</td><td>Extreme-threat solo boss</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Choosing Creatures","next_link":{"label":"Different Party Sizes","url":"/Rules.aspx?ID=500"},"previous_link":{"label":"XP Budget","url":"/Rules.aspx?ID=498"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Preparing an Adventure / Building Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 489"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>","speed":{},"text":" Choosing Creatures Source Core Rulebook pg. 489 4.0 In all but the most unusual circumstances, youll select creatures for your encounter that range from 4 levels lower than the PCs level to 4 levels higher (see Table 102: Creature XP and Role). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly. Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a “party level 3” creature, a lackey appropriate for a low- to-moderate-threat encounter, and it costs 15 XP in an encounters XP budget. Party level is explained in detail on page 508. ## Table 10-2: Creature XP and Role Creature Level XP Suggested Role Party Level -4 10 Low-threat lackey Party Level -3 15 Low- or moderate-threat lackey Party Level -2 20 Any lackey or standard creature Party Level -1 30 Any standard creature Party Level 40 Any standard creature or low-threat boss Party Level +1 60 Low- or moderate-threat boss Party Level +2 80 Moderate- or severe-threat boss Party Level +3 120 Severe- or extreme-threat boss Party Level +4 160 Extreme-threat solo boss ","type":"Rules","url":"/Rules.aspx?ID=499","weakness":{}}},{"_index":"aon18","_id":"rules-500","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Preparing an Adventure","Building Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-500","markdown":"<title level=\"1\" right=\"Rules\">[Different Party Sizes](/Rules.aspx?ID=500)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFor each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in Table 101: Encounter Budget. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter dont change—youll always award the amount of XP listed for a group of four characters.\n\n Its best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Sharing Responsibility</title>\r\n\r\nJust because youre the GM and ostensibly in charge doesnt mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. Its also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that arent directly related to the game.\n\n Its best to figure out a schedule of responsibilities when youre first setting up a game. Ask the players what theyre willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup thats comfortable.\r\n</aside>","name":"Different Party Sizes","next_link":{"label":"Running a Game Session","url":"/Rules.aspx?ID=501"},"previous_link":{"label":"Choosing Creatures","url":"/Rules.aspx?ID=499"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Preparing an Adventure / Building Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 489"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>","speed":{},"text":" Different Party Sizes Source Core Rulebook pg. 489 4.0 For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in Table 101: Encounter Budget. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter dont change—youll always award the amount of XP listed for a group of four characters. Its best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters. Sharing Responsibility Just because youre the GM and ostensibly in charge doesnt mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. Its also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that arent directly related to the game. Its best to figure out a schedule of responsibilities when youre first setting up a game. Ask the players what theyre willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup thats comfortable. ","type":"Rules","url":"/Rules.aspx?ID=500","weakness":{}}},{"_index":"aon18","_id":"rules-501","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-501","markdown":"<title level=\"1\" right=\"Rules\">[Running a Game Session](/Rules.aspx?ID=501)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-502\" />\r\n\r\n<document level=\"2\" id=\"rules-503\" />\r\n\r\n<document level=\"2\" id=\"rules-504\" />\r\n\r\n<document level=\"2\" id=\"rules-507\" />\r\n\r\n<document level=\"2\" id=\"rules-508\" />\r\n\r\n<document level=\"2\" id=\"rules-509\" />","name":"Running a Game Session","next_link":{"label":"Pathfinder Society","url":"/Rules.aspx?ID=510"},"previous_link":{"label":"Preparing an Adventure","url":"/Rules.aspx?ID=491"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 489"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>","speed":{},"text":" Running a Game Session Source Core Rulebook pg. 489 4.0 A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next. ","type":"Rules","url":"/Rules.aspx?ID=501","weakness":{}}},{"_index":"aon18","_id":"rules-502","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Running a Game Session"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-502","markdown":"<title level=\"1\" right=\"Rules\">[Planning a Session](/Rules.aspx?ID=502)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOne of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.\n\n Plan a time for everybody to arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Planning a Session","next_link":{"label":"Starting a Session","url":"/Rules.aspx?ID=503"},"previous_link":{"label":"Preparing an Adventure","url":"/Rules.aspx?ID=491"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Running a Game Session\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 489"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 489 <sup>4.0</sup></row>","speed":{},"text":" Planning a Session Source Core Rulebook pg. 489 4.0 One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page. Plan a time for everybody to arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed). ","type":"Rules","url":"/Rules.aspx?ID=502","weakness":{}}},{"_index":"aon18","_id":"rules-503","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Running a Game Session"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-503","markdown":"<title level=\"1\" right=\"Rules\">[Starting a Session](/Rules.aspx?ID=503)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 490 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs. \n<ul><li>Recap what happened during the previous sessions.</li><li>Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session.</li><li>Remind players that they each have 1 [Hero Point](/Rules.aspx?ID=573) at the start of the session.</li><li>Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.</li><li>Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Off-Session Gaming</title>\r\n\r\nSession play with a full group isnt the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions.\n\n You can get together with a single player to run a mini-session for their character, covering a mission thats important to their story but doesnt concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session.\n\n Some events arent suitable for handling outside of sessions. Any event that strongly affects a character whose player isnt present should be handled at the table when everyone can attend. Its also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost.\r\n</aside>","name":"Starting a Session","next_link":{"label":"Running a Session","url":"/Rules.aspx?ID=504"},"previous_link":{"label":"Planning a Session","url":"/Rules.aspx?ID=502"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 490 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Running a Game Session\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 490"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 490 <sup>4.0</sup></row>","speed":{},"text":" Starting a Session Source Core Rulebook pg. 490 4.0 Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs. Recap what happened during the previous sessions. Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session. Remind players that they each have 1 Hero Point at the start of the session. Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session. Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react. Off-Session Gaming Session play with a full group isnt the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions. You can get together with a single player to run a mini-session for their character, covering a mission thats important to their story but doesnt concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session. Some events arent suitable for handling outside of sessions. Any event that strongly affects a character whose player isnt present should be handled at the table when everyone can attend. Its also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost. ","type":"Rules","url":"/Rules.aspx?ID=503","weakness":{}}},{"_index":"aon18","_id":"rules-504","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Running a Game Session"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-504","markdown":"<title level=\"1\" right=\"Rules\">[Running a Session](/Rules.aspx?ID=504)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 490 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDuring a session, youre in charge of keeping the games action moving, managing the different modes of play, fielding questions, and making rules decisions. Youll also want to keep a rough eye on the time, so you can end when most convenient for the group.\n\n Youre the interface between the rules and the imagined world you and the other players share. They will ask you questions, and theyll act based on their own assumptions. Its up to you to establish whats true in the world, but you dont do this unilaterally. Youre informed by the settings backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all.\n\n Youll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own characters turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-505\" />\r\n\r\n<document level=\"2\" id=\"rules-506\" />","name":"Running a Session","next_link":{"label":"Adjudicating the Rules","url":"/Rules.aspx?ID=507"},"previous_link":{"label":"Starting a Session","url":"/Rules.aspx?ID=503"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 490 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Running a Game Session\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 490"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 490 <sup>4.0</sup></row>","speed":{},"text":" Running a Session Source Core Rulebook pg. 490 4.0 During a session, youre in charge of keeping the games action moving, managing the different modes of play, fielding questions, and making rules decisions. Youll also want to keep a rough eye on the time, so you can end when most convenient for the group. Youre the interface between the rules and the imagined world you and the other players share. They will ask you questions, and theyll act based on their own assumptions. Its up to you to establish whats true in the world, but you dont do this unilaterally. Youre informed by the settings backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all. Youll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own characters turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check. ","type":"Rules","url":"/Rules.aspx?ID=504","weakness":{}}},{"_index":"aon18","_id":"rules-505","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Running a Game Session","Running a Session"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-505","markdown":"<title level=\"1\" right=\"Rules\">[The Spotlight](/Rules.aspx?ID=505)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 491 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasnt contributed in some time, stop and ask, “Whats your character doing at this point?” If the players not sure, add a detail or nonplayer character to the scene that the player might find interesting.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Spotlight","next_link":{"label":"Distractions and Interrupting","url":"/Rules.aspx?ID=506"},"previous_link":{"label":"Starting a Session","url":"/Rules.aspx?ID=503"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 491 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Running a Game Session / Running a Session\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 491"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 491 <sup>4.0</sup></row>","speed":{},"text":" The Spotlight Source Core Rulebook pg. 491 4.0 As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasnt contributed in some time, stop and ask, “Whats your character doing at this point?” If the players not sure, add a detail or nonplayer character to the scene that the player might find interesting. ","type":"Rules","url":"/Rules.aspx?ID=505","weakness":{}}},{"_index":"aon18","_id":"rules-506","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Running a Game Session","Running a Session"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-506","markdown":"<title level=\"1\" right=\"Rules\">[Distractions and Interrupting](/Rules.aspx?ID=506)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 491 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMaintaining the players attention keeps a game moving and leads to memorable moments when everyones in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if theyre too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential.\n\n A game is a social gathering, so theres definitely a place for conversation thats not directly related to playing the game. These interruptions become a problem if theyre too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.\n\n Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything thats not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are “offstage.” If a players character isnt in a scene, that might be a good time for the player to use a mobile device.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Distractions and Interrupting","next_link":{"label":"Adjudicating the Rules","url":"/Rules.aspx?ID=507"},"previous_link":{"label":"The Spotlight","url":"/Rules.aspx?ID=505"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 491 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Running a Game Session / Running a Session\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 491"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 491 <sup>4.0</sup></row>","speed":{},"text":" Distractions and Interrupting Source Core Rulebook pg. 491 4.0 Maintaining the players attention keeps a game moving and leads to memorable moments when everyones in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if theyre too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential. A game is a social gathering, so theres definitely a place for conversation thats not directly related to playing the game. These interruptions become a problem if theyre too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking. Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything thats not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are “offstage.” If a players character isnt in a scene, that might be a good time for the player to use a mobile device. ","type":"Rules","url":"/Rules.aspx?ID=506","weakness":{}}},{"_index":"aon18","_id":"rules-507","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Running a Game Session"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-507","markdown":"<title level=\"1\" right=\"Rules\">[Adjudicating the Rules](/Rules.aspx?ID=507)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 491 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!) To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the [DC guidelines](/Rules.aspx?ID=552) for quick reference. \n<ul><li>If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.</li><li>If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an [undefined action](/Rules.aspx?ID=392) and add any necessary traits (usually [attack](/Traits.aspx?ID=15), [concentrate](/Traits.aspx?ID=32), [manipulate](/Traits.aspx?ID=104), or [move](/Traits.aspx?ID=114)).</li><li>When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).</li><li>If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a 1 circumstance penalty.</li><li>If you're not sure how difficult a significant challenge should be, use the DC for the party's level.</li><li>If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).</li><li>If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to [Recall Knowledge](/Actions.aspx?ID=26), use an appropriate [Lore](/Skills.aspx?ID=8) skill (usually at an untrained proficiency rank).</li><li>Use the characters' daily preparations as the time to reset anything that lasts roughly a day.</li><li>When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an [accomplishment](/Rules.aspx?ID=575) (10 to 30 XP).</li><li>When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adjudicating the Rules","next_link":{"label":"Special Circumstances","url":"/Rules.aspx?ID=508"},"previous_link":{"label":"Running a Session","url":"/Rules.aspx?ID=504"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 491 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Running a Game Session\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 491"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 491 <sup>4.0</sup></row>","speed":{},"text":" Adjudicating the Rules Source Core Rulebook pg. 491 4.0 As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!) To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines for quick reference. If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round. If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action and add any necessary traits (usually attack, concentrate, manipulate, or move). When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws). If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a 1 circumstance penalty. If you're not sure how difficult a significant challenge should be, use the DC for the party's level. If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure). If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to Recall Knowledge, use an appropriate Lore skill (usually at an untrained proficiency rank). Use the characters' daily preparations as the time to reset anything that lasts roughly a day. When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP). When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely. ","type":"Rules","url":"/Rules.aspx?ID=507","weakness":{}}},{"_index":"aon18","_id":"rules-508","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Running a Game Session"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-508","markdown":"<title level=\"1\" right=\"Rules\">[Special Circumstances](/Rules.aspx?ID=508)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 492 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or 1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or 2 for a major circumstance. The maximum bonus or penalty, +4 or 4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.\n\n You can also add traits to actions. Lets say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the [fire](/Traits.aspx?ID=72) trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again shed need to bury her sword in the coals once more.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Special Circumstances","next_link":{"label":"Incorporating Additional Options","url":"/Rules.aspx?ID=509"},"previous_link":{"label":"Adjudicating the Rules","url":"/Rules.aspx?ID=507"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 492 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Running a Game Session\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 492"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 492 <sup>4.0</sup></row>","speed":{},"text":" Special Circumstances Source Core Rulebook pg. 492 4.0 The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or 1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or 2 for a major circumstance. The maximum bonus or penalty, +4 or 4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible. You can also add traits to actions. Lets say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again shed need to bury her sword in the coals once more. ","type":"Rules","url":"/Rules.aspx?ID=508","weakness":{}}},{"_index":"aon18","_id":"rules-509","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering","Running a Game Session"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-509","markdown":"<title level=\"1\" right=\"Rules\">[Incorporating Additional Options](/Rules.aspx?ID=509)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 492 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If youre uncertain or worried about a request, you dont have to allow it, and its your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Incorporating Additional Options","next_link":{"label":"Pathfinder Society","url":"/Rules.aspx?ID=510"},"previous_link":{"label":"Special Circumstances","url":"/Rules.aspx?ID=508"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 492 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering / Running a Game Session\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 492"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 492 <sup>4.0</sup></row>","speed":{},"text":" Incorporating Additional Options Source Core Rulebook pg. 492 4.0 You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If youre uncertain or worried about a request, you dont have to allow it, and its your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play. ","type":"Rules","url":"/Rules.aspx?ID=509","weakness":{}}},{"_index":"aon18","_id":"rules-510","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Game Mastering"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-510","markdown":"<title level=\"1\" right=\"Rules\">[Pathfinder Society](/Rules.aspx?ID=510)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 492 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOrganized play campaigns allow you to play in and run games all over the world with persistent characters. If you want to play Pathfinder this way, you can do so through the Pathfinder Society Roleplaying Guild! Once you go online to [**PathfinderSociety.club**](PathfinderSociety.club) to make an account, you can organize games yourself with your friends or join an existing event.\n\n Pathfinder Society primarily uses 4- to 5-hour adventures called scenarios. At the start of a session when youre running a scenario, youll collect your players information. At the end of the adventure, youll record the rewards their characters earn for completing the scenario, all of which are detailed in the adventure. Once you report the sessions results online, the rewards become a persistent part of these characters, even if they play in other games with other groups. These scenarios include important choices, and you can report what your group chose—decisions that will guide the future of the campaign!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Pathfinder Society","next_link":{"label":"Running Modes of Play","url":"/Rules.aspx?ID=511"},"previous_link":{"label":"Running a Game Session","url":"/Rules.aspx?ID=501"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 492 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Game Mastering\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 492"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 492 <sup>4.0</sup></row>","speed":{},"text":" Pathfinder Society Source Core Rulebook pg. 492 4.0 Organized play campaigns allow you to play in and run games all over the world with persistent characters. If you want to play Pathfinder this way, you can do so through the Pathfinder Society Roleplaying Guild! Once you go online to PathfinderSociety.club to make an account, you can organize games yourself with your friends or join an existing event. Pathfinder Society primarily uses 4- to 5-hour adventures called scenarios. At the start of a session when youre running a scenario, youll collect your players information. At the end of the adventure, youll record the rewards their characters earn for completing the scenario, all of which are detailed in the adventure. Once you report the sessions results online, the rewards become a persistent part of these characters, even if they play in other games with other groups. These scenarios include important choices, and you can report what your group chose—decisions that will guide the future of the campaign! ","type":"Rules","url":"/Rules.aspx?ID=510","weakness":{}}},{"_index":"aon18","_id":"rules-511","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-511","markdown":"<title level=\"1\" right=\"Rules\">[Running Modes of Play](/Rules.aspx?ID=511)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 493 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.\n\n Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.\n\n Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where theres danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters arent in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.\n\n When the party isnt adventuring, the characters are in downtime. This mode covers most of a normal persons life, such as mundane, day-to-day tasks and working toward long-term goals.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-512\" />\r\n\r\n<document level=\"2\" id=\"rules-521\" />\r\n\r\n<document level=\"2\" id=\"rules-538\" />","name":"Running Modes of Play","next_link":{"label":"Difficulty Classes","url":"/Rules.aspx?ID=552"},"previous_link":{"label":"Game Mastering","url":"/Rules.aspx?ID=481"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 493 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 493"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 493 <sup>4.0</sup></row>","speed":{},"text":" Running Modes of Play Source Core Rulebook pg. 493 4.0 Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each. Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode. Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where theres danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters arent in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring. When the party isnt adventuring, the characters are in downtime. This mode covers most of a normal persons life, such as mundane, day-to-day tasks and working toward long-term goals. ","type":"Rules","url":"/Rules.aspx?ID=511","weakness":{}}},{"_index":"aon18","_id":"rules-512","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-512","markdown":"<title level=\"1\" right=\"Rules\">[Encounters](/Rules.aspx?ID=512)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 493 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEncounter mode is the most structured mode of play, and youll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488. \n\n**Stakes**: Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that. \n\n**Time Scale**: Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point. \n\n**Actions and Reactions**: In combat encounters, each participants turn is broken into discrete actions, and participants can use reactions when their triggers occur. Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Playing without a Grid</title>\r\n\r\nThe Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In whats traditionally called the “theater of the mind,” you and other players imagine the locations of the combatants and the environment. In this style of play, youll frequently need to make judgment calls. These are usually simple, like “Can I see the ogre from where Im standing?” or “Can I get to the ogre with one Stride?” Its often best to have a player tell you what they want to do, such as “I want to cross the beam to get to the ogre and attack it.” Then, you tell the player how that breaks down into actions, like “Youll need to spend one action and succeed at an Acrobatics check, then Stride to get close enough, then youll have one action left for a Strike.”\n\n When preparing encounters, avoid using lots of difficult terrain, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You wont have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-513\" />\r\n\r\n<document level=\"2\" id=\"rules-514\" />\r\n\r\n<document level=\"2\" id=\"rules-515\" />\r\n\r\n<document level=\"2\" id=\"rules-517\" />","name":"Encounters","next_link":{"label":"Exploration","url":"/Rules.aspx?ID=521"},"previous_link":{"label":"Game Mastering","url":"/Rules.aspx?ID=481"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 493 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 493"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 493 <sup>4.0</sup></row>","speed":{},"text":" Encounters Source Core Rulebook pg. 493 4.0 Encounter mode is the most structured mode of play, and youll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488. Stakes : Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that. Time Scale : Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point. Actions and Reactions : In combat encounters, each participants turn is broken into discrete actions, and participants can use reactions when their triggers occur. Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical. Playing without a Grid The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In whats traditionally called the “theater of the mind,” you and other players imagine the locations of the combatants and the environment. In this style of play, youll frequently need to make judgment calls. These are usually simple, like “Can I see the ogre from where Im standing?” or “Can I get to the ogre with one Stride?” Its often best to have a player tell you what they want to do, such as “I want to cross the beam to get to the ogre and attack it.” Then, you tell the player how that breaks down into actions, like “Youll need to spend one action and succeed at an Acrobatics check, then Stride to get close enough, then youll have one action left for a Strike.” When preparing encounters, avoid using lots of difficult terrain, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You wont have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count. ","type":"Rules","url":"/Rules.aspx?ID=512","weakness":{}}},{"_index":"aon18","_id":"rules-513","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-513","markdown":"<title level=\"1\" right=\"Rules\">[Choosing Adversaries' Actions](/Rules.aspx?ID=513)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 493 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPlayers often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, youre roleplaying these foes, and you decide their tactics. Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.\n\n When selecting targets or choosing which abilities to use, rely on the adversaries knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesnt mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.\n\n Adversaries usually dont attack a character whos knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.\n\n Running adversaries is a mix of being true to the creature and doing whats best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Choosing Adversaries' Actions","next_link":{"label":"Bypassed Encounters","url":"/Rules.aspx?ID=514"},"previous_link":{"label":"Game Mastering","url":"/Rules.aspx?ID=481"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 493 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 493"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 493 <sup>4.0</sup></row>","speed":{},"text":" Choosing Adversaries' Actions Source Core Rulebook pg. 493 4.0 Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, youre roleplaying these foes, and you decide their tactics. Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do. When selecting targets or choosing which abilities to use, rely on the adversaries knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesnt mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance. Adversaries usually dont attack a character whos knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them. Running adversaries is a mix of being true to the creature and doing whats best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter. ","type":"Rules","url":"/Rules.aspx?ID=513","weakness":{}}},{"_index":"aon18","_id":"rules-514","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-514","markdown":"<title level=\"1\" right=\"Rules\">[Bypassed Encounters](/Rules.aspx?ID=514)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 493 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhat happens if youve planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.\n\n In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter. If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure thats more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.\n\n Youll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bypassed Encounters","next_link":{"label":"Ending Encounters","url":"/Rules.aspx?ID=515"},"previous_link":{"label":"Choosing Adversaries' Actions","url":"/Rules.aspx?ID=513"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 493 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 493"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 493 <sup>4.0</sup></row>","speed":{},"text":" Bypassed Encounters Source Core Rulebook pg. 493 4.0 What happens if youve planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure. In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter. If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure thats more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial. Youll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place. ","type":"Rules","url":"/Rules.aspx?ID=514","weakness":{}}},{"_index":"aon18","_id":"rules-515","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-515","markdown":"<title level=\"1\" right=\"Rules\">[Ending Encounters](/Rules.aspx?ID=515)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order. The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.\n\n You can decide a fight is over if theres no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells theyre concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battles over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, “Is everyone okay if we call the fight?” to make sure your players are on board.\n\n One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once theres a surrender, come out of initiative order and enter into a short negotiation. These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesnt have much leverage in these cases, so avoid long back-and-forth discussions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-516\" />","name":"Ending Encounters","next_link":{"label":"Social Encounters","url":"/Rules.aspx?ID=517"},"previous_link":{"label":"Bypassed Encounters","url":"/Rules.aspx?ID=514"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 494"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>","speed":{},"text":" Ending Encounters Source Core Rulebook pg. 494 4.0 A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order. The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival. You can decide a fight is over if theres no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells theyre concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battles over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, “Is everyone okay if we call the fight?” to make sure your players are on board. One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once theres a surrender, come out of initiative order and enter into a short negotiation. These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesnt have much leverage in these cases, so avoid long back-and-forth discussions. ","type":"Rules","url":"/Rules.aspx?ID=515","weakness":{}}},{"_index":"aon18","_id":"rules-516","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Encounters","Ending Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-516","markdown":"<title level=\"1\" right=\"Rules\">[Fleeing Enemies](/Rules.aspx?ID=516)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PCs Speed to that of the target, assess how much the pursuers chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.\n\n If the PCs decide to flee, its usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if theyre encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Fleeing Enemies","next_link":{"label":"Social Encounters","url":"/Rules.aspx?ID=517"},"previous_link":{"label":"Bypassed Encounters","url":"/Rules.aspx?ID=514"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Encounters / Ending Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 494"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>","speed":{},"text":" Fleeing Enemies Source Core Rulebook pg. 494 4.0 Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PCs Speed to that of the target, assess how much the pursuers chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now. If the PCs decide to flee, its usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if theyre encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee. ","type":"Rules","url":"/Rules.aspx?ID=516","weakness":{}}},{"_index":"aon18","_id":"rules-517","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-517","markdown":"<title level=\"1\" right=\"Rules\">[Social Encounters](/Rules.aspx?ID=517)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved. Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized.\n\n Using the structure of an encounter is helpful because it makes the timing clearer than in free-form play, and each character feels like theyre contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.\n\n You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you dont need to worry about characters movements, nor do you need a map. Some examples of social encounters include: \n<ul><li>Proving someones innocence in front of a judge. </li><li>Convincing a neighboring monarch to help defend against an invasion. </li><li>Besting a rival bard in a battle of wits. </li><li>Exposing a villains deception before a noble court.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-518\" />\r\n\r\n<document level=\"2\" id=\"rules-519\" />\r\n\r\n<document level=\"2\" id=\"rules-520\" />","name":"Social Encounters","next_link":{"label":"Exploration","url":"/Rules.aspx?ID=521"},"previous_link":{"label":"Ending Encounters","url":"/Rules.aspx?ID=515"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 494"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>","speed":{},"text":" Social Encounters Source Core Rulebook pg. 494 4.0 Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved. Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized. Using the structure of an encounter is helpful because it makes the timing clearer than in free-form play, and each character feels like theyre contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end. You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you dont need to worry about characters movements, nor do you need a map. Some examples of social encounters include: Proving someones innocence in front of a judge. Convincing a neighboring monarch to help defend against an invasion. Besting a rival bard in a battle of wits. Exposing a villains deception before a noble court. ","type":"Rules","url":"/Rules.aspx?ID=517","weakness":{}}},{"_index":"aon18","_id":"rules-518","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Encounters","Social Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-518","markdown":"<title level=\"1\" right=\"Rules\">[Initiative and Actions](/Rules.aspx?ID=518)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nInitiative in a social encounter typically has characters rolling Society or a Charisma-based skill, such as Diplomacy or Deception. As with other encounters, a characters approach to the conflict determines which skill theyll roll. On a characters turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what theyll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction.\n\n Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if its an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Initiative and Actions","next_link":{"label":"Measuring Success and Progress","url":"/Rules.aspx?ID=519"},"previous_link":{"label":"Ending Encounters","url":"/Rules.aspx?ID=515"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Encounters / Social Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 494"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 494 <sup>4.0</sup></row>","speed":{},"text":" Initiative and Actions Source Core Rulebook pg. 494 4.0 Initiative in a social encounter typically has characters rolling Society or a Charisma-based skill, such as Diplomacy or Deception. As with other encounters, a characters approach to the conflict determines which skill theyll roll. On a characters turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what theyll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction. Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if its an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs. ","type":"Rules","url":"/Rules.aspx?ID=518","weakness":{}}},{"_index":"aon18","_id":"rules-519","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Encounters","Social Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-519","markdown":"<title level=\"1\" right=\"Rules\">[Measuring Success and Progress](/Rules.aspx?ID=519)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 495 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYoull need to decide how to measure the characters success in social encounters, because theres no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a targets Will DC. If you need a DC for people who dont have stats, such as a crowd or an NPC for whom you havent already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them.\n\n The attitude conditions—hostile, unfriendly, indifferent, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much theyve progressed as the encounter proceeds.\n\n Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Measuring Success and Progress","next_link":{"label":"Consequences","url":"/Rules.aspx?ID=520"},"previous_link":{"label":"Initiative and Actions","url":"/Rules.aspx?ID=518"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 495 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Encounters / Social Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 495"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 495 <sup>4.0</sup></row>","speed":{},"text":" Measuring Success and Progress Source Core Rulebook pg. 495 4.0 Youll need to decide how to measure the characters success in social encounters, because theres no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a targets Will DC. If you need a DC for people who dont have stats, such as a crowd or an NPC for whom you havent already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them. The attitude conditions—hostile, unfriendly, indifferent, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much theyve progressed as the encounter proceeds. Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame. ","type":"Rules","url":"/Rules.aspx?ID=519","weakness":{}}},{"_index":"aon18","_id":"rules-520","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Encounters","Social Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-520","markdown":"<title level=\"1\" right=\"Rules\">[Consequences](/Rules.aspx?ID=520)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.\n\n The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isnt true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isnt the end—theres still time for desperate heroics or a twist in the story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Consequences","next_link":{"label":"Exploration","url":"/Rules.aspx?ID=521"},"previous_link":{"label":"Measuring Success and Progress","url":"/Rules.aspx?ID=519"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Encounters / Social Encounters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 496"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>","speed":{},"text":" Consequences Source Core Rulebook pg. 496 4.0 When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance. The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isnt true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isnt the end—theres still time for desperate heroics or a twist in the story. ","type":"Rules","url":"/Rules.aspx?ID=520","weakness":{}}},{"_index":"aon18","_id":"rules-521","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-521","markdown":"<title level=\"1\" right=\"Rules\">[Exploration](/Rules.aspx?ID=521)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nExploration mode is intentionally less regimented than encounters. As a result, during exploration youll be making judgment calls on just about everything that happens.\n\n Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, its especially important to have and convey a clear mental picture of the groups surroundings. Youll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what theyre interested in and what they consider important. As you play, youll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.\n\n **Stakes**: Low to moderate. Exploration mode should be used when theres some amount of risk, but no immediate danger. The PCs might be in an environment where theyre likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.\n\n **Time Scale**: When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so its rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If its important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments. \n\n**Actions and Reactions**: Though exploration isnt broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-522\" />\r\n\r\n<document level=\"2\" id=\"rules-527\" />\r\n\r\n<document level=\"2\" id=\"rules-528\" />\r\n\r\n<document level=\"2\" id=\"rules-529\" />\r\n\r\n<document level=\"2\" id=\"rules-530\" />\r\n\r\n<document level=\"2\" id=\"rules-534\" />\r\n\r\n<document level=\"2\" id=\"rules-536\" />\r\n\r\n<document level=\"2\" id=\"rules-537\" />","name":"Exploration","next_link":{"label":"Downtime","url":"/Rules.aspx?ID=538"},"previous_link":{"label":"Encounters","url":"/Rules.aspx?ID=512"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 496"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>","speed":{},"text":" Exploration Source Core Rulebook pg. 496 4.0 Exploration mode is intentionally less regimented than encounters. As a result, during exploration youll be making judgment calls on just about everything that happens. Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, its especially important to have and convey a clear mental picture of the groups surroundings. Youll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what theyre interested in and what they consider important. As you play, youll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures. Stakes : Low to moderate. Exploration mode should be used when theres some amount of risk, but no immediate danger. The PCs might be in an environment where theyre likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction. Time Scale : When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so its rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If its important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments. Actions and Reactions : Though exploration isnt broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode. ","type":"Rules","url":"/Rules.aspx?ID=521","weakness":{}}},{"_index":"aon18","_id":"rules-522","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-522","markdown":"<title level=\"1\" right=\"Rules\">[Exploration Activities](/Rules.aspx?ID=522)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, theres no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the characters actions differ from those on the list.\n\n The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479480 of Chapter 9.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Exploration Activities</title>\r\n\r\nThe following exploration activities are fully detailed on pages 479480 of Chapter 9. Many more appear within Chapter 4: Skills. \n<ul><li>Avoid Notice </li><li>Defend </li><li>Detect Magic </li><li>Follow the Expert </li><li>Hustle </li><li>Investigate </li><li>Repeat a Spell </li><li>Scout </li><li>Search</li></ul> \n\n### Improvising New Activities\n If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.\n\n You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isnt sustainable over the longer time frame of exploration.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-523\" />\r\n\r\n<document level=\"2\" id=\"rules-524\" />\r\n\r\n<document level=\"2\" id=\"rules-525\" />\r\n\r\n<document level=\"2\" id=\"rules-526\" />","name":"Exploration Activities","next_link":{"label":"Setting a Party Order","url":"/Rules.aspx?ID=527"},"previous_link":{"label":"Encounters","url":"/Rules.aspx?ID=512"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 496"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>","speed":{},"text":" Exploration Activities Source Core Rulebook pg. 496 4.0 In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, theres no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the characters actions differ from those on the list. The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479480 of Chapter 9. Exploration Activities The following exploration activities are fully detailed on pages 479480 of Chapter 9. Many more appear within Chapter 4: Skills. Avoid Notice Defend Detect Magic Follow the Expert Hustle Investigate Repeat a Spell Scout Search ### Improvising New Activities If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration. You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isnt sustainable over the longer time frame of exploration. ","type":"Rules","url":"/Rules.aspx?ID=522","weakness":{}}},{"_index":"aon18","_id":"rules-523","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration","Exploration Activities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-523","markdown":"<title level=\"1\" right=\"Rules\">[Detect Magic](/Rules.aspx?ID=523)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis activity doesnt enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency cant be found with [_detect magic_](/Spells.aspx?ID=66), nor can illusions of equal or higher level than the spell.\n\n When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Detect Magic","next_link":{"label":"Follow the Expert","url":"/Rules.aspx?ID=524"},"previous_link":{"label":"Encounters","url":"/Rules.aspx?ID=512"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration / Exploration Activities\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 496"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>","speed":{},"text":" Detect Magic Source Core Rulebook pg. 496 4.0 This activity doesnt enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency cant be found with detect magic , nor can illusions of equal or higher level than the spell. When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap. ","type":"Rules","url":"/Rules.aspx?ID=523","weakness":{}}},{"_index":"aon18","_id":"rules-524","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration","Exploration Activities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-524","markdown":"<title level=\"1\" right=\"Rules\">[Follow the Expert](/Rules.aspx?ID=524)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA skilled character can help out less skilled allies who choose to Follow the Expert. This is a good way to help a character with a low Stealth modifier sneak around, get a character with poor Athletics up a steep cliff, and so on. Usually, a character who is Following the Expert cant perform other exploration activities or follow more than one person at a time.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Follow the Expert","next_link":{"label":"Investigate","url":"/Rules.aspx?ID=525"},"previous_link":{"label":"Detect Magic","url":"/Rules.aspx?ID=523"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration / Exploration Activities\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 496"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>","speed":{},"text":" Follow the Expert Source Core Rulebook pg. 496 4.0 A skilled character can help out less skilled allies who choose to Follow the Expert. This is a good way to help a character with a low Stealth modifier sneak around, get a character with poor Athletics up a steep cliff, and so on. Usually, a character who is Following the Expert cant perform other exploration activities or follow more than one person at a time. ","type":"Rules","url":"/Rules.aspx?ID=524","weakness":{}}},{"_index":"aon18","_id":"rules-525","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration","Exploration Activities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-525","markdown":"<title level=\"1\" right=\"Rules\">[Investigate](/Rules.aspx?ID=525)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs with Searching or Detecting Magic, the initial result of Investigating is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with Abyssal writing, but they would need to stop to read the text or determine that its written in blood.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Investigate","next_link":{"label":"Search","url":"/Rules.aspx?ID=526"},"previous_link":{"label":"Follow the Expert","url":"/Rules.aspx?ID=524"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration / Exploration Activities\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 496"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 496 <sup>4.0</sup></row>","speed":{},"text":" Investigate Source Core Rulebook pg. 496 4.0 As with Searching or Detecting Magic, the initial result of Investigating is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with Abyssal writing, but they would need to stop to read the text or determine that its written in blood. ","type":"Rules","url":"/Rules.aspx?ID=525","weakness":{}}},{"_index":"aon18","_id":"rules-526","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration","Exploration Activities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-526","markdown":"<title level=\"1\" right=\"Rules\">[Search](/Rules.aspx?ID=526)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 497 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWith a successful Perception check while Searching, a character notices the presence or absence of something unusual in the area, but it doesnt provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a Searching character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and youd give a rough idea of the traps location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.\n\n If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), Searching would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.\n\n You roll a secret Perception check for a Searching character to detect any secrets they pass thats in a place that stands out (such as near a door or a turn in a corridor), but not one thats in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Search","next_link":{"label":"Setting a Party Order","url":"/Rules.aspx?ID=527"},"previous_link":{"label":"Investigate","url":"/Rules.aspx?ID=525"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 497 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration / Exploration Activities\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 497"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 497 <sup>4.0</sup></row>","speed":{},"text":" Search Source Core Rulebook pg. 497 4.0 With a successful Perception check while Searching, a character notices the presence or absence of something unusual in the area, but it doesnt provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a Searching character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and youd give a rough idea of the traps location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door. If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), Searching would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search. You roll a secret Perception check for a Searching character to detect any secrets they pass thats in a place that stands out (such as near a door or a turn in a corridor), but not one thats in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously. ","type":"Rules","url":"/Rules.aspx?ID=526","weakness":{}}},{"_index":"aon18","_id":"rules-527","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-527","markdown":"<title level=\"1\" right=\"Rules\">[Setting a Party Order](/Rules.aspx?ID=527)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 497 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. Its up to you to determine the specifics of who gets targeted based on the situation.\n\n When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs exact positions, with their input, if youre moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Setting a Party Order","next_link":{"label":"Adverse Terrain and Weather","url":"/Rules.aspx?ID=528"},"previous_link":{"label":"Exploration Activities","url":"/Rules.aspx?ID=522"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 497 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 497"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 497 <sup>4.0</sup></row>","speed":{},"text":" Setting a Party Order Source Core Rulebook pg. 497 4.0 In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. Its up to you to determine the specifics of who gets targeted based on the situation. When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs exact positions, with their input, if youre moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe. ","type":"Rules","url":"/Rules.aspx?ID=527","weakness":{}}},{"_index":"aon18","_id":"rules-528","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-528","markdown":"<title level=\"1\" right=\"Rules\">[Adverse Terrain and Weather](/Rules.aspx?ID=528)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 497 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nExploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters progress. The specific effects of certain types of terrain and weather are described starting on page 512.\n\n Difficult terrain such as thick undergrowth usually slows down progress. Unless its important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on Table 92: Travel Speed (page 479), typically cutting it in half if almost all of the land is difficult terrain or to one-third for greater difficult terrain.\n\n Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.\n\n Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adverse Terrain and Weather","next_link":{"label":"Hazards","url":"/Rules.aspx?ID=529"},"previous_link":{"label":"Setting a Party Order","url":"/Rules.aspx?ID=527"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 497 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 497"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 497 <sup>4.0</sup></row>","speed":{},"text":" Adverse Terrain and Weather Source Core Rulebook pg. 497 4.0 Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters progress. The specific effects of certain types of terrain and weather are described starting on page 512. Difficult terrain such as thick undergrowth usually slows down progress. Unless its important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on Table 92: Travel Speed (page 479), typically cutting it in half if almost all of the land is difficult terrain or to one-third for greater difficult terrain. Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage. Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512. ","type":"Rules","url":"/Rules.aspx?ID=528","weakness":{}}},{"_index":"aon18","_id":"rules-529","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-529","markdown":"<title level=\"1\" right=\"Rules\">[Hazards](/Rules.aspx?ID=529)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 498 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nExploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if theyre using the Search activity (and the Detect Magic activity, in the case of some magic traps).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hazards","next_link":{"label":"Rolling Initiative","url":"/Rules.aspx?ID=530"},"previous_link":{"label":"Adverse Terrain and Weather","url":"/Rules.aspx?ID=528"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 498 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 498"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 498 <sup>4.0</sup></row>","speed":{},"text":" Hazards Source Core Rulebook pg. 498 4.0 Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if theyre using the Search activity (and the Detect Magic activity, in the case of some magic traps). ","type":"Rules","url":"/Rules.aspx?ID=529","weakness":{}}},{"_index":"aon18","_id":"rules-530","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-530","markdown":"<title level=\"1\" right=\"Rules\">[Rolling Initiative](/Rules.aspx?ID=530)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 498 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTransitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example: \n<ul><li>A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, its time to roll initiative. </li><li>Amiri and a kobold champion agree to have a friendly wrestling match. They square off on a patch of dirt, and you call for initiative using Athletics. </li><li>Merisiel and Kyra are negotiating with the kobold king. Things arent going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative. </li><li>Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Monitoring Spell Durations</title>\r\n\r\nSpell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesnt mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isnt as precise as encounter rounds. If a question arises about whether a spell has expired, you make the call. You shouldnt be punitive, but you also shouldnt treat characters like they move with clockwork precision and perfect efficiency between encounters.\n\n There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter. \n\n### Multiple Encounters\n A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.\n\n Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters. \n\n### Before a Fight\n Casting advantageous spells before a fight (sometimes called “pre-buffing”) gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.\n\n Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning cant hold up in every situation! In many cases, the act of casting spells gives away the partys presence. In cases where the PCs preparations could give them away, you might roll for initiative before everyone can complete their preparations.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-531\" />\r\n\r\n<document level=\"2\" id=\"rules-532\" />\r\n\r\n<document level=\"2\" id=\"rules-533\" />","name":"Rolling Initiative","next_link":{"label":"Resting","url":"/Rules.aspx?ID=534"},"previous_link":{"label":"Hazards","url":"/Rules.aspx?ID=529"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 498 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 498"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 498 <sup>4.0</sup></row>","speed":{},"text":" Rolling Initiative Source Core Rulebook pg. 498 4.0 Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example: A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, its time to roll initiative. Amiri and a kobold champion agree to have a friendly wrestling match. They square off on a patch of dirt, and you call for initiative using Athletics. Merisiel and Kyra are negotiating with the kobold king. Things arent going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative. Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll. Monitoring Spell Durations Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesnt mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isnt as precise as encounter rounds. If a question arises about whether a spell has expired, you make the call. You shouldnt be punitive, but you also shouldnt treat characters like they move with clockwork precision and perfect efficiency between encounters. There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter. ### Multiple Encounters A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out. Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters. ### Before a Fight Casting advantageous spells before a fight (sometimes called “pre-buffing”) gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative. Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning cant hold up in every situation! In many cases, the act of casting spells gives away the partys presence. In cases where the PCs preparations could give them away, you might roll for initiative before everyone can complete their preparations. ","type":"Rules","url":"/Rules.aspx?ID=530","weakness":{}}},{"_index":"aon18","_id":"rules-531","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration","Rolling Initiative"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-531","markdown":"<title level=\"1\" right=\"Rules\">[Initiative After Reactions](/Rules.aspx?ID=531)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 498 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap thats triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Initiative After Reactions","next_link":{"label":"Choosing the Type of Roll","url":"/Rules.aspx?ID=532"},"previous_link":{"label":"Hazards","url":"/Rules.aspx?ID=529"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 498 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration / Rolling Initiative\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 498"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 498 <sup>4.0</sup></row>","speed":{},"text":" Initiative After Reactions Source Core Rulebook pg. 498 4.0 In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap thats triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls. ","type":"Rules","url":"/Rules.aspx?ID=531","weakness":{}}},{"_index":"aon18","_id":"rules-532","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration","Rolling Initiative"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-532","markdown":"<title level=\"1\" right=\"Rules\">[Choosing the Type of Roll](/Rules.aspx?ID=532)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 498 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is Perception; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are [Stealth](/Skills.aspx?ID=15) (for sneaking up, like the dragon in the last example) and [Deception](/Skills.aspx?ID=5) (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use Deception, [Diplomacy](/Skills.aspx?ID=6), [Intimidation](/Skills.aspx?ID=7), [Performance](/Skills.aspx?ID=12), or [Society](/Skills.aspx?ID=14).\n\n If you're unsure what roll to call for, use Perception. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or Perception and let the player decide. Don't do this if it's absolutely clear another kind of check matters more than Perception, such as when the character is sneaking up on enemies and should definitely use Stealth.\n\n You can allow a player to make a case that they should use a different skill than Perception, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, “I'm going to dangle down off the chandelier to get the drop on them,” you could let them use [Acrobatics](/Skills.aspx?ID=1) for their initiative roll. If they just said, “Hey, I want to attack these guys. Can I use Acrobatics?” without having established a reason beforehand, you probably shouldn't allow it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Choosing the Type of Roll","next_link":{"label":"Character Placement","url":"/Rules.aspx?ID=533"},"previous_link":{"label":"Initiative After Reactions","url":"/Rules.aspx?ID=531"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 498 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration / Rolling Initiative\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 498"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 498 <sup>4.0</sup></row>","speed":{},"text":" Choosing the Type of Roll Source Core Rulebook pg. 498 4.0 When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is Perception; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are Stealth (for sneaking up, like the dragon in the last example) and Deception (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use Deception, Diplomacy, Intimidation, Performance, or Society. If you're unsure what roll to call for, use Perception. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or Perception and let the player decide. Don't do this if it's absolutely clear another kind of check matters more than Perception, such as when the character is sneaking up on enemies and should definitely use Stealth. You can allow a player to make a case that they should use a different skill than Perception, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, “I'm going to dangle down off the chandelier to get the drop on them,” you could let them use Acrobatics for their initiative roll. If they just said, “Hey, I want to attack these guys. Can I use Acrobatics?” without having established a reason beforehand, you probably shouldn't allow it. ","type":"Rules","url":"/Rules.aspx?ID=532","weakness":{}}},{"_index":"aon18","_id":"rules-533","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration","Rolling Initiative"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-533","markdown":"<title level=\"1\" right=\"Rules\">[Character Placement](/Rules.aspx?ID=533)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 499 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen calling for initiative for a combat encounter, youll need to decide where the participants in the encounter go on the battle map. Use the partys order, described on page 497, as a base. You can move forward characters who are using Stealth to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Character Placement","next_link":{"label":"Resting","url":"/Rules.aspx?ID=534"},"previous_link":{"label":"Choosing the Type of Roll","url":"/Rules.aspx?ID=532"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 499 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration / Rolling Initiative\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 499"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 499 <sup>4.0</sup></row>","speed":{},"text":" Character Placement Source Core Rulebook pg. 499 4.0 When calling for initiative for a combat encounter, youll need to decide where the participants in the encounter go on the battle map. Use the partys order, described on page 497, as a base. You can move forward characters who are using Stealth to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you. ","type":"Rules","url":"/Rules.aspx?ID=533","weakness":{}}},{"_index":"aon18","_id":"rules-534","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-534","markdown":"<title level=\"1\" right=\"Rules\">[Resting](/Rules.aspx?ID=534)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 499 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways: \n<ul><li>The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP). </li><li>The character loses the fatigued condition. </li><li>The character reduces the severity of the doomed and drained conditions by 1. </li><li>Most spellcasters need to rest before they regain their spells for the day.</li></ul> A group in exploration mode can attempt to rest, but they arent entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.\n\n Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.\n\n If a character goes more than 16 hours without going to sleep, they become fatigued.\n\n Taking long-term rest for faster recovery is part of downtime and cant be done during exploration. See page 502 for these rules.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-535\" />","name":"Resting","next_link":{"label":"Daily Preparations","url":"/Rules.aspx?ID=536"},"previous_link":{"label":"Rolling Initiative","url":"/Rules.aspx?ID=530"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 499 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 499"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 499 <sup>4.0</sup></row>","speed":{},"text":" Resting Source Core Rulebook pg. 499 4.0 Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways: The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP). The character loses the fatigued condition. The character reduces the severity of the doomed and drained conditions by 1. Most spellcasters need to rest before they regain their spells for the day. A group in exploration mode can attempt to rest, but they arent entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep. Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it. If a character goes more than 16 hours without going to sleep, they become fatigued. Taking long-term rest for faster recovery is part of downtime and cant be done during exploration. See page 502 for these rules. ","type":"Rules","url":"/Rules.aspx?ID=534","weakness":{}}},{"_index":"aon18","_id":"rules-535","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration","Resting"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-535","markdown":"<title level=\"1\" right=\"Rules\">[Watches and Surprise Attacks](/Rules.aspx?ID=535)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 499 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAdventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a nights schedule needs to account for everyones time on guard duty. Table 103: Watches and Rest indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.\n\n If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a 4 status penalty for being unconscious. They dont automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that characters watch automatically. However, you might have the ambusher attempt a Stealth check against the Perception DCs of all characters to see if anyone noticed its approach.\n\n## Table 10-3: Watches and Rest\n<row gap=\"tiny\">\n<table> <tr><td>**Party Size**</td><td>**Total Time**</td><td>**Duration of Each Watch**</td></tr> <tr><td>2</td><td>16 hours</td><td>8 hours</td></tr> <tr><td>3</td><td>12 hours</td><td>4 hours</td></tr> <tr><td>4</td><td>10 hours, 40 minutes</td><td>2 hours, 40 minutes</td></tr> <tr><td>5</td><td>10 hours</td><td>2 hours</td></tr> <tr><td>6</td><td>9 hours, 36 minutes</td><td>1 hour, 36 minutes</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Watches and Surprise Attacks","next_link":{"label":"Daily Preparations","url":"/Rules.aspx?ID=536"},"previous_link":{"label":"Rolling Initiative","url":"/Rules.aspx?ID=530"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 499 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration / Resting\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 499"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 499 <sup>4.0</sup></row>","speed":{},"text":" Watches and Surprise Attacks Source Core Rulebook pg. 499 4.0 Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a nights schedule needs to account for everyones time on guard duty. Table 103: Watches and Rest indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length. If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a 4 status penalty for being unconscious. They dont automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that characters watch automatically. However, you might have the ambusher attempt a Stealth check against the Perception DCs of all characters to see if anyone noticed its approach. ## Table 10-3: Watches and Rest Party Size Total Time Duration of Each Watch 2 16 hours 8 hours 3 12 hours 4 hours 4 10 hours, 40 minutes 2 hours, 40 minutes 5 10 hours 2 hours 6 9 hours, 36 minutes 1 hour, 36 minutes ","type":"Rules","url":"/Rules.aspx?ID=535","weakness":{}}},{"_index":"aon18","_id":"rules-536","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-536","markdown":"<title level=\"1\" right=\"Rules\">[Daily Preparations](/Rules.aspx?ID=536)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nJust before setting out to explore, or after a nights rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following. \n<ul><li>Spellcasters who prepare spells choose which spells theyll have available that day. </li><li>Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day. </li><li>Each character equips their gear. This includes donning their armor and strapping on their weapons. </li><li>Characters invest up to 10 worn magic items to gain their benefits for the day (page 531).</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Daily Preparations","next_link":{"label":"Starvation and Thirst","url":"/Rules.aspx?ID=537"},"previous_link":{"label":"Resting","url":"/Rules.aspx?ID=534"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 500"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>","speed":{},"text":" Daily Preparations Source Core Rulebook pg. 500 4.0 Just before setting out to explore, or after a nights rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following. Spellcasters who prepare spells choose which spells theyll have available that day. Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day. Each character equips their gear. This includes donning their armor and strapping on their weapons. Characters invest up to 10 worn magic items to gain their benefits for the day (page 531). ","type":"Rules","url":"/Rules.aspx?ID=536","weakness":{}}},{"_index":"aon18","_id":"rules-537","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-537","markdown":"<title level=\"1\" right=\"Rules\">[Starvation and Thirst](/Rules.aspx?ID=537)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTypically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. Without water, after a number of days equal to a creature's Constitution modifier + 1, the creature takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it eats.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Starvation and Thirst","next_link":{"label":"Downtime","url":"/Rules.aspx?ID=538"},"previous_link":{"label":"Daily Preparations","url":"/Rules.aspx?ID=536"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Exploration\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 500"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>","speed":{},"text":" Starvation and Thirst Source Core Rulebook pg. 500 4.0 Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. Without water, after a number of days equal to a creature's Constitution modifier + 1, the creature takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it eats. ","type":"Rules","url":"/Rules.aspx?ID=537","weakness":{}}},{"_index":"aon18","_id":"rules-538","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-538","markdown":"<title level=\"1\" right=\"Rules\">[Downtime](/Rules.aspx?ID=538)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise arent adventuring.\n\n Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when its natural to do so.\n\n This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details. \n<ul><li>Craft (Crafting) </li><li>Earn Income (Crafting, Lore, Performance) </li><li>Treat Disease (Medicine) </li><li>Create Forgery (Society) </li><li>Subsist (Society, Survival)</li></ul> **Stakes**: None to low. Downtime is the counterpart to adventuring and covers low-risk activities. \n\n**Time Scale**: Downtime can last days, weeks, months, or years in the game world in a few minutes of real time. \n\n**Actions and Reactions**: If you need to use actions and reactions, switch to exploration or encounter mode. A creature that cant act is unable to perform most downtime activities, but it can take long-term rest.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-539\" />\r\n\r\n<document level=\"2\" id=\"rules-542\" />\r\n\r\n<document level=\"2\" id=\"rules-545\" />\r\n\r\n<document level=\"2\" id=\"rules-546\" />\r\n\r\n<document level=\"2\" id=\"rules-547\" />\r\n\r\n<document level=\"2\" id=\"rules-548\" />","name":"Downtime","next_link":{"label":"Difficulty Classes","url":"/Rules.aspx?ID=552"},"previous_link":{"label":"Exploration","url":"/Rules.aspx?ID=521"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 500"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>","speed":{},"text":" Downtime Source Core Rulebook pg. 500 4.0 In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise arent adventuring. Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when its natural to do so. This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details. Craft (Crafting) Earn Income (Crafting, Lore, Performance) Treat Disease (Medicine) Create Forgery (Society) Subsist (Society, Survival) Stakes : None to low. Downtime is the counterpart to adventuring and covers low-risk activities. Time Scale : Downtime can last days, weeks, months, or years in the game world in a few minutes of real time. Actions and Reactions : If you need to use actions and reactions, switch to exploration or encounter mode. A creature that cant act is unable to perform most downtime activities, but it can take long-term rest. ","type":"Rules","url":"/Rules.aspx?ID=538","weakness":{}}},{"_index":"aon18","_id":"rules-539","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-539","markdown":"<title level=\"1\" right=\"Rules\">[Playing out a Downtime Day](/Rules.aspx?ID=539)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one characters efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though its often best to do the simplest ones first. Players who arent part of a more involved activity might have time to take a break from the table while the more complex activities are played out.\n\n Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-540\" />\r\n\r\n<document level=\"2\" id=\"rules-541\" />","name":"Playing out a Downtime Day","next_link":{"label":"Longer Periods of Downtime","url":"/Rules.aspx?ID=542"},"previous_link":{"label":"Exploration","url":"/Rules.aspx?ID=521"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Downtime\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 500"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>","speed":{},"text":" Playing out a Downtime Day Source Core Rulebook pg. 500 4.0 At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one characters efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though its often best to do the simplest ones first. Players who arent part of a more involved activity might have time to take a break from the table while the more complex activities are played out. Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise. ","type":"Rules","url":"/Rules.aspx?ID=539","weakness":{}}},{"_index":"aon18","_id":"rules-540","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Downtime","Playing out a Downtime Day"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-540","markdown":"<title level=\"1\" right=\"Rules\">[Cooperation](/Rules.aspx?ID=540)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMultiple characters can cooperate on the same downtime task. If its a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If its a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Cooperation","next_link":{"label":"Checks","url":"/Rules.aspx?ID=541"},"previous_link":{"label":"Exploration","url":"/Rules.aspx?ID=521"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Downtime / Playing out a Downtime Day\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 500"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>","speed":{},"text":" Cooperation Source Core Rulebook pg. 500 4.0 Multiple characters can cooperate on the same downtime task. If its a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If its a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds. ","type":"Rules","url":"/Rules.aspx?ID=540","weakness":{}}},{"_index":"aon18","_id":"rules-541","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Downtime","Playing out a Downtime Day"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-541","markdown":"<title level=\"1\" right=\"Rules\">[Checks](/Rules.aspx?ID=541)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a [fortune](/Traits.aspx?ID=76) spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance, [Assurance](/Feats.aspx?ID=756) could apply.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Checks","next_link":{"label":"Longer Periods of Downtime","url":"/Rules.aspx?ID=542"},"previous_link":{"label":"Cooperation","url":"/Rules.aspx?ID=540"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Downtime / Playing out a Downtime Day\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 500"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 500 <sup>4.0</sup></row>","speed":{},"text":" Checks Source Core Rulebook pg. 500 4.0 Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance, Assurance could apply. ","type":"Rules","url":"/Rules.aspx?ID=541","weakness":{}}},{"_index":"aon18","_id":"rules-542","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-542","markdown":"<title level=\"1\" right=\"Rules\">[Longer Periods of Downtime](/Rules.aspx?ID=542)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 501 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRunning downtime during a long time off—like several weeks, months, or even years—can be more challenging. However, its also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters dont roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-543\" />\r\n\r\n<document level=\"2\" id=\"rules-544\" />","name":"Longer Periods of Downtime","next_link":{"label":"Cost of Living","url":"/Rules.aspx?ID=545"},"previous_link":{"label":"Playing out a Downtime Day","url":"/Rules.aspx?ID=539"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 501 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Downtime\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 501"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 501 <sup>4.0</sup></row>","speed":{},"text":" Longer Periods of Downtime Source Core Rulebook pg. 501 4.0 Running downtime during a long time off—like several weeks, months, or even years—can be more challenging. However, its also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters dont roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living. ","type":"Rules","url":"/Rules.aspx?ID=542","weakness":{}}},{"_index":"aon18","_id":"rules-543","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Downtime","Longer Periods of Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-543","markdown":"<title level=\"1\" right=\"Rules\">[Events](/Rules.aspx?ID=543)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 501 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAfter the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development.\n\n Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using Crafting might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response.\n\n PCs who want to do things that dont correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a Crafting check, and the second an Arcana or Library Lore check.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Events","next_link":{"label":"Average Progress","url":"/Rules.aspx?ID=544"},"previous_link":{"label":"Playing out a Downtime Day","url":"/Rules.aspx?ID=539"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 501 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Downtime / Longer Periods of Downtime\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 501"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 501 <sup>4.0</sup></row>","speed":{},"text":" Events Source Core Rulebook pg. 501 4.0 After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development. Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using Crafting might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response. PCs who want to do things that dont correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a Crafting check, and the second an Arcana or Library Lore check. ","type":"Rules","url":"/Rules.aspx?ID=543","weakness":{}}},{"_index":"aon18","_id":"rules-544","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Downtime","Longer Periods of Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-544","markdown":"<title level=\"1\" right=\"Rules\">[Average Progress](/Rules.aspx?ID=544)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 501 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFor long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if youre dealing with years of downtime). Dont allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.\n\n The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. Youll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Average Progress","next_link":{"label":"Cost of Living","url":"/Rules.aspx?ID=545"},"previous_link":{"label":"Events","url":"/Rules.aspx?ID=543"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 501 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Downtime / Longer Periods of Downtime\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 501"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 501 <sup>4.0</sup></row>","speed":{},"text":" Average Progress Source Core Rulebook pg. 501 4.0 For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if youre dealing with years of downtime). Dont allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll. The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. Youll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks. ","type":"Rules","url":"/Rules.aspx?ID=544","weakness":{}}},{"_index":"aon18","_id":"rules-545","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-545","markdown":"<title level=\"1\" right=\"Rules\">[Cost of Living](/Rules.aspx?ID=545)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFor short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found [here](/equipment/services). For long stretches of downtime, use the values on Table 616: Cost of Living. Deduct these costs from a characters funds after they gain any money from their other downtime activities.\n\n## Table 6-16: Cost of Living\n<row gap=\"tiny\">\n<table> <tr><td>**Standard of Living**</td><td>**Week**</td><td>**Month**</td><td>**Year**</td></tr> <tr><td>Subsistence*</td><td>4 sp</td><td>2 gp</td><td>24 gp</td></tr> <tr><td>Comfortable</td><td>1 gp</td><td>4 gp</td><td>52 gp</td></tr> <tr><td>Fine</td><td>30 gp</td><td>130 gp</td><td>1,600 gp</td></tr> <tr><td>Extravagant</td><td>100 gp</td><td>430 gp</td><td>5,200 gp</td></tr> </table> * You can attempt to Subsist using [Society](/Skills.aspx?ID=14) or [Survival](/Skills.aspx?ID=16) for free.</row>\n\n A character can live off the land instead, but each day they do, they typically use the [Subsist](/Actions.aspx?ID=27) activity to the exclusion of any other downtime activity.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Cost of Living","next_link":{"label":"Buying and Selling","url":"/Rules.aspx?ID=546"},"previous_link":{"label":"Longer Periods of Downtime","url":"/Rules.aspx?ID=542"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Downtime\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 502"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>","speed":{},"text":" Cost of Living Source Core Rulebook pg. 502 4.0 For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found here. For long stretches of downtime, use the values on Table 616: Cost of Living. Deduct these costs from a characters funds after they gain any money from their other downtime activities. ## Table 6-16: Cost of Living Standard of Living Week Month Year Subsistence 4 sp 2 gp 24 gp Comfortable 1 gp 4 gp 52 gp Fine 30 gp 130 gp 1,600 gp Extravagant 100 gp 430 gp 5,200 gp You can attempt to Subsist using Society or Survival for free. A character can live off the land instead, but each day they do, they typically use the Subsist activity to the exclusion of any other downtime activity. ","type":"Rules","url":"/Rules.aspx?ID=545","weakness":{}}},{"_index":"aon18","_id":"rules-546","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-546","markdown":"<title level=\"1\" right=\"Rules\">[Buying and Selling](/Rules.aspx?ID=546)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAfter an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when theyre flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that arent in high demand.\n\n This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities. As always, you have final say over what sort of shops and items are available.\n\n An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Buying and Selling","next_link":{"label":"Long-Term Rest","url":"/Rules.aspx?ID=547"},"previous_link":{"label":"Cost of Living","url":"/Rules.aspx?ID=545"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Downtime\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 502"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>","speed":{},"text":" Buying and Selling Source Core Rulebook pg. 502 4.0 After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when theyre flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that arent in high demand. This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities. As always, you have final say over what sort of shops and items are available. An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally. ","type":"Rules","url":"/Rules.aspx?ID=546","weakness":{}}},{"_index":"aon18","_id":"rules-547","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-547","markdown":"<title level=\"1\" right=\"Rules\">[Long-Term Rest](/Rules.aspx?ID=547)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.\n\n If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove dont end automatically during long-term rest.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Long-Term Rest","next_link":{"label":"Retraining","url":"/Rules.aspx?ID=548"},"previous_link":{"label":"Buying and Selling","url":"/Rules.aspx?ID=546"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Downtime\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 502"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>","speed":{},"text":" Long-Term Rest Source Core Rulebook pg. 502 4.0 Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed. If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove dont end automatically during long-term rest. ","type":"Rules","url":"/Rules.aspx?ID=547","weakness":{}}},{"_index":"aon18","_id":"rules-548","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-548","markdown":"<title level=\"1\" right=\"Rules\">[Retraining](/Rules.aspx?ID=548)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. Its reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerers bloodline, should be off limits without extraordinary circumstances.\n\n Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the games narrative by making it the consequence of something that happened to the character in a previous session.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-549\" />\r\n\r\n<document level=\"2\" id=\"rules-550\" />\r\n\r\n<document level=\"2\" id=\"rules-551\" />","name":"Retraining","next_link":{"label":"Difficulty Classes","url":"/Rules.aspx?ID=552"},"previous_link":{"label":"Long-Term Rest","url":"/Rules.aspx?ID=547"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Downtime\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 502"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>","speed":{},"text":" Retraining Source Core Rulebook pg. 502 4.0 The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. Its reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerers bloodline, should be off limits without extraordinary circumstances. Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the games narrative by making it the consequence of something that happened to the character in a previous session. ","type":"Rules","url":"/Rules.aspx?ID=548","weakness":{}}},{"_index":"aon18","_id":"rules-549","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Downtime","Retraining"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-549","markdown":"<title level=\"1\" right=\"Rules\">[Time](/Rules.aspx?ID=549)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRetraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you wont want to require more than a month for a feat or skill, or 4 months for a class feature.\n\n A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so theyll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Time","next_link":{"label":"Instruction and Costs","url":"/Rules.aspx?ID=550"},"previous_link":{"label":"Long-Term Rest","url":"/Rules.aspx?ID=547"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Downtime / Retraining\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 502"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>","speed":{},"text":" Time Source Core Rulebook pg. 502 4.0 Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you wont want to require more than a month for a feat or skill, or 4 months for a class feature. A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so theyll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining. ","type":"Rules","url":"/Rules.aspx?ID=549","weakness":{}}},{"_index":"aon18","_id":"rules-550","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Downtime","Retraining"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-550","markdown":"<title level=\"1\" right=\"Rules\">[Instruction and Costs](/Rules.aspx?ID=550)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe rules abstract the process of learning new things as you level up—youre learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the games story. You can even have one player character mentor another, particularly when it comes to retraining skills.\n\n Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the characters earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Instruction and Costs","next_link":{"label":"Disallowed Options","url":"/Rules.aspx?ID=551"},"previous_link":{"label":"Time","url":"/Rules.aspx?ID=549"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Downtime / Retraining\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 502"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>","speed":{},"text":" Instruction and Costs Source Core Rulebook pg. 502 4.0 The rules abstract the process of learning new things as you level up—youre learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the games story. You can even have one player character mentor another, particularly when it comes to retraining skills. Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the characters earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return. ","type":"Rules","url":"/Rules.aspx?ID=550","weakness":{}}},{"_index":"aon18","_id":"rules-551","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Running Modes of Play","Downtime","Retraining"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-551","markdown":"<title level=\"1\" right=\"Rules\">[Disallowed Options](/Rules.aspx?ID=551)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile some character options cant normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores cant normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Disallowed Options","next_link":{"label":"Difficulty Classes","url":"/Rules.aspx?ID=552"},"previous_link":{"label":"Instruction and Costs","url":"/Rules.aspx?ID=550"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Running Modes of Play / Downtime / Retraining\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 502"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 502 <sup>4.0</sup></row>","speed":{},"text":" Disallowed Options Source Core Rulebook pg. 502 4.0 While some character options cant normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores cant normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost. ","type":"Rules","url":"/Rules.aspx?ID=551","weakness":{}}},{"_index":"aon18","_id":"rules-552","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-552","markdown":"<title level=\"1\" right=\"Rules\">[Difficulty Classes](/Rules.aspx?ID=552)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 503 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs the Game Master, its up to you to set the difficulty classes (DCs) for checks that dont use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-553\" />\r\n\r\n<document level=\"2\" id=\"rules-554\" />\r\n\r\n<document level=\"2\" id=\"rules-555\" />\r\n\r\n<document level=\"2\" id=\"rules-557\" />\r\n\r\n<document level=\"2\" id=\"rules-558\" />","name":"Difficulty Classes","next_link":{"label":"Rewards","url":"/Rules.aspx?ID=572"},"previous_link":{"label":"Running Modes of Play","url":"/Rules.aspx?ID=511"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 503 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 503"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 503 <sup>4.0</sup></row>","speed":{},"text":" Difficulty Classes Source Core Rulebook pg. 503 4.0 As the Game Master, its up to you to set the difficulty classes (DCs) for checks that dont use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty. ","type":"Rules","url":"/Rules.aspx?ID=552","weakness":{}}},{"_index":"aon18","_id":"rules-553","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-553","markdown":"<title level=\"1\" right=\"Rules\">[Simple DCs](/Rules.aspx?ID=553)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 503 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 104 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task). If its something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so youd set the DC at 30—the simple master DC.\n\n Simple DCs work well when you need a DC on the fly and theres no level associated with the task. Theyre most useful for skill checks. Because there isnt much gradation between the simple DCs, they dont work as well for hazards or combatants, where the PCs lives are on the line; youre better off using level-based DCs for such challenges.\n\n## Table 10-4: Simple DCs\n<row gap=\"tiny\">\n<table> <tr><td>**Proficiency Rank**</td><td>**DC**</td></tr> <tr><td>Untrained</td><td>10</td></tr> <tr><td>Trained</td><td>15</td></tr> <tr><td>Expert</td><td>20</td></tr> <tr><td>Master</td><td>30</td></tr> <tr><td>Legendary</td><td>40</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Simple DCs","next_link":{"label":"Level-Based DCs","url":"/Rules.aspx?ID=554"},"previous_link":{"label":"Running Modes of Play","url":"/Rules.aspx?ID=511"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 503 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 503"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 503 <sup>4.0</sup></row>","speed":{},"text":" Simple DCs Source Core Rulebook pg. 503 4.0 Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 104 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task). If its something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so youd set the DC at 30—the simple master DC. Simple DCs work well when you need a DC on the fly and theres no level associated with the task. Theyre most useful for skill checks. Because there isnt much gradation between the simple DCs, they dont work as well for hazards or combatants, where the PCs lives are on the line; youre better off using level-based DCs for such challenges. ## Table 10-4: Simple DCs Proficiency Rank DC Untrained 10 Trained 15 Expert 20 Master 30 Legendary 40 ","type":"Rules","url":"/Rules.aspx?ID=553","weakness":{}}},{"_index":"aon18","_id":"rules-554","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-554","markdown":"<title level=\"1\" right=\"Rules\">[Level-Based DCs](/Rules.aspx?ID=554)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 503 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen youre determining a skill DC based on something that has a level, use Table 105 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 110 scale, use the Spell Level column for them. \n\n Use these DCs when a PC needs to Identify a Spell or Recall Knowledge about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!\n\n Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.\n\n## Table 10-5: DCs by Level\n<row gap=\"tiny\"><table style=\"float: left\"> <tr><td>**Level**</td><td>**DC**</td></tr> <tr><td>0</td><td>14</td></tr> <tr><td>1</td><td>15</td></tr> <tr><td>2</td><td>16</td></tr> <tr><td>3</td><td>18</td></tr> <tr><td>4</td><td>19</td></tr> <tr><td>5</td><td>20</td></tr> <tr><td>6</td><td>22</td></tr> <tr><td>7</td><td>23</td></tr> <tr><td>8</td><td>24</td></tr> <tr><td>9</td><td>26</td></tr> <tr><td>10</td><td>27</td></tr> <tr><td>11</td><td>28</td></tr> <tr><td>12</td><td>30</td></tr> <tr><td>13</td><td>31</td></tr> <tr><td>14</td><td>32</td></tr> <tr><td>15</td><td>34</td></tr> <tr><td>16</td><td>35</td></tr> <tr><td>17</td><td>36</td></tr> <tr><td>18</td><td>38</td></tr> <tr><td>19</td><td>39</td></tr> <tr><td>20</td><td>40</td></tr> <tr><td>21</td><td>42</td></tr> <tr><td>22</td><td>44</td></tr> <tr><td>23</td><td>46</td></tr> <tr><td>24</td><td>48</td></tr> <tr><td>25</td><td>50</td></tr></table><table style=\"float: left\"><tr><td>**Spell Level***</td><td>**DC**</td></tr> <tr><td>1st</td><td>15</td></tr> <tr><td>2nd</td><td>18</td></tr> <tr><td>3rd</td><td>20</td></tr> <tr><td>4th</td><td>23</td></tr> <tr><td>5th</td><td>26</td></tr> <tr><td>6th</td><td>28</td></tr> <tr><td>7th</td><td>31</td></tr> <tr><td>8th</td><td>34</td></tr> <tr><td>9th</td><td>36</td></tr> <tr><td>10th</td><td>39</td></tr><tfoot><tr><td colspan=\"2\">*If the spell is uncommon or rare, its<br />difficulty should be adjusted accordingly</td></tr></tfoot> </table>\n\n </row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Level-Based DCs","next_link":{"label":"Adjusting Difficulty","url":"/Rules.aspx?ID=555"},"previous_link":{"label":"Simple DCs","url":"/Rules.aspx?ID=553"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 503 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 503"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 503 <sup>4.0</sup></row>","speed":{},"text":" Level-Based DCs Source Core Rulebook pg. 503 4.0 When youre determining a skill DC based on something that has a level, use Table 105 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 110 scale, use the Spell Level column for them. Use these DCs when a PC needs to Identify a Spell or Recall Knowledge about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable! Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them. ## Table 10-5: DCs by Level Level DC 0 14 1 15 2 16 3 18 4 19 5 20 6 22 7 23 8 24 9 26 10 27 11 28 12 30 13 31 14 32 15 34 16 35 17 36 18 38 19 39 20 40 21 42 22 44 23 46 24 48 25 50 Spell Level DC 1st 15 2nd 18 3rd 20 4th 23 5th 26 6th 28 7th 31 8th 34 9th 36 10th 39 If the spell is uncommon or rare, its difficulty should be adjusted accordingly ","type":"Rules","url":"/Rules.aspx?ID=554","weakness":{}}},{"_index":"aon18","_id":"rules-555","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-555","markdown":"<title level=\"1\" right=\"Rules\">[Adjusting Difficulty](/Rules.aspx?ID=555)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 503 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\n\n## Table 10-6: DC Adjustments\n<row gap=\"tiny\">\n<table> <tr><td>**Difficulty**</td><td>**Adjustment**</td><td>**Rarity**</td></tr> <tr><td>Incredibly easy</td><td>-10</td><td>\\-</td></tr> <tr><td>Very easy</td><td>-5</td><td>\\-</td></tr> <tr><td>Easy</td><td>-2</td><td>\\-</td></tr> <tr><td>Hard</td><td>+2</td><td>Uncommon</td></tr> <tr><td>Very hard</td><td>+5</td><td>Rare</td></tr> <tr><td>Incredibly hard</td><td>+10</td><td>Unique</td></tr> </table></row>\n\n You might decide a DC should differ from the baseline, whether to account for PCs areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it. Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of 10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10. Youll often apply the adjustments for uncommon, rare, or unique subjects.\n\n The adjustments names dont translate to how hard a task actually is for a PC or group of PCs, and adjustments arent meant to balance out or replace PCs bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.\n\n You might use different DCs for a task based on the particular skill or statistic used for the check. Lets say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an Occultism check to Identify the Magic to 19, based on Table 105. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using Arcana and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments arent taking the place of characters bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-556\" />","name":"Adjusting Difficulty","next_link":{"label":"Minimum Proficiency","url":"/Rules.aspx?ID=557"},"previous_link":{"label":"Level-Based DCs","url":"/Rules.aspx?ID=554"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 503 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 503"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 503 <sup>4.0</sup></row>","speed":{},"text":" Adjusting Difficulty Source Core Rulebook pg. 503 4.0 ## Table 10-6: DC Adjustments Difficulty Adjustment Rarity Incredibly easy -10 \\- Very easy -5 \\- Easy -2 \\- Hard +2 Uncommon Very hard +5 Rare Incredibly hard +10 Unique You might decide a DC should differ from the baseline, whether to account for PCs areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it. Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of 10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10. Youll often apply the adjustments for uncommon, rare, or unique subjects. The adjustments names dont translate to how hard a task actually is for a PC or group of PCs, and adjustments arent meant to balance out or replace PCs bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group. You might use different DCs for a task based on the particular skill or statistic used for the check. Lets say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an Occultism check to Identify the Magic to 19, based on Table 105. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using Arcana and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments arent taking the place of characters bonuses, modifiers, and penalties—they are due to the applicability of the skills being used. ","type":"Rules","url":"/Rules.aspx?ID=555","weakness":{}}},{"_index":"aon18","_id":"rules-556","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Adjusting Difficulty"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-556","markdown":"<title level=\"1\" right=\"Rules\">[Group Attempts](/Rules.aspx?ID=556)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, youll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that theres a very high chance at least one of them will succeed. Most of the time, thats perfectly fine, but sometimes youll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels. At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Group Attempts","next_link":{"label":"Minimum Proficiency","url":"/Rules.aspx?ID=557"},"previous_link":{"label":"Level-Based DCs","url":"/Rules.aspx?ID=554"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Adjusting Difficulty\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 504"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>","speed":{},"text":" Group Attempts Source Core Rulebook pg. 504 4.0 The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, youll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that theres a very high chance at least one of them will succeed. Most of the time, thats perfectly fine, but sometimes youll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels. At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters. ","type":"Rules","url":"/Rules.aspx?ID=556","weakness":{}}},{"_index":"aon18","_id":"rules-557","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-557","markdown":"<title level=\"1\" right=\"Rules\">[Minimum Proficiency](/Rules.aspx?ID=557)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of Thievery. A character whose proficiency rank is lower than whats listed can attempt the check, but they cant succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in Arcana to understand. An untrained barbarian cant succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!\n\n For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Minimum Proficiency","next_link":{"label":"Specific Actions","url":"/Rules.aspx?ID=558"},"previous_link":{"label":"Adjusting Difficulty","url":"/Rules.aspx?ID=555"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 504"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>","speed":{},"text":" Minimum Proficiency Source Core Rulebook pg. 504 4.0 Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of Thievery. A character whose proficiency rank is lower than whats listed can attempt the check, but they cant succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in Arcana to understand. An untrained barbarian cant succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information! For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed. ","type":"Rules","url":"/Rules.aspx?ID=557","weakness":{}}},{"_index":"aon18","_id":"rules-558","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-558","markdown":"<title level=\"1\" right=\"Rules\">[Specific Actions](/Rules.aspx?ID=558)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSeveral parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-559\" />\r\n\r\n<document level=\"2\" id=\"rules-560\" />\r\n\r\n<document level=\"2\" id=\"rules-561\" />\r\n\r\n<document level=\"2\" id=\"rules-562\" />\r\n\r\n<document level=\"2\" id=\"rules-563\" />\r\n\r\n<document level=\"2\" id=\"rules-567\" />\r\n\r\n<document level=\"2\" id=\"rules-568\" />\r\n\r\n<document level=\"2\" id=\"rules-569\" />\r\n\r\n<document level=\"2\" id=\"rules-570\" />\r\n\r\n<document level=\"2\" id=\"rules-571\" />","name":"Specific Actions","next_link":{"label":"Rewards","url":"/Rules.aspx?ID=572"},"previous_link":{"label":"Minimum Proficiency","url":"/Rules.aspx?ID=557"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 504"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>","speed":{},"text":" Specific Actions Source Core Rulebook pg. 504 4.0 Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation. ","type":"Rules","url":"/Rules.aspx?ID=558","weakness":{}}},{"_index":"aon18","_id":"rules-559","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Specific Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-559","markdown":"<title level=\"1\" right=\"Rules\">[Craft](/Rules.aspx?ID=559)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen a character Crafts an item, use the items level to determine the DC, applying the adjustments from Table 106 for the items rarity if its not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the items level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Craft","next_link":{"label":"Earn Income","url":"/Rules.aspx?ID=560"},"previous_link":{"label":"Minimum Proficiency","url":"/Rules.aspx?ID=557"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 504"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>","speed":{},"text":" Craft Source Core Rulebook pg. 504 4.0 When a character Crafts an item, use the items level to determine the DC, applying the adjustments from Table 106 for the items rarity if its not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the items level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft. ","type":"Rules","url":"/Rules.aspx?ID=559","weakness":{}}},{"_index":"aon18","_id":"rules-560","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Specific Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-560","markdown":"<title level=\"1\" right=\"Rules\">[Earn Income](/Rules.aspx?ID=560)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou set the task level when someone tries to Earn Income. The highest-level task available is usually the same as the level of the settlement where the character is located. If you dont know the settlements level, its usually 01 for a village, 24 for a town, or 57 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for Performance, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.\n\n Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 105. You might adjust the DC to be more difficult if theres inclement weather during an outdoor job, a rowdy audience for a performance, or the like.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Earn Income","next_link":{"label":"Gather Information","url":"/Rules.aspx?ID=561"},"previous_link":{"label":"Craft","url":"/Rules.aspx?ID=559"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 504"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 504 <sup>4.0</sup></row>","speed":{},"text":" Earn Income Source Core Rulebook pg. 504 4.0 You set the task level when someone tries to Earn Income. The highest-level task available is usually the same as the level of the settlement where the character is located. If you dont know the settlements level, its usually 01 for a village, 24 for a town, or 57 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for Performance, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore. Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 105. You might adjust the DC to be more difficult if theres inclement weather during an outdoor job, a rowdy audience for a performance, or the like. ","type":"Rules","url":"/Rules.aspx?ID=560","weakness":{}}},{"_index":"aon18","_id":"rules-561","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Specific Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-561","markdown":"<title level=\"1\" right=\"Rules\">[Gather Information](/Rules.aspx?ID=561)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 505 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldnt know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leaders name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 104). Learning the identity of the leaders employers, however, might be DC 20 if the employers are more obscure.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gather Information","next_link":{"label":"Identify Magic or Learn a Spell","url":"/Rules.aspx?ID=562"},"previous_link":{"label":"Earn Income","url":"/Rules.aspx?ID=560"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 505 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 505"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 505 <sup>4.0</sup></row>","speed":{},"text":" Gather Information Source Core Rulebook pg. 505 4.0 To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldnt know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leaders name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 104). Learning the identity of the leaders employers, however, might be DC 20 if the employers are more obscure. ","type":"Rules","url":"/Rules.aspx?ID=561","weakness":{}}},{"_index":"aon18","_id":"rules-562","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Specific Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-562","markdown":"<title level=\"1\" right=\"Rules\">[Identify Magic or Learn a Spell](/Rules.aspx?ID=562)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 505 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe DC to Identify Magic or Learn a Spell is usually the DC listed in Table 105 for the spell or items level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Identify Magic or Learn a Spell","next_link":{"label":"Recall Knowledge","url":"/Rules.aspx?ID=563"},"previous_link":{"label":"Gather Information","url":"/Rules.aspx?ID=561"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 505 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 505"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 505 <sup>4.0</sup></row>","speed":{},"text":" Identify Magic or Learn a Spell Source Core Rulebook pg. 505 4.0 The DC to Identify Magic or Learn a Spell is usually the DC listed in Table 105 for the spell or items level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification. ","type":"Rules","url":"/Rules.aspx?ID=562","weakness":{}}},{"_index":"aon18","_id":"rules-563","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Specific Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-563","markdown":"<title level=\"1\" right=\"Rules\">[Recall Knowledge](/Rules.aspx?ID=563)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 505 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOn most topics, you can use simple DCs for checks to Recall Knowledge. For a check about a specific creature, trap, or other subject with a level, use a level-based DC (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragons exploits, for example, might be incredibly easy for the dragons level, or even just a simple trained DC.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Determining the Scope of Lore</title>\r\n\r\n[Lore](/Skills.aspx?ID=8) skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which Lore subcategories are acceptable for characters to select. A Lore subcategory represents a narrow focus, and thus it shouldnt replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single Lore subcategory doesnt cover all religions—thats covered by the Religion skill—but a character could have a Lore subcategory that covers a single deity. One Lore subcategory wont cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History Lore. A single Lore subcategory couldnt cover the entire multiverse, but it could cover a whole plane other than the Material Plane.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-564\" />\r\n\r\n<document level=\"2\" id=\"rules-565\" />\r\n\r\n<document level=\"2\" id=\"rules-566\" />","name":"Recall Knowledge","next_link":{"label":"Sense Direction","url":"/Rules.aspx?ID=567"},"previous_link":{"label":"Identify Magic or Learn a Spell","url":"/Rules.aspx?ID=562"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 505 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 505"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 505 <sup>4.0</sup></row>","speed":{},"text":" Recall Knowledge Source Core Rulebook pg. 505 4.0 On most topics, you can use simple DCs for checks to Recall Knowledge. For a check about a specific creature, trap, or other subject with a level, use a level-based DC (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragons exploits, for example, might be incredibly easy for the dragons level, or even just a simple trained DC. Determining the Scope of Lore Lore skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which Lore subcategories are acceptable for characters to select. A Lore subcategory represents a narrow focus, and thus it shouldnt replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single Lore subcategory doesnt cover all religions—thats covered by the Religion skill—but a character could have a Lore subcategory that covers a single deity. One Lore subcategory wont cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History Lore. A single Lore subcategory couldnt cover the entire multiverse, but it could cover a whole plane other than the Material Plane. ","type":"Rules","url":"/Rules.aspx?ID=563","weakness":{}}},{"_index":"aon18","_id":"rules-564","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Specific Actions","Recall Knowledge"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-564","markdown":"<title level=\"1\" right=\"Rules\">[Alternative Skills](/Rules.aspx?ID=564)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 505 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs noted in the actions description, a character might attempt to Recall Knowledge using a different skill than the ones listed as the default options. If the skill is highly applicable, like using Medicine to identify a medicinal tonic, you probably dont need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in Adjusting Difficulty.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alternative Skills","next_link":{"label":"Additional Knowledge","url":"/Rules.aspx?ID=565"},"previous_link":{"label":"Identify Magic or Learn a Spell","url":"/Rules.aspx?ID=562"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 505 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions / Recall Knowledge\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 505"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 505 <sup>4.0</sup></row>","speed":{},"text":" Alternative Skills Source Core Rulebook pg. 505 4.0 As noted in the actions description, a character might attempt to Recall Knowledge using a different skill than the ones listed as the default options. If the skill is highly applicable, like using Medicine to identify a medicinal tonic, you probably dont need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in Adjusting Difficulty. ","type":"Rules","url":"/Rules.aspx?ID=564","weakness":{}}},{"_index":"aon18","_id":"rules-565","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Specific Actions","Recall Knowledge"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-565","markdown":"<title level=\"1\" right=\"Rules\">[Additional Knowledge](/Rules.aspx?ID=565)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes a character might want to follow up on a check to Recall Knowledge, rolling another check to discover more information. After a success, further uses of Recall Knowledge can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Additional Knowledge","next_link":{"label":"Creature Identification","url":"/Rules.aspx?ID=566"},"previous_link":{"label":"Alternative Skills","url":"/Rules.aspx?ID=564"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions / Recall Knowledge\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 506"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>","speed":{},"text":" Additional Knowledge Source Core Rulebook pg. 506 4.0 Sometimes a character might want to follow up on a check to Recall Knowledge, rolling another check to discover more information. After a success, further uses of Recall Knowledge can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject. ","type":"Rules","url":"/Rules.aspx?ID=565","weakness":{}}},{"_index":"aon18","_id":"rules-566","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Specific Actions","Recall Knowledge"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-566","markdown":"<title level=\"1\" right=\"Rules\">[Creature Identification](/Rules.aspx?ID=566)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA character who successfully identifies a creature learns one of its best-known attributes—such as a trolls regeneration (and the fact that it can be stopped by acid or fire) or a manticores tail spikes. On a critical success, the character also learns something subtler, like a demons weakness or the trigger for one of the creatures reactions.\n\n The skill used to identify a creature usually depends on that creatures trait, as shown on Table 107, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).\n\n## Table 10-7: Creature Identification Skills\n<row gap=\"tiny\">\n<table> <tr><td>**Creature Trait**</td><td>**Skills**</td></tr> <tr><td>Aberration</td><td>Occultism</td></tr> <tr><td>Animal</td><td>Nature</td></tr> <tr><td>Astral</td><td>Occultism</td></tr> <tr><td>Beast</td><td>Arcana, Nature</td></tr> <tr><td>Celestial</td><td>Religion</td></tr> <tr><td>Construct</td><td>Arcana, Crafting</td></tr> <tr><td>Dragon</td><td>Arcana</td></tr> <tr><td>Elemental</td><td>Arcana, Nature</td></tr> <tr><td>Ethereal</td><td>Occultism</td></tr> <tr><td>Fey</td><td>Nature</td></tr> <tr><td>Fiend</td><td>Religion</td></tr> <tr><td>Fungus</td><td>Nature</td></tr> <tr><td>Humanoid</td><td>Society</td></tr> <tr><td>Monitor</td><td>Religion</td></tr> <tr><td>Ooze</td><td>Occultism</td></tr> <tr><td>Plant</td><td>Nature</td></tr> <tr><td>Spirit</td><td>Occultism</td></tr> <tr><td>Undead</td><td>Religion</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Creature Identification","next_link":{"label":"Sense Direction","url":"/Rules.aspx?ID=567"},"previous_link":{"label":"Additional Knowledge","url":"/Rules.aspx?ID=565"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions / Recall Knowledge\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 506"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>","speed":{},"text":" Creature Identification Source Core Rulebook pg. 506 4.0 A character who successfully identifies a creature learns one of its best-known attributes—such as a trolls regeneration (and the fact that it can be stopped by acid or fire) or a manticores tail spikes. On a critical success, the character also learns something subtler, like a demons weakness or the trigger for one of the creatures reactions. The skill used to identify a creature usually depends on that creatures trait, as shown on Table 107, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity). ## Table 10-7: Creature Identification Skills Creature Trait Skills Aberration Occultism Animal Nature Astral Occultism Beast Arcana, Nature Celestial Religion Construct Arcana, Crafting Dragon Arcana Elemental Arcana, Nature Ethereal Occultism Fey Nature Fiend Religion Fungus Nature Humanoid Society Monitor Religion Ooze Occultism Plant Nature Spirit Occultism Undead Religion ","type":"Rules","url":"/Rules.aspx?ID=566","weakness":{}}},{"_index":"aon18","_id":"rules-567","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Specific Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-567","markdown":"<title level=\"1\" right=\"Rules\">[Sense Direction](/Rules.aspx?ID=567)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPick the most appropriate simple DC when someone uses Survival to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sense Direction","next_link":{"label":"Social Skills","url":"/Rules.aspx?ID=568"},"previous_link":{"label":"Recall Knowledge","url":"/Rules.aspx?ID=563"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 506"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>","speed":{},"text":" Sense Direction Source Core Rulebook pg. 506 4.0 Pick the most appropriate simple DC when someone uses Survival to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes. ","type":"Rules","url":"/Rules.aspx?ID=567","weakness":{}}},{"_index":"aon18","_id":"rules-568","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Specific Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-568","markdown":"<title level=\"1\" right=\"Rules\">[Social Skills](/Rules.aspx?ID=568)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen a character uses Deception, Diplomacy, Intimidation, or Performance to influence or impress someone whose level or Will DC you dont know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Dont worry about being exact. It often makes sense to adjust the DC based on the targets attitude for Deception, Diplomacy, or Performance, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PCs goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Social Skills","next_link":{"label":"Subsist","url":"/Rules.aspx?ID=569"},"previous_link":{"label":"Sense Direction","url":"/Rules.aspx?ID=567"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 506"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>","speed":{},"text":" Social Skills Source Core Rulebook pg. 506 4.0 When a character uses Deception, Diplomacy, Intimidation, or Performance to influence or impress someone whose level or Will DC you dont know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Dont worry about being exact. It often makes sense to adjust the DC based on the targets attitude for Deception, Diplomacy, or Performance, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PCs goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do. ","type":"Rules","url":"/Rules.aspx?ID=568","weakness":{}}},{"_index":"aon18","_id":"rules-569","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Specific Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-569","markdown":"<title level=\"1\" right=\"Rules\">[Subsist](/Rules.aspx?ID=569)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Subsist","next_link":{"label":"Track","url":"/Rules.aspx?ID=570"},"previous_link":{"label":"Social Skills","url":"/Rules.aspx?ID=568"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 506"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>","speed":{},"text":" Subsist Source Core Rulebook pg. 506 4.0 A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC. ","type":"Rules","url":"/Rules.aspx?ID=569","weakness":{}}},{"_index":"aon18","_id":"rules-570","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Specific Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-570","markdown":"<title level=\"1\" right=\"Rules\">[Track](/Rules.aspx?ID=570)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOften when a PC uses Survival to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their Survival DC as the DC to Track.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Track","next_link":{"label":"Train an Animal","url":"/Rules.aspx?ID=571"},"previous_link":{"label":"Subsist","url":"/Rules.aspx?ID=569"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 506"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>","speed":{},"text":" Track Source Core Rulebook pg. 506 4.0 Often when a PC uses Survival to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their Survival DC as the DC to Track. ","type":"Rules","url":"/Rules.aspx?ID=570","weakness":{}}},{"_index":"aon18","_id":"rules-571","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Difficulty Classes","Specific Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-571","markdown":"<title level=\"1\" right=\"Rules\">[Train an Animal](/Rules.aspx?ID=571)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTrain Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Train an Animal","next_link":{"label":"Rewards","url":"/Rules.aspx?ID=572"},"previous_link":{"label":"Track","url":"/Rules.aspx?ID=570"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Difficulty Classes / Specific Actions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 506"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 506 <sup>4.0</sup></row>","speed":{},"text":" Train an Animal Source Core Rulebook pg. 506 4.0 Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog. ","type":"Rules","url":"/Rules.aspx?ID=571","weakness":{}}},{"_index":"aon18","_id":"rules-572","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-572","markdown":"<title level=\"1\" right=\"Rules\">[Rewards](/Rules.aspx?ID=572)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which theyll use to level up; and treasure, including powerful magic items.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-573\" />\r\n\r\n<document level=\"2\" id=\"rules-574\" />\r\n\r\n<document level=\"2\" id=\"rules-580\" />","name":"Rewards","next_link":{"label":"Environment","url":"/Rules.aspx?ID=590"},"previous_link":{"label":"Difficulty Classes","url":"/Rules.aspx?ID=552"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 507"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>","speed":{},"text":" Rewards Source Core Rulebook pg. 507 4.0 In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which theyll use to level up; and treasure, including powerful magic items. ","type":"Rules","url":"/Rules.aspx?ID=572","weakness":{}}},{"_index":"aon18","_id":"rules-573","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-573","markdown":"<title level=\"1\" right=\"Rules\">[Hero Points](/Rules.aspx?ID=573)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUnlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.\n\n In a typical game, youll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more over-the-top game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.\n\n Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a characters accomplishments; thats your cue to issue that character a Hero Point.\n\n The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hero Points","next_link":{"label":"Experience Points","url":"/Rules.aspx?ID=574"},"previous_link":{"label":"Difficulty Classes","url":"/Rules.aspx?ID=552"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 507"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>","speed":{},"text":" Hero Points Source Core Rulebook pg. 507 4.0 Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death. In a typical game, youll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more over-the-top game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character. Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a characters accomplishments; thats your cue to issue that character a Hero Point. The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment. ","type":"Rules","url":"/Rules.aspx?ID=573","weakness":{}}},{"_index":"aon18","_id":"rules-574","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-574","markdown":"<title level=\"1\" right=\"Rules\">[Experience Points](/Rules.aspx?ID=574)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs characters adventure, they earn Experience Points (XP). These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what youre expected to give out in a standard campaign.\n\n Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Advancement Speeds</title>\r\n\r\nBy varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement. Fast advancement works best when you know you wont be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won.\n\n You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower. \n\n## Advancement Speeds\n<row gap=\"tiny\">\n<table> <tr><td>**Advancement Speed**</td><td>**XP to Level Up**</td></tr> <tr><td>Fast</td><td>800 XP</td></tr> <tr><td>Medium</td><td>1,000 XP</td></tr> <tr><td>Slow</td><td>1,200 XP</td></tr> </table></row> \n\n### Story-Based Leveling\n If you dont want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up. Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-575\" />\r\n\r\n<document level=\"2\" id=\"rules-578\" />\r\n\r\n<document level=\"2\" id=\"rules-579\" />","name":"Experience Points","next_link":{"label":"Treasure","url":"/Rules.aspx?ID=580"},"previous_link":{"label":"Hero Points","url":"/Rules.aspx?ID=573"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 507"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>","speed":{},"text":" Experience Points Source Core Rulebook pg. 507 4.0 As characters adventure, they earn Experience Points (XP). These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what youre expected to give out in a standard campaign. Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509. Advancement Speeds By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement. Fast advancement works best when you know you wont be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won. You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower. ## Advancement Speeds Advancement Speed XP to Level Up Fast 800 XP Medium 1,000 XP Slow 1,200 XP ### Story-Based Leveling If you dont want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up. Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal. ","type":"Rules","url":"/Rules.aspx?ID=574","weakness":{}}},{"_index":"aon18","_id":"rules-575","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Experience Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-575","markdown":"<title level=\"1\" right=\"Rules\">[XP Awards](/Rules.aspx?ID=575)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nExperience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.\n\n Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the partys rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which youve decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.\n\n## Table 10-8: XP Awards\n<row gap=\"tiny\">\n<table> <tr><td>**Accomplishment**</td><td>**XP Award**</td></tr> <tr><td>Minor</td><td>10 XP</td></tr> <tr><td>Moderate*</td><td>30 XP</td></tr> <tr><td>Major*</td><td>80 XP</td></tr> </table> *Typically earns a Hero Point as well. \n<table> <tr><td>**Adversary Level**</td><td>**XP Award**</td></tr> <tr><td>Party level -4</td><td>10 XP</td></tr> <tr><td>Party level -3</td><td>15 XP</td></tr> <tr><td>Party level -2</td><td>20 XP</td></tr> <tr><td>Party level -1</td><td>30 XP</td></tr> <tr><td>Party level</td><td>40 XP</td></tr> <tr><td>Party level +1</td><td>60 XP</td></tr> <tr><td>Party level +2</td><td>80 XP</td></tr> <tr><td>Party level +3</td><td>120 XP</td></tr> <tr><td>Party level +4</td><td>160 XP</td></tr> </table> \n<table><tr><td></td><td colspan=\"2\">**XP Award**</td></tr><tr><td>**Level**</td><td>**Simple Hazard**</td><td>**Complex Hazard**</td></tr> <tr><td>Party level -4</td><td>2 XP</td><td>10 XP</td></tr> <tr><td>Party level -3</td><td>3 XP</td><td>15 XP</td></tr> <tr><td>Party level -2</td><td>4 XP</td><td>20 XP</td></tr> <tr><td>Party level -1</td><td>6 XP</td><td>30 XP</td></tr> <tr><td>Party level</td><td>8 XP</td><td>40 XP</td></tr> <tr><td>Party level +1</td><td>12 XP</td><td>60 XP</td></tr> <tr><td>Party level +2</td><td>16 XP</td><td>80 XP</td></tr> <tr><td>Party level +3</td><td>24 XP</td><td>120 XP</td></tr> <tr><td>Party level +4</td><td>32 XP</td><td>160 XP</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-576\" />\r\n\r\n<document level=\"2\" id=\"rules-577\" />","name":"XP Awards","next_link":{"label":"Party Size","url":"/Rules.aspx?ID=578"},"previous_link":{"label":"Hero Points","url":"/Rules.aspx?ID=573"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Experience Points\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 507"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>","speed":{},"text":" XP Awards Source Core Rulebook pg. 507 4.0 Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon. Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the partys rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which youve decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too. ## Table 10-8: XP Awards Accomplishment XP Award Minor 10 XP Moderate 30 XP Major 80 XP Typically earns a Hero Point as well. Adversary Level XP Award Party level -4 10 XP Party level -3 15 XP Party level -2 20 XP Party level -1 30 XP Party level 40 XP Party level +1 60 XP Party level +2 80 XP Party level +3 120 XP Party level +4 160 XP XP Award Level Simple Hazard Complex Hazard Party level -4 2 XP 10 XP Party level -3 3 XP 15 XP Party level -2 4 XP 20 XP Party level -1 6 XP 30 XP Party level 8 XP 40 XP Party level +1 12 XP 60 XP Party level +2 16 XP 80 XP Party level +3 24 XP 120 XP Party level +4 32 XP 160 XP ","type":"Rules","url":"/Rules.aspx?ID=575","weakness":{}}},{"_index":"aon18","_id":"rules-576","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Experience Points","XP Awards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-576","markdown":"<title level=\"1\" right=\"Rules\">[Adversaries and Hazards](/Rules.aspx?ID=576)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEncounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).\n\n Trivial encounters dont normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adversaries and Hazards","next_link":{"label":"Accomplishments","url":"/Rules.aspx?ID=577"},"previous_link":{"label":"Hero Points","url":"/Rules.aspx?ID=573"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Experience Points / XP Awards\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 507"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>","speed":{},"text":" Adversaries and Hazards Source Core Rulebook pg. 507 4.0 Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details). Trivial encounters dont normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure. ","type":"Rules","url":"/Rules.aspx?ID=576","weakness":{}}},{"_index":"aon18","_id":"rules-577","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Experience Points","XP Awards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-577","markdown":"<title level=\"1\" right=\"Rules\">[Accomplishments](/Rules.aspx?ID=577)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to Table 108: XP Awards on page 508 to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so thats an ideal time to also give a Hero Point to one or more of the characters involved.\n\n As mentioned earlier, its up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, youll typically give several minor awards, one or two moderate awards, and only one major award, if any.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Accomplishments","next_link":{"label":"Party Size","url":"/Rules.aspx?ID=578"},"previous_link":{"label":"Adversaries and Hazards","url":"/Rules.aspx?ID=576"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Experience Points / XP Awards\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 507"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 507 <sup>4.0</sup></row>","speed":{},"text":" Accomplishments Source Core Rulebook pg. 507 4.0 Characters actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to Table 108: XP Awards on page 508 to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so thats an ideal time to also give a Hero Point to one or more of the characters involved. As mentioned earlier, its up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, youll typically give several minor awards, one or two moderate awards, and only one major award, if any. ","type":"Rules","url":"/Rules.aspx?ID=577","weakness":{}}},{"_index":"aon18","_id":"rules-578","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Experience Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-578","markdown":"<title level=\"1\" right=\"Rules\">[Party Size](/Rules.aspx?ID=578)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 508 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards dont change—always award the amount of XP listed for a group of four characters. You usually wont need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Party Size","next_link":{"label":"Group Parity and Party Level","url":"/Rules.aspx?ID=579"},"previous_link":{"label":"XP Awards","url":"/Rules.aspx?ID=575"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 508 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Experience Points\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 508"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 508 <sup>4.0</sup></row>","speed":{},"text":" Party Size Source Core Rulebook pg. 508 4.0 The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards dont change—always award the amount of XP listed for a group of four characters. You usually wont need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast. ","type":"Rules","url":"/Rules.aspx?ID=578","weakness":{}}},{"_index":"aon18","_id":"rules-579","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Experience Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-579","markdown":"<title level=\"1\" right=\"Rules\">[Group Parity and Party Level](/Rules.aspx?ID=579)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 508 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIts recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players.\n\n If you choose not to keep the whole group at the same character level, youll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the partys ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.\n\n Party members who are behind the party level gain double the XP other characters do until they reach the partys level. When tracking individually, youll need to decide whether party members get XP for missed sessions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Group Parity and Party Level","next_link":{"label":"Treasure","url":"/Rules.aspx?ID=580"},"previous_link":{"label":"Party Size","url":"/Rules.aspx?ID=578"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 508 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Experience Points\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 508"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 508 <sup>4.0</sup></row>","speed":{},"text":" Group Parity and Party Level Source Core Rulebook pg. 508 4.0 Its recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players. If you choose not to keep the whole group at the same character level, youll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the partys ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party. Party members who are behind the party level gain double the XP other characters do until they reach the partys level. When tracking individually, youll need to decide whether party members get XP for missed sessions. ","type":"Rules","url":"/Rules.aspx?ID=579","weakness":{}}},{"_index":"aon18","_id":"rules-580","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-580","markdown":"<title level=\"1\" right=\"Rules\">[Treasure](/Rules.aspx?ID=580)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 508 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs the GM, its your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.\n\n This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Adjusting Treasure</title>\r\n\r\nThe treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadnt originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the partys resources. If theyre running out of consumables or money, or if theyre having trouble in combat because their items arent up to the task, you can make adjustments.\n\n This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade. \n\n### Megadungeons and Sandboxes\n Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness. If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.\n\n For a simple guideline to these situations, increase the treasure as though there were one more PC in the party. If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-581\" />\r\n\r\n<document level=\"2\" id=\"rules-587\" />\r\n\r\n<document level=\"2\" id=\"rules-589\" />","name":"Treasure","next_link":{"label":"Environment","url":"/Rules.aspx?ID=590"},"previous_link":{"label":"Experience Points","url":"/Rules.aspx?ID=574"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 508 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 508"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 508 <sup>4.0</sup></row>","speed":{},"text":" Treasure Source Core Rulebook pg. 508 4.0 As the GM, its your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine. This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between. Adjusting Treasure The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadnt originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the partys resources. If theyre running out of consumables or money, or if theyre having trouble in combat because their items arent up to the task, you can make adjustments. This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade. ### Megadungeons and Sandboxes Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness. If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures. For a simple guideline to these situations, increase the treasure as though there were one more PC in the party. If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further. ","type":"Rules","url":"/Rules.aspx?ID=580","weakness":{}}},{"_index":"aon18","_id":"rules-581","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-581","markdown":"<title level=\"1\" right=\"Rules\">[Treasure by Level](/Rules.aspx?ID=581)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 508 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTable 109: Party Treasure by Level on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.)\n\n For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.\n\n When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full levels worth of adventures, even though there is no way to reach 21st level.\n\n Some creature entries in the _Pathfinder Bestiary_ list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level. Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the partys capabilities as the PCs progress through the adventure to make sure they dont end up behind.\n\n## Table 10-9: Party Treasure by Level\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Total Value**</td><td>**Permanent Items (By Item Level)**</td><td>**Consumables (By Item Level)**</td><td>**Party Currency**</td><td>**Currency per Additional PC**</td></tr> <tr><td>1</td><td>175 gp</td><td>**2nd**: 2, **1st**: 2</td><td>**2nd**: 2, **1st**: 3</td><td>40 gp</td><td>10 gp</td></tr> <tr><td>2</td><td>300 gp</td><td>**3rd**: 2, **2nd**: 2</td><td>**3rd**: 2, **2nd**: 2, **1st**: 2</td><td>70 gp</td><td>18 gp</td></tr> <tr><td>3</td><td>500 gp</td><td>**4th**: 2, **3rd**: 2</td><td>**4th**: 2, **3rd**: 2, **2nd**: 2</td><td>120 gp</td><td>30 gp</td></tr> <tr><td>4</td><td>850 gp</td><td>**5th**: 2, **4th**: 2</td><td>**5th**: 2, **4th**: 2, **3rd**: 2</td><td>200 gp</td><td>50 gp</td></tr> <tr><td>5</td><td>1,350 gp</td><td>**6th**: 2, **5th**: 2</td><td>**6th**: 2, **5th**: 2, **4th**: 2</td><td>320 gp</td><td>80 gp</td></tr> <tr><td>6</td><td>2,000 gp</td><td>**7th**: 2, **6th**: 2</td><td>**7th**: 2, **6th**: 2, **5th**: 2</td><td>500 gp</td><td>125 gp</td></tr> <tr><td>7</td><td>2,900 gp</td><td>**8th**: 2, **7th**: 2</td><td>**8th**: 2, **7th**: 2, **6th**: 2</td><td>720 gp</td><td>180 gp</td></tr> <tr><td>8</td><td>4,000 gp</td><td>**9th**: 2, **8th**: 2</td><td>**9th**: 2, **8th**: 2, **7th**: 2</td><td>1,000 gp</td><td>250 gp</td></tr> <tr><td>9</td><td>5,700 gp</td><td>**10th**: 2, **9th**: 2</td><td>**10th**: 2, **9th**: 2, **8th**: 2</td><td>1,400 gp</td><td>350 gp</td></tr> <tr><td>10</td><td>8,000 gp</td><td>**11th**: 2, **10th**: 2</td><td>**11th**: 2, **10th**: 2, **9th**: 2</td><td>2,000 gp</td><td>500 gp</td></tr> <tr><td>11</td><td>11,500 gp</td><td>**12th**: 2, **11th**: 2</td><td>**12th**: 2, **11th**: 2, **10th**: 2</td><td>2,800 gp</td><td>700 gp</td></tr> <tr><td>12</td><td>16,500 gp</td><td>**13th**: 2, **12th**: 2</td><td>**13th**: 2, **12th**: 2, **11th**: 2</td><td>4,000 gp</td><td>1,000 gp</td></tr> <tr><td>13</td><td>25,000 gp</td><td>**14th**: 2, **13th**: 2</td><td>**14th**: 2, **13th**: 2, **12th**: 2</td><td>6,000 gp</td><td>1,500 gp</td></tr> <tr><td>14</td><td>36,500 gp</td><td>**15th**: 2, **14th**: 2</td><td>**15th**: 2, **14th**: 2, **13th**: 2</td><td>9,000 gp</td><td>2,250 gp</td></tr> <tr><td>15</td><td>54,500 gp</td><td>**16th**: 2, **15th**: 2</td><td>**16th**: 2, **15th**: 2, **14th**: 2</td><td>13,000 gp</td><td>3,250 gp</td></tr> <tr><td>16</td><td>82,500 gp</td><td>**17th**: 2, **16th**: 2</td><td>**17th**: 2, **16th**: 2, **15th**: 2</td><td>20,000 gp</td><td>5,000 gp</td></tr> <tr><td>17</td><td>128,000 gp</td><td>**18th**: 2, **17th**: 2</td><td>**18th**: 2, **17th**: 2, **16th**: 2</td><td>30,000 gp</td><td>7,500 gp</td></tr> <tr><td>18</td><td>208,000 gp</td><td>**19th**: 2, **18th**: 2</td><td>**19th**: 2, **18th**: 2, **17th**: 2</td><td>48,000 gp</td><td>12,000 gp</td></tr> <tr><td>19</td><td>355,000 gp</td><td>**20th**: 2, **19th**: 2</td><td>**20th**: 2, **19th**: 2, **18th**: 2</td><td>80,000 gp</td><td>20,000 gp</td></tr> <tr><td>20</td><td>490,000 gp</td><td>**20th**: 4</td><td>**20th**: 4, **19th**: 2</td><td>140,000 gp</td><td>35,000 gp</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-582\" />\r\n\r\n<document level=\"2\" id=\"rules-583\" />\r\n\r\n<document level=\"2\" id=\"rules-584\" />\r\n\r\n<document level=\"2\" id=\"rules-585\" />\r\n\r\n<document level=\"2\" id=\"rules-586\" />","name":"Treasure by Level","next_link":{"label":"Treasure for New Characters","url":"/Rules.aspx?ID=587"},"previous_link":{"label":"Experience Points","url":"/Rules.aspx?ID=574"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 508 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 508"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 508 <sup>4.0</sup></row>","speed":{},"text":" Treasure by Level Source Core Rulebook pg. 508 4.0 Table 109: Party Treasure by Level on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency. When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full levels worth of adventures, even though there is no way to reach 21st level. Some creature entries in the Pathfinder Bestiary list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level. Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the partys capabilities as the PCs progress through the adventure to make sure they dont end up behind. ## Table 10-9: Party Treasure by Level Level Total Value Permanent Items (By Item Level) Consumables (By Item Level) Party Currency Currency per Additional PC 1 175 gp 2nd : 2, 1st : 2 2nd : 2, 1st : 3 40 gp 10 gp 2 300 gp 3rd : 2, 2nd : 2 3rd : 2, 2nd : 2, 1st : 2 70 gp 18 gp 3 500 gp 4th : 2, 3rd : 2 4th : 2, 3rd : 2, 2nd : 2 120 gp 30 gp 4 850 gp 5th : 2, 4th : 2 5th : 2, 4th : 2, 3rd : 2 200 gp 50 gp 5 1,350 gp 6th : 2, 5th : 2 6th : 2, 5th : 2, 4th : 2 320 gp 80 gp 6 2,000 gp 7th : 2, 6th : 2 7th : 2, 6th : 2, 5th : 2 500 gp 125 gp 7 2,900 gp 8th : 2, 7th : 2 8th : 2, 7th : 2, 6th : 2 720 gp 180 gp 8 4,000 gp 9th : 2, 8th : 2 9th : 2, 8th : 2, 7th : 2 1,000 gp 250 gp 9 5,700 gp 10th : 2, 9th : 2 10th : 2, 9th : 2, 8th : 2 1,400 gp 350 gp 10 8,000 gp 11th : 2, 10th : 2 11th : 2, 10th : 2, 9th : 2 2,000 gp 500 gp 11 11,500 gp 12th : 2, 11th : 2 12th : 2, 11th : 2, 10th : 2 2,800 gp 700 gp 12 16,500 gp 13th : 2, 12th : 2 13th : 2, 12th : 2, 11th : 2 4,000 gp 1,000 gp 13 25,000 gp 14th : 2, 13th : 2 14th : 2, 13th : 2, 12th : 2 6,000 gp 1,500 gp 14 36,500 gp 15th : 2, 14th : 2 15th : 2, 14th : 2, 13th : 2 9,000 gp 2,250 gp 15 54,500 gp 16th : 2, 15th : 2 16th : 2, 15th : 2, 14th : 2 13,000 gp 3,250 gp 16 82,500 gp 17th : 2, 16th : 2 17th : 2, 16th : 2, 15th : 2 20,000 gp 5,000 gp 17 128,000 gp 18th : 2, 17th : 2 18th : 2, 17th : 2, 16th : 2 30,000 gp 7,500 gp 18 208,000 gp 19th : 2, 18th : 2 19th : 2, 18th : 2, 17th : 2 48,000 gp 12,000 gp 19 355,000 gp 20th : 2, 19th : 2 20th : 2, 19th : 2, 18th : 2 80,000 gp 20,000 gp 20 490,000 gp 20th : 4 20th : 4, 19th : 2 140,000 gp 35,000 gp ","type":"Rules","url":"/Rules.aspx?ID=581","weakness":{}}},{"_index":"aon18","_id":"rules-582","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Treasure","Treasure by Level"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-582","markdown":"<title level=\"1\" right=\"Rules\">[Currency](/Rules.aspx?ID=582)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 509 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA party will find money and other treasure that isnt useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column dont refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the partys level can all be more interesting than a pile of gold.\n\n If you include a lower-level permanent item as part of a currency reward, count only half the items Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Currency","next_link":{"label":"Other Types of Treasure","url":"/Rules.aspx?ID=583"},"previous_link":{"label":"Experience Points","url":"/Rules.aspx?ID=574"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 509 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Treasure / Treasure by Level\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 509"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 509 <sup>4.0</sup></row>","speed":{},"text":" Currency Source Core Rulebook pg. 509 4.0 A party will find money and other treasure that isnt useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column dont refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the partys level can all be more interesting than a pile of gold. If you include a lower-level permanent item as part of a currency reward, count only half the items Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price. ","type":"Rules","url":"/Rules.aspx?ID=582","weakness":{}}},{"_index":"aon18","_id":"rules-583","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Treasure","Treasure by Level"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-583","markdown":"<title level=\"1\" right=\"Rules\">[Other Types of Treasure](/Rules.aspx?ID=583)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 509 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNot all treasure has to be items or currency. Crafters can use the Crafting skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a characters abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemys spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Other Types of Treasure","next_link":{"label":"Treasure and Rarity","url":"/Rules.aspx?ID=584"},"previous_link":{"label":"Currency","url":"/Rules.aspx?ID=582"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 509 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Treasure / Treasure by Level\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 509"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 509 <sup>4.0</sup></row>","speed":{},"text":" Other Types of Treasure Source Core Rulebook pg. 509 4.0 Not all treasure has to be items or currency. Crafters can use the Crafting skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a characters abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemys spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop. ","type":"Rules","url":"/Rules.aspx?ID=583","weakness":{}}},{"_index":"aon18","_id":"rules-584","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Treasure","Treasure by Level"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-584","markdown":"<title level=\"1\" right=\"Rules\">[Treasure and Rarity](/Rules.aspx?ID=584)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 509 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGiving out uncommon and rare items and formulas can get players more interested in treasure. Its best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.\n\n Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Treasure and Rarity","next_link":{"label":"Different Item Levels","url":"/Rules.aspx?ID=585"},"previous_link":{"label":"Other Types of Treasure","url":"/Rules.aspx?ID=583"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 509 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Treasure / Treasure by Level\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 509"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 509 <sup>4.0</sup></row>","speed":{},"text":" Treasure and Rarity Source Core Rulebook pg. 509 4.0 Giving out uncommon and rare items and formulas can get players more interested in treasure. Its best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme. Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world. ","type":"Rules","url":"/Rules.aspx?ID=584","weakness":{}}},{"_index":"aon18","_id":"rules-585","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Treasure","Treasure by Level"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-585","markdown":"<title level=\"1\" right=\"Rules\">[Different Item Levels](/Rules.aspx?ID=585)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 510 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe levels listed for items on Table 109: Party Treasure by Level aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a [_runestone_](/Equipment.aspx?ID=247) with a [_fortification_](/Equipment.aspx?ID=285) rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level _+2 [resilient](/Equipment.aspx?ID=279) armor_ (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level [_shadow_ rune](/Equipment.aspx?ID=288) (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.\n\n However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11th-level permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!\n\n If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Different Item Levels","next_link":{"label":"Different Party Sizes","url":"/Rules.aspx?ID=586"},"previous_link":{"label":"Treasure and Rarity","url":"/Rules.aspx?ID=584"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 510 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Treasure / Treasure by Level\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 510"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 510 <sup>4.0</sup></row>","speed":{},"text":" Different Item Levels Source Core Rulebook pg. 510 4.0 The levels listed for items on Table 109: Party Treasure by Level aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a runestone with a fortification rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level shadow rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right. However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11th-level permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all! If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly. ","type":"Rules","url":"/Rules.aspx?ID=585","weakness":{}}},{"_index":"aon18","_id":"rules-586","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Treasure","Treasure by Level"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-586","markdown":"<title level=\"1\" right=\"Rules\">[Different Party Sizes](/Rules.aspx?ID=586)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 510 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf a party has more than four characters, add the following for each additional character: \n<ul><li>One permanent item of the partys level or 1 level higher </li><li>Two consumables, usually one of the partys level and one of 1 level higher </li><li>Currency equal to the value in the Currency per Additional PC column of Table 109</li></ul>If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that cant cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Different Party Sizes","next_link":{"label":"Treasure for New Characters","url":"/Rules.aspx?ID=587"},"previous_link":{"label":"Different Item Levels","url":"/Rules.aspx?ID=585"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 510 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Treasure / Treasure by Level\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 510"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 510 <sup>4.0</sup></row>","speed":{},"text":" Different Party Sizes Source Core Rulebook pg. 510 4.0 If a party has more than four characters, add the following for each additional character: One permanent item of the partys level or 1 level higher Two consumables, usually one of the partys level and one of 1 level higher Currency equal to the value in the Currency per Additional PC column of Table 109 If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that cant cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size. ","type":"Rules","url":"/Rules.aspx?ID=586","weakness":{}}},{"_index":"aon18","_id":"rules-587","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-587","markdown":"<title level=\"1\" right=\"Rules\">[Treasure for New Characters](/Rules.aspx?ID=587)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 510 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen your new campaign starts at a higher level, a new player joins an existing group, or a current players character dies and they need a new one, your campaign will have one or more PCs who dont start at 1st level. In these cases, refer to Table 1010: Character Wealth on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.\n\n These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.\n\n## Table 10-10: Character Wealth\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Permanent Items**</td><td>**Currency**</td><td>**Lump Sum**</td></tr> <tr><td>1</td><td>\\-</td><td>15 gp</td><td>15 gp</td></tr> <tr><td>2</td><td>**1st**: 1</td><td>20 gp</td><td>30 gp</td></tr> <tr><td>3</td><td>**2nd**: 1, **1st**: 2</td><td>25 gp</td><td>75 gp</td></tr> <tr><td>4</td><td>**3rd**: 1, **2nd**: 2, **1st**: 1</td><td>30 gp</td><td>140 gp</td></tr> <tr><td>5</td><td>**4th**: 1, **3rd**: 2, **2nd**: 1, **1st**: 2</td><td>50 gp</td><td>270 gp</td></tr> <tr><td>6</td><td>**5th**: 1, **4th**: 2, **3rd**: 1, **2nd**: 2</td><td>80 gp</td><td>450 gp</td></tr> <tr><td>7</td><td>**6th**: 1, **5th**: 2, **4th**: 1, **3rd**: 2</td><td>125 gp</td><td>720 gp</td></tr> <tr><td>8</td><td>**7th**: 1, **6th**: 2, **5th**: 1, **4th**: 2</td><td>180 gp</td><td>1,100 gp</td></tr> <tr><td>9</td><td>**8th**: 1, **7th**: 2, **6th**: 1, **5th**: 2</td><td>250 gp</td><td>1,600 gp</td></tr> <tr><td>10</td><td>**9th**: 1, **8th**: 2, **7th**: 1, **6th**: 2</td><td>350 gp</td><td>2,300 gp</td></tr> <tr><td>11</td><td>**10th**: 1, **9th**: 2, **8th**: 1, **7th**: 2</td><td>500 gp</td><td>3,200 gp</td></tr> <tr><td>12</td><td>**11th**: 1, **10th**: 2, **9th**: 1, **8th**: 2</td><td>700 gp</td><td>4,500 gp</td></tr> <tr><td>13</td><td>**12th**: 1, **11th**: 2, **10th**: 1, **9th**: 2</td><td>1,000 gp</td><td>6,400 gp</td></tr> <tr><td>14</td><td>**13th**: 1, **12th**: 2, **11th**: 1, **10th**: 2</td><td>1,500 gp</td><td>9,300 gp</td></tr> <tr><td>15</td><td>**14th**: 1, **13th**: 2, **12th**: 1, **11th**: 2</td><td>2,250 gp</td><td>13,500 gp</td></tr> <tr><td>16</td><td>**15th**: 1, **14th**: 2, **13th**: 1, **12th**: 2</td><td>3,250 gp</td><td>20,000 gp</td></tr> <tr><td>17</td><td>**16th**: 1, **15th**: 2, **14th**: 1, **13th**: 2</td><td>5,000 gp</td><td>30,000 gp</td></tr> <tr><td>18</td><td>**17th**: 1, **16th**: 2, **15th**: 1, **14th**: 2</td><td>7,500 gp</td><td>45,000 gp</td></tr> <tr><td>19</td><td>**18th**: 1, **17th**: 2, **16th**: 1, **15th**: 2</td><td>12,000 gp</td><td>69,000 gp</td></tr> <tr><td>20</td><td>**19th**: 1, **18th**: 2, **17th**: 1, **16th**: 2</td><td>20,000 gp</td><td>112,000 gp</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-588\" />","name":"Treasure for New Characters","next_link":{"label":"Buying and Selling Items","url":"/Rules.aspx?ID=589"},"previous_link":{"label":"Treasure by Level","url":"/Rules.aspx?ID=581"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 510 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 510"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 510 <sup>4.0</sup></row>","speed":{},"text":" Treasure for New Characters Source Core Rulebook pg. 510 4.0 When your new campaign starts at a higher level, a new player joins an existing group, or a current players character dies and they need a new one, your campaign will have one or more PCs who dont start at 1st level. In these cases, refer to Table 1010: Character Wealth on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well. These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures. ## Table 10-10: Character Wealth Level Permanent Items Currency Lump Sum 1 \\- 15 gp 15 gp 2 1st : 1 20 gp 30 gp 3 2nd : 1, 1st : 2 25 gp 75 gp 4 3rd : 1, 2nd : 2, 1st : 1 30 gp 140 gp 5 4th : 1, 3rd : 2, 2nd : 1, 1st : 2 50 gp 270 gp 6 5th : 1, 4th : 2, 3rd : 1, 2nd : 2 80 gp 450 gp 7 6th : 1, 5th : 2, 4th : 1, 3rd : 2 125 gp 720 gp 8 7th : 1, 6th : 2, 5th : 1, 4th : 2 180 gp 1,100 gp 9 8th : 1, 7th : 2, 6th : 1, 5th : 2 250 gp 1,600 gp 10 9th : 1, 8th : 2, 7th : 1, 6th : 2 350 gp 2,300 gp 11 10th : 1, 9th : 2, 8th : 1, 7th : 2 500 gp 3,200 gp 12 11th : 1, 10th : 2, 9th : 1, 8th : 2 700 gp 4,500 gp 13 12th : 1, 11th : 2, 10th : 1, 9th : 2 1,000 gp 6,400 gp 14 13th : 1, 12th : 2, 11th : 1, 10th : 2 1,500 gp 9,300 gp 15 14th : 1, 13th : 2, 12th : 1, 11th : 2 2,250 gp 13,500 gp 16 15th : 1, 14th : 2, 13th : 1, 12th : 2 3,250 gp 20,000 gp 17 16th : 1, 15th : 2, 14th : 1, 13th : 2 5,000 gp 30,000 gp 18 17th : 1, 16th : 2, 15th : 1, 14th : 2 7,500 gp 45,000 gp 19 18th : 1, 17th : 2, 16th : 1, 15th : 2 12,000 gp 69,000 gp 20 19th : 1, 18th : 2, 17th : 1, 16th : 2 20,000 gp 112,000 gp ","type":"Rules","url":"/Rules.aspx?ID=587","weakness":{}}},{"_index":"aon18","_id":"rules-588","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Treasure","Treasure for New Characters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-588","markdown":"<title level=\"1\" right=\"Rules\">[Item Selection](/Rules.aspx?ID=588)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 511 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou should work with the new characters player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game. At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.\n\n A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they dont gain any more currency by doing so.\n\n If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the characters level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Item Selection","next_link":{"label":"Buying and Selling Items","url":"/Rules.aspx?ID=589"},"previous_link":{"label":"Treasure by Level","url":"/Rules.aspx?ID=581"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 511 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Treasure / Treasure for New Characters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 511"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 511 <sup>4.0</sup></row>","speed":{},"text":" Item Selection Source Core Rulebook pg. 511 4.0 You should work with the new characters player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game. At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase. A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they dont gain any more currency by doing so. If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the characters level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items. ","type":"Rules","url":"/Rules.aspx?ID=588","weakness":{}}},{"_index":"aon18","_id":"rules-589","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Rewards","Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-589","markdown":"<title level=\"1\" right=\"Rules\">[Buying and Selling Items](/Rules.aspx?ID=589)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 511 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Buying and Selling Items","next_link":{"label":"Environment","url":"/Rules.aspx?ID=590"},"previous_link":{"label":"Treasure for New Characters","url":"/Rules.aspx?ID=587"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 511 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Rewards / Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 511"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 511 <sup>4.0</sup></row>","speed":{},"text":" Buying and Selling Items Source Core Rulebook pg. 511 4.0 Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271). ","type":"Rules","url":"/Rules.aspx?ID=589","weakness":{}}},{"_index":"aon18","_id":"rules-590","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-590","markdown":"<title level=\"1\" right=\"Rules\">[Environment](/Rules.aspx?ID=590)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPrimarily used during exploration, environment rules bring the locales your party travels through to life. Youll often be able to use common sense to adjudicate how environments work, but youll need special rules for environments that really stand out.\n\n Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creatures size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isnt even difficult terrain).\n\n Table 1012 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature. \n\n## Table 10-12: Environmental Features\n<row gap=\"tiny\">\n<table> <tr><td>**Feature**</td><td>**Proficiency DC Band**</td></tr> <tr><td>Avalanche</td><td>Expertlegendary</td></tr> <tr><td>Blizzard</td><td>—</td></tr> <tr><td>Bog</td><td>Untrained-trained</td></tr> <tr><td>Canopy</td><td>Trained-master</td></tr> <tr><td>Chasm</td><td>—</td></tr> <tr><td>Cliff</td><td>Trained-master</td></tr> <tr><td>Collapse</td><td>—</td></tr> <tr><td>Crowd</td><td>Trained-master</td></tr> <tr><td>Current</td><td>Trained-master</td></tr> <tr><td>Door</td><td>See entry</td></tr> <tr><td>Earthquake</td><td>Trained-legendary</td></tr> <tr><td>Flood</td><td>Expert-legendary</td></tr> <tr><td>Floor</td><td>Untrained-expert</td></tr> <tr><td>Fog</td><td>—</td></tr> <tr><td>Gate</td><td>—</td></tr> <tr><td>Guard</td><td>—</td></tr> <tr><td>Hedge</td><td>Untrained-trained</td></tr> <tr><td>Ice</td><td>Trained-master</td></tr> <tr><td>Lava</td><td>Expert-legendary</td></tr> <tr><td>Ledge</td><td>Untrained-master</td></tr> <tr><td>Portcullis</td><td>See entry</td></tr> <tr><td>Precipitation</td><td>—</td></tr> <tr><td>Rooftop</td><td>Trained-master</td></tr> <tr><td>Rubble</td><td>Untrained-expert</td></tr> <tr><td>Sand</td><td>Untrained-expert</td></tr> <tr><td>Sandstorm</td><td>Trained-master</td></tr> <tr><td>Sewer</td><td>—</td></tr> <tr><td>Slope</td><td>Untrained-trained</td></tr> <tr><td>Snow</td><td>Untrained-expert</td></tr> <tr><td>Stairs</td><td>Untrained-trained</td></tr> <tr><td>Stalagmite</td><td>Trained-expert</td></tr> <tr><td>Street</td><td>Untrained-trained</td></tr> <tr><td>Temperature</td><td>—</td></tr> <tr><td>Tornado</td><td>Master-legendary</td></tr> <tr><td>Tree</td><td>Untrained-master</td></tr> <tr><td>Tsunami</td><td>Master-legendary</td></tr> <tr><td>Undergrowth</td><td>Untrained-expert</td></tr> <tr><td>Underwater Visibility</td><td>—</td></tr> <tr><td>Volcanic Eruption</td><td>Trained-legendary</td></tr> <tr><td>Wall</td><td>See entry</td></tr> <tr><td>Wildfire</td><td>Expert-legendary</td></tr> <tr><td>Wind</td><td>Untrained-legendary</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Dungeons</title>\r\n\r\nDungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruins hidden secrets.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Terrain Rules</title>\r\n\r\nEnvironments make frequent use of the rules for difficult terrain, greater difficult terrain, and hazardous terrain, so those rules are summarized here.\n\n **Difficult terrain** is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if youre not using a grid) costs an extra 5 feet of movement. Moving into a square of **greater difficult terrain** instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures cant normally Step into difficult terrain.\n\n Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of difficult terrain. Certain other abilities let creatures ignore difficult terrain while traveling on foot; such an ability also allows a creature to move through greater difficult terrain using the movement cost for difficult terrain, but unless the ability specifies otherwise, these abilities dont let creatures ignore greater difficult terrain.\n\n **Hazardous terrain** damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-591\" />\r\n\r\n<document level=\"2\" id=\"rules-592\" />\r\n\r\n<document level=\"2\" id=\"rules-595\" />\r\n\r\n<document level=\"2\" id=\"rules-598\" />\r\n\r\n<document level=\"2\" id=\"rules-601\" />\r\n\r\n<document level=\"2\" id=\"rules-605\" />\r\n\r\n<document level=\"2\" id=\"rules-611\" />\r\n\r\n<document level=\"2\" id=\"rules-614\" />\r\n\r\n<document level=\"2\" id=\"rules-617\" />\r\n\r\n<document level=\"2\" id=\"rules-630\" />\r\n\r\n<document level=\"2\" id=\"rules-636\" />\r\n\r\n<document level=\"2\" id=\"rules-645\" />","name":"Environment","next_link":{"label":"Hazards","url":"/Rules.aspx?ID=668"},"previous_link":{"label":"Rewards","url":"/Rules.aspx?ID=572"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 512"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>","speed":{},"text":" Environment Source Core Rulebook pg. 512 4.0 Primarily used during exploration, environment rules bring the locales your party travels through to life. Youll often be able to use common sense to adjudicate how environments work, but youll need special rules for environments that really stand out. Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creatures size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isnt even difficult terrain). Table 1012 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature. ## Table 10-12: Environmental Features Feature Proficiency DC Band Avalanche Expertlegendary Blizzard — Bog Untrained-trained Canopy Trained-master Chasm — Cliff Trained-master Collapse — Crowd Trained-master Current Trained-master Door See entry Earthquake Trained-legendary Flood Expert-legendary Floor Untrained-expert Fog — Gate — Guard — Hedge Untrained-trained Ice Trained-master Lava Expert-legendary Ledge Untrained-master Portcullis See entry Precipitation — Rooftop Trained-master Rubble Untrained-expert Sand Untrained-expert Sandstorm Trained-master Sewer — Slope Untrained-trained Snow Untrained-expert Stairs Untrained-trained Stalagmite Trained-expert Street Untrained-trained Temperature — Tornado Master-legendary Tree Untrained-master Tsunami Master-legendary Undergrowth Untrained-expert Underwater Visibility — Volcanic Eruption Trained-legendary Wall See entry Wildfire Expert-legendary Wind Untrained-legendary Dungeons Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruins hidden secrets. Terrain Rules Environments make frequent use of the rules for difficult terrain, greater difficult terrain, and hazardous terrain, so those rules are summarized here. Difficult terrain is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if youre not using a grid) costs an extra 5 feet of movement. Moving into a square of greater difficult terrain instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures cant normally Step into difficult terrain. Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of difficult terrain. Certain other abilities let creatures ignore difficult terrain while traveling on foot; such an ability also allows a creature to move through greater difficult terrain using the movement cost for difficult terrain, but unless the ability specifies otherwise, these abilities dont let creatures ignore greater difficult terrain. Hazardous terrain damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain. ","type":"Rules","url":"/Rules.aspx?ID=590","weakness":{}}},{"_index":"aon18","_id":"rules-591","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-591","markdown":"<title level=\"1\" right=\"Rules\">[Environmental Damage](/Rules.aspx?ID=591)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers. Use Table 1011 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.\n\n## Table 10-11: Environmental Damage\n<row gap=\"tiny\">\n<table> <tr><td>**Category**</td><td>**Damage**</td></tr> <tr><td>Minor</td><td>1d6-2d6</td></tr> <tr><td>Moderate</td><td>4d6-6d6</td></tr> <tr><td>Major</td><td>8d6-12d6</td></tr> <tr><td>Massive</td><td>16d6-24d6</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Environmental Damage","next_link":{"label":"Aquatic","url":"/Rules.aspx?ID=592"},"previous_link":{"label":"Rewards","url":"/Rules.aspx?ID=572"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 512"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>","speed":{},"text":" Environmental Damage Source Core Rulebook pg. 512 4.0 Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers. Use Table 1011 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be. ## Table 10-11: Environmental Damage Category Damage Minor 1d6-2d6 Moderate 4d6-6d6 Major 8d6-12d6 Massive 16d6-24d6 ","type":"Rules","url":"/Rules.aspx?ID=591","weakness":{}}},{"_index":"aon18","_id":"rules-592","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-592","markdown":"<title level=\"1\" right=\"Rules\">[Aquatic](/Rules.aspx?ID=592)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a water breathing spell) and must usually Swim to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for greater difficult terrain. Characters in aquatic environments make frequent use of the aquatic combat (page 478) and drowning and suffocation rules (page 478).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-593\" />\r\n\r\n<document level=\"2\" id=\"rules-594\" />","name":"Aquatic","next_link":{"label":"Arctic","url":"/Rules.aspx?ID=595"},"previous_link":{"label":"Environmental Damage","url":"/Rules.aspx?ID=591"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 512"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>","speed":{},"text":" Aquatic Source Core Rulebook pg. 512 4.0 Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a water breathing spell) and must usually Swim to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for greater difficult terrain. Characters in aquatic environments make frequent use of the aquatic combat (page 478) and drowning and suffocation rules (page 478). ","type":"Rules","url":"/Rules.aspx?ID=592","weakness":{}}},{"_index":"aon18","_id":"rules-593","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Aquatic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-593","markdown":"<title level=\"1\" right=\"Rules\">[Currents and Flowing Water](/Rules.aspx?ID=593)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOcean currents, flowing rivers, and similar moving water are difficult terrain or greater difficult terrain (depending on the speed of the water) for a creature Swimming against the current. At the end of a creatures turn, it moves a certain distance depending on the currents speed. For instance, a 10-foot current moves a creature 10 feet in the currents direction at the end of that creatures turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Currents and Flowing Water","next_link":{"label":"Visibility","url":"/Rules.aspx?ID=594"},"previous_link":{"label":"Environmental Damage","url":"/Rules.aspx?ID=591"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Aquatic\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 512"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>","speed":{},"text":" Currents and Flowing Water Source Core Rulebook pg. 512 4.0 Ocean currents, flowing rivers, and similar moving water are difficult terrain or greater difficult terrain (depending on the speed of the water) for a creature Swimming against the current. At the end of a creatures turn, it moves a certain distance depending on the currents speed. For instance, a 10-foot current moves a creature 10 feet in the currents direction at the end of that creatures turn. ","type":"Rules","url":"/Rules.aspx?ID=593","weakness":{}}},{"_index":"aon18","_id":"rules-594","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Aquatic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-594","markdown":"<title level=\"1\" right=\"Rules\">[Visibility](/Rules.aspx?ID=594)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIts much harder to see things at a distance underwater than it is on land, and its particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Visibility","next_link":{"label":"Arctic","url":"/Rules.aspx?ID=595"},"previous_link":{"label":"Currents and Flowing Water","url":"/Rules.aspx?ID=593"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Aquatic\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 512"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>","speed":{},"text":" Visibility Source Core Rulebook pg. 512 4.0 Its much harder to see things at a distance underwater than it is on land, and its particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less. ","type":"Rules","url":"/Rules.aspx?ID=594","weakness":{}}},{"_index":"aon18","_id":"rules-595","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-595","markdown":"<title level=\"1\" right=\"Rules\">[Arctic](/Rules.aspx?ID=595)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-596\" />\r\n\r\n<document level=\"2\" id=\"rules-597\" />","name":"Arctic","next_link":{"label":"Desert","url":"/Rules.aspx?ID=598"},"previous_link":{"label":"Aquatic","url":"/Rules.aspx?ID=592"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 512"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>","speed":{},"text":" Arctic Source Core Rulebook pg. 512 4.0 The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods. ","type":"Rules","url":"/Rules.aspx?ID=595","weakness":{}}},{"_index":"aon18","_id":"rules-596","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Arctic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-596","markdown":"<title level=\"1\" right=\"Rules\">[Ice](/Rules.aspx?ID=596)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIcy ground is both uneven ground and difficult terrain, as characters slip and slide due to poor traction.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ice","next_link":{"label":"Snow","url":"/Rules.aspx?ID=597"},"previous_link":{"label":"Aquatic","url":"/Rules.aspx?ID=592"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Arctic\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 512"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>","speed":{},"text":" Ice Source Core Rulebook pg. 512 4.0 Icy ground is both uneven ground and difficult terrain, as characters slip and slide due to poor traction. ","type":"Rules","url":"/Rules.aspx?ID=596","weakness":{}}},{"_index":"aon18","_id":"rules-597","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Arctic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-597","markdown":"<title level=\"1\" right=\"Rules\">[Snow](/Rules.aspx?ID=597)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDepending on the depth of snow and its composition, most snowy ground is either difficult terrain or greater difficult terrain. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that theyre uneven ground.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Snow","next_link":{"label":"Desert","url":"/Rules.aspx?ID=598"},"previous_link":{"label":"Ice","url":"/Rules.aspx?ID=596"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Arctic\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 512"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>","speed":{},"text":" Snow Source Core Rulebook pg. 512 4.0 Depending on the depth of snow and its composition, most snowy ground is either difficult terrain or greater difficult terrain. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that theyre uneven ground. ","type":"Rules","url":"/Rules.aspx?ID=597","weakness":{}}},{"_index":"aon18","_id":"rules-598","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-598","markdown":"<title level=\"1\" right=\"Rules\">[Desert](/Rules.aspx?ID=598)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDesert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, its classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-599\" />\r\n\r\n<document level=\"2\" id=\"rules-600\" />","name":"Desert","next_link":{"label":"Forest","url":"/Rules.aspx?ID=601"},"previous_link":{"label":"Arctic","url":"/Rules.aspx?ID=595"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 512"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 512 <sup>4.0</sup></row>","speed":{},"text":" Desert Source Core Rulebook pg. 512 4.0 Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, its classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms. ","type":"Rules","url":"/Rules.aspx?ID=598","weakness":{}}},{"_index":"aon18","_id":"rules-599","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Desert"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-599","markdown":"<title level=\"1\" right=\"Rules\">[Rubble](/Rules.aspx?ID=599)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRocky deserts are strewn with rubble, which is difficult terrain. Rubble dense enough to be walked over rather than navigated through is uneven ground.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rubble","next_link":{"label":"Sand","url":"/Rules.aspx?ID=600"},"previous_link":{"label":"Arctic","url":"/Rules.aspx?ID=595"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Desert\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 513"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>","speed":{},"text":" Rubble Source Core Rulebook pg. 513 4.0 Rocky deserts are strewn with rubble, which is difficult terrain. Rubble dense enough to be walked over rather than navigated through is uneven ground. ","type":"Rules","url":"/Rules.aspx?ID=599","weakness":{}}},{"_index":"aon18","_id":"rules-600","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Desert"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-600","markdown":"<title level=\"1\" right=\"Rules\">[Sand](/Rules.aspx?ID=600)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPacked sand doesnt usually significantly impede a characters movement, but loose sand is either difficult terrain (if its shallow) or uneven ground (if its deep). The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sand","next_link":{"label":"Forest","url":"/Rules.aspx?ID=601"},"previous_link":{"label":"Rubble","url":"/Rules.aspx?ID=599"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Desert\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 513"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>","speed":{},"text":" Sand Source Core Rulebook pg. 513 4.0 Packed sand doesnt usually significantly impede a characters movement, but loose sand is either difficult terrain (if its shallow) or uneven ground (if its deep). The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind. ","type":"Rules","url":"/Rules.aspx?ID=600","weakness":{}}},{"_index":"aon18","_id":"rules-601","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-601","markdown":"<title level=\"1\" right=\"Rules\">[Forest](/Rules.aspx?ID=601)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-602\" />\r\n\r\n<document level=\"2\" id=\"rules-603\" />\r\n\r\n<document level=\"2\" id=\"rules-604\" />","name":"Forest","next_link":{"label":"Mountain","url":"/Rules.aspx?ID=605"},"previous_link":{"label":"Desert","url":"/Rules.aspx?ID=598"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 513"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>","speed":{},"text":" Forest Source Core Rulebook pg. 513 4.0 These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires. ","type":"Rules","url":"/Rules.aspx?ID=601","weakness":{}}},{"_index":"aon18","_id":"rules-602","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Forest"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-602","markdown":"<title level=\"1\" right=\"Rules\">[Canopies](/Rules.aspx?ID=602)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nParticularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an Acrobatics or Athletics check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Canopies","next_link":{"label":"Trees","url":"/Rules.aspx?ID=603"},"previous_link":{"label":"Desert","url":"/Rules.aspx?ID=598"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Forest\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 513"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>","speed":{},"text":" Canopies Source Core Rulebook pg. 513 4.0 Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an Acrobatics or Athletics check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa. ","type":"Rules","url":"/Rules.aspx?ID=602","weakness":{}}},{"_index":"aon18","_id":"rules-603","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Forest"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-603","markdown":"<title level=\"1\" right=\"Rules\">[Trees](/Rules.aspx?ID=603)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile trees are omnipresent in a forest, they typically dont provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Trees","next_link":{"label":"Undergrowth","url":"/Rules.aspx?ID=604"},"previous_link":{"label":"Canopies","url":"/Rules.aspx?ID=602"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Forest\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 513"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>","speed":{},"text":" Trees Source Core Rulebook pg. 513 4.0 While trees are omnipresent in a forest, they typically dont provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically. ","type":"Rules","url":"/Rules.aspx?ID=603","weakness":{}}},{"_index":"aon18","_id":"rules-604","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Forest"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-604","markdown":"<title level=\"1\" right=\"Rules\">[Undergrowth](/Rules.aspx?ID=604)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLight undergrowth is difficult terrain that allows a character to Take Cover. Heavy undergrowth is greater difficult terrain that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Undergrowth","next_link":{"label":"Mountain","url":"/Rules.aspx?ID=605"},"previous_link":{"label":"Trees","url":"/Rules.aspx?ID=603"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Forest\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 513"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>","speed":{},"text":" Undergrowth Source Core Rulebook pg. 513 4.0 Light undergrowth is difficult terrain that allows a character to Take Cover. Heavy undergrowth is greater difficult terrain that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground. ","type":"Rules","url":"/Rules.aspx?ID=604","weakness":{}}},{"_index":"aon18","_id":"rules-605","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-605","markdown":"<title level=\"1\" right=\"Rules\">[Mountain](/Rules.aspx?ID=605)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-606\" />\r\n\r\n<document level=\"2\" id=\"rules-607\" />\r\n\r\n<document level=\"2\" id=\"rules-608\" />\r\n\r\n<document level=\"2\" id=\"rules-609\" />\r\n\r\n<document level=\"2\" id=\"rules-610\" />","name":"Mountain","next_link":{"label":"Plains","url":"/Rules.aspx?ID=611"},"previous_link":{"label":"Forest","url":"/Rules.aspx?ID=601"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 513"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>","speed":{},"text":" Mountain Source Core Rulebook pg. 513 4.0 Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches. ","type":"Rules","url":"/Rules.aspx?ID=605","weakness":{}}},{"_index":"aon18","_id":"rules-606","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Mountain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-606","markdown":"<title level=\"1\" right=\"Rules\">[Chasms](/Rules.aspx?ID=606)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nChasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chasms","next_link":{"label":"Cliffs","url":"/Rules.aspx?ID=607"},"previous_link":{"label":"Forest","url":"/Rules.aspx?ID=601"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Mountain\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 513"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>","speed":{},"text":" Chasms Source Core Rulebook pg. 513 4.0 Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across. ","type":"Rules","url":"/Rules.aspx?ID=606","weakness":{}}},{"_index":"aon18","_id":"rules-607","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Mountain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-607","markdown":"<title level=\"1\" right=\"Rules\">[Cliffs](/Rules.aspx?ID=607)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCliffs and rock walls require creatures to Climb to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Cliffs","next_link":{"label":"Rubble","url":"/Rules.aspx?ID=608"},"previous_link":{"label":"Chasms","url":"/Rules.aspx?ID=606"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Mountain\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 513"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>","speed":{},"text":" Cliffs Source Core Rulebook pg. 513 4.0 Cliffs and rock walls require creatures to Climb to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage. ","type":"Rules","url":"/Rules.aspx?ID=607","weakness":{}}},{"_index":"aon18","_id":"rules-608","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Mountain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-608","markdown":"<title level=\"1\" right=\"Rules\">[Rubble](/Rules.aspx?ID=608)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMountains often have extremely rocky areas or shifting, gravelly scree that makes for difficult terrain. Especially deep or pervasive rubble is uneven ground.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rubble","next_link":{"label":"Slopes","url":"/Rules.aspx?ID=609"},"previous_link":{"label":"Cliffs","url":"/Rules.aspx?ID=607"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Mountain\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 513"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 513 <sup>4.0</sup></row>","speed":{},"text":" Rubble Source Core Rulebook pg. 513 4.0 Mountains often have extremely rocky areas or shifting, gravelly scree that makes for difficult terrain. Especially deep or pervasive rubble is uneven ground. ","type":"Rules","url":"/Rules.aspx?ID=608","weakness":{}}},{"_index":"aon18","_id":"rules-609","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Mountain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-609","markdown":"<title level=\"1\" right=\"Rules\">[Slopes](/Rules.aspx?ID=609)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSlopes vary from the gentle rises of normal terrain to difficult terrain and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Slopes","next_link":{"label":"Undergrowth","url":"/Rules.aspx?ID=610"},"previous_link":{"label":"Rubble","url":"/Rules.aspx?ID=608"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Mountain\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 514"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>","speed":{},"text":" Slopes Source Core Rulebook pg. 514 4.0 Slopes vary from the gentle rises of normal terrain to difficult terrain and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes. ","type":"Rules","url":"/Rules.aspx?ID=609","weakness":{}}},{"_index":"aon18","_id":"rules-610","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Mountain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-610","markdown":"<title level=\"1\" right=\"Rules\">[Undergrowth](/Rules.aspx?ID=610)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLight undergrowth is common in mountains. It is difficult terrain and allows a character to Take Cover.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Undergrowth","next_link":{"label":"Plains","url":"/Rules.aspx?ID=611"},"previous_link":{"label":"Slopes","url":"/Rules.aspx?ID=609"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Mountain\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 514"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>","speed":{},"text":" Undergrowth Source Core Rulebook pg. 514 4.0 Light undergrowth is common in mountains. It is difficult terrain and allows a character to Take Cover. ","type":"Rules","url":"/Rules.aspx?ID=610","weakness":{}}},{"_index":"aon18","_id":"rules-611","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-611","markdown":"<title level=\"1\" right=\"Rules\">[Plains](/Rules.aspx?ID=611)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-612\" />\r\n\r\n<document level=\"2\" id=\"rules-613\" />","name":"Plains","next_link":{"label":"Swamp","url":"/Rules.aspx?ID=614"},"previous_link":{"label":"Mountain","url":"/Rules.aspx?ID=605"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 514"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>","speed":{},"text":" Plains Source Core Rulebook pg. 514 4.0 The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires. ","type":"Rules","url":"/Rules.aspx?ID=611","weakness":{}}},{"_index":"aon18","_id":"rules-612","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Plains"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-612","markdown":"<title level=\"1\" right=\"Rules\">[Hedges](/Rules.aspx?ID=612)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHedges are planted rows of bushes, shrubs, and trees. Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces greater difficult terrain; its sometimes faster to Climb over.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hedges","next_link":{"label":"Undergrowth","url":"/Rules.aspx?ID=613"},"previous_link":{"label":"Mountain","url":"/Rules.aspx?ID=605"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Plains\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 514"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>","speed":{},"text":" Hedges Source Core Rulebook pg. 514 4.0 Hedges are planted rows of bushes, shrubs, and trees. Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces greater difficult terrain; its sometimes faster to Climb over. ","type":"Rules","url":"/Rules.aspx?ID=612","weakness":{}}},{"_index":"aon18","_id":"rules-613","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Plains"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-613","markdown":"<title level=\"1\" right=\"Rules\">[Undergrowth](/Rules.aspx?ID=613)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLight undergrowth is difficult terrain that allows a character to Take Cover. Heavy undergrowth is greater difficult terrain that provides cover automatically. Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Undergrowth","next_link":{"label":"Swamp","url":"/Rules.aspx?ID=614"},"previous_link":{"label":"Hedges","url":"/Rules.aspx?ID=612"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Plains\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 514"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>","speed":{},"text":" Undergrowth Source Core Rulebook pg. 514 4.0 Light undergrowth is difficult terrain that allows a character to Take Cover. Heavy undergrowth is greater difficult terrain that provides cover automatically. Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth. ","type":"Rules","url":"/Rules.aspx?ID=613","weakness":{}}},{"_index":"aon18","_id":"rules-614","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-614","markdown":"<title level=\"1\" right=\"Rules\">[Swamp](/Rules.aspx?ID=614)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWetlands are the most common kind of swamp, but this category also includes drier marshes such as moors. Swamps often contain quicksand hazards (page 526). Despite their soggy nature, swamps arent very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-615\" />\r\n\r\n<document level=\"2\" id=\"rules-616\" />","name":"Swamp","next_link":{"label":"Urban","url":"/Rules.aspx?ID=617"},"previous_link":{"label":"Plains","url":"/Rules.aspx?ID=611"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 514"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>","speed":{},"text":" Swamp Source Core Rulebook pg. 514 4.0 Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors. Swamps often contain quicksand hazards (page 526). Despite their soggy nature, swamps arent very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood. ","type":"Rules","url":"/Rules.aspx?ID=614","weakness":{}}},{"_index":"aon18","_id":"rules-615","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Swamp"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-615","markdown":"<title level=\"1\" right=\"Rules\">[Bogs](/Rules.aspx?ID=615)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlso called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools. Shallow bogs are difficult terrain for a Medium creature, and deep bogs are greater difficult terrain. If a bog is deep enough that a creature cant reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bogs","next_link":{"label":"Undergrowth","url":"/Rules.aspx?ID=616"},"previous_link":{"label":"Plains","url":"/Rules.aspx?ID=611"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Swamp\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 514"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>","speed":{},"text":" Bogs Source Core Rulebook pg. 514 4.0 Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools. Shallow bogs are difficult terrain for a Medium creature, and deep bogs are greater difficult terrain. If a bog is deep enough that a creature cant reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain. ","type":"Rules","url":"/Rules.aspx?ID=615","weakness":{}}},{"_index":"aon18","_id":"rules-616","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Swamp"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-616","markdown":"<title level=\"1\" right=\"Rules\">[Undergrowth](/Rules.aspx?ID=616)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLight undergrowth is difficult terrain that allows a character to Take Cover, while heavy undergrowth is greater difficult terrain that provides cover automatically. Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Undergrowth","next_link":{"label":"Urban","url":"/Rules.aspx?ID=617"},"previous_link":{"label":"Bogs","url":"/Rules.aspx?ID=615"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Swamp\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 514"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>","speed":{},"text":" Undergrowth Source Core Rulebook pg. 514 4.0 Light undergrowth is difficult terrain that allows a character to Take Cover, while heavy undergrowth is greater difficult terrain that provides cover automatically. Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground. ","type":"Rules","url":"/Rules.aspx?ID=616","weakness":{}}},{"_index":"aon18","_id":"rules-617","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-617","markdown":"<title level=\"1\" right=\"Rules\">[Urban](/Rules.aspx?ID=617)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUrban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Doors, Gates, and Walls</title>\r\n\r\nSome of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls. \n\n### Climbing\n The table below gives the typical DC for Athletics checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment. \n\n### Demolishing\n A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272. Strong walls, such as well-maintained masonry or hewn stone, cant be broken without dedicated work and proper tools. Getting through such walls requires downtime.\n\n## Doors, Gates, and Walls\n<row gap=\"tiny\">\n<table> <tr><td>**Door**</td><td>**Climb DC**</td><td>**Hardness, HP (BT)**</td></tr> <tr><td>Wood</td><td>20</td><td>10, 40 (20)</td></tr> <tr><td>Stone</td><td>30</td><td>14, 56 (28)</td></tr> <tr><td>Reinforced wood</td><td>15</td><td>15, 60 (30)</td></tr> <tr><td>Iron</td><td>30</td><td>18, 72 (36)</td></tr> <tr><td>**Wall**</td><td>**Climb DC**</td><td>**Hardness, HP (BT)**</td></tr> <tr><td>Crumbling masonry</td><td>15</td><td>10, 40 (20)</td></tr> <tr><td>Wooden slats</td><td>15</td><td>10, 40 (20)</td></tr> <tr><td>Masonry</td><td>20</td><td>14, 56 (28)</td></tr> <tr><td>Hewn stone</td><td>30</td><td>14, 56 (28)</td></tr> <tr><td>Iron</td><td>40</td><td>18, 72 (36)</td></tr> <tr><td>**Portcullis**</td><td>**Climb DC**</td><td>**Hardness, HP (BT)**</td></tr> <tr><td>Wood</td><td>10</td><td>10, 40 (20)</td></tr> <tr><td>Iron</td><td>10</td><td>18, 72 (36)</td></tr> </table></row> \n\n### Forcing Open\n Structures that can be opened—such as doors, gates, and windows—can be Forced Open using Athletics. This is usually necessary only if theyre locked or stuck. The DC to Force Open a structure uses the Thievery DC of its lock but adjusts it to be very hard (increasing the DC by 5). If theres no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher.\n\n## Forcing Open\n<row gap=\"tiny\">\n<table> <tr><td>**Structure**</td><td>**Force Open DC**</td></tr> <tr><td>Stuck door or window</td><td>15</td></tr> <tr><td>Exceptionally stuck</td><td>20</td></tr> <tr><td>Lift wooden portcullis</td><td>20</td></tr> <tr><td>Lift iron portcullis</td><td>30</td></tr> <tr><td>Bend metal bars</td><td>30</td></tr> </table> </row>\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-618\" />\r\n\r\n<document level=\"2\" id=\"rules-619\" />\r\n\r\n<document level=\"2\" id=\"rules-620\" />\r\n\r\n<document level=\"2\" id=\"rules-621\" />\r\n\r\n<document level=\"2\" id=\"rules-622\" />\r\n\r\n<document level=\"2\" id=\"rules-623\" />\r\n\r\n<document level=\"2\" id=\"rules-624\" />\r\n\r\n<document level=\"2\" id=\"rules-625\" />\r\n\r\n<document level=\"2\" id=\"rules-627\" />\r\n\r\n<document level=\"2\" id=\"rules-628\" />\r\n\r\n<document level=\"2\" id=\"rules-629\" />","name":"Urban","next_link":{"label":"Underground","url":"/Rules.aspx?ID=630"},"previous_link":{"label":"Swamp","url":"/Rules.aspx?ID=614"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 514"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>","speed":{},"text":" Urban Source Core Rulebook pg. 514 4.0 Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods. Doors, Gates, and Walls Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls. ### Climbing The table below gives the typical DC for Athletics checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment. ### Demolishing A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272. Strong walls, such as well-maintained masonry or hewn stone, cant be broken without dedicated work and proper tools. Getting through such walls requires downtime. ## Doors, Gates, and Walls Door Climb DC Hardness, HP (BT) Wood 20 10, 40 (20) Stone 30 14, 56 (28) Reinforced wood 15 15, 60 (30) Iron 30 18, 72 (36) Wall Climb DC Hardness, HP (BT) Crumbling masonry 15 10, 40 (20) Wooden slats 15 10, 40 (20) Masonry 20 14, 56 (28) Hewn stone 30 14, 56 (28) Iron 40 18, 72 (36) Portcullis Climb DC Hardness, HP (BT) Wood 10 10, 40 (20) Iron 10 18, 72 (36) ### Forcing Open Structures that can be opened—such as doors, gates, and windows—can be Forced Open using Athletics. This is usually necessary only if theyre locked or stuck. The DC to Force Open a structure uses the Thievery DC of its lock but adjusts it to be very hard (increasing the DC by 5). If theres no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher. ## Forcing Open Structure Force Open DC Stuck door or window 15 Exceptionally stuck 20 Lift wooden portcullis 20 Lift iron portcullis 30 Bend metal bars 30 ","type":"Rules","url":"/Rules.aspx?ID=617","weakness":{}}},{"_index":"aon18","_id":"rules-618","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Urban"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-618","markdown":"<title level=\"1\" right=\"Rules\">[Crowds](/Rules.aspx?ID=618)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCrowded thoroughfares and similar areas are difficult terrain, or greater difficult terrain if an area is truly packed with people. You might allow a character to get a crowd to part using Diplomacy, Intimidation, or Performance.\n\n A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Crowds","next_link":{"label":"Doors","url":"/Rules.aspx?ID=619"},"previous_link":{"label":"Swamp","url":"/Rules.aspx?ID=614"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Urban\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 514"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 514 <sup>4.0</sup></row>","speed":{},"text":" Crowds Source Core Rulebook pg. 514 4.0 Crowded thoroughfares and similar areas are difficult terrain, or greater difficult terrain if an area is truly packed with people. You might allow a character to get a crowd to part using Diplomacy, Intimidation, or Performance. A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd. ","type":"Rules","url":"/Rules.aspx?ID=618","weakness":{}}},{"_index":"aon18","_id":"rules-619","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Urban"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-619","markdown":"<title level=\"1\" right=\"Rules\">[Doors](/Rules.aspx?ID=619)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOpening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to Pick the Lock or Force them Open.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Doors","next_link":{"label":"Floors","url":"/Rules.aspx?ID=620"},"previous_link":{"label":"Crowds","url":"/Rules.aspx?ID=618"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Urban\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 515"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>","speed":{},"text":" Doors Source Core Rulebook pg. 515 4.0 Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to Pick the Lock or Force them Open. ","type":"Rules","url":"/Rules.aspx?ID=619","weakness":{}}},{"_index":"aon18","_id":"rules-620","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Urban"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-620","markdown":"<title level=\"1\" right=\"Rules\">[Floors](/Rules.aspx?ID=620)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Floors","next_link":{"label":"Gates","url":"/Rules.aspx?ID=621"},"previous_link":{"label":"Doors","url":"/Rules.aspx?ID=619"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Urban\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 515"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>","speed":{},"text":" Floors Source Core Rulebook pg. 515 4.0 Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground. ","type":"Rules","url":"/Rules.aspx?ID=620","weakness":{}}},{"_index":"aon18","_id":"rules-621","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Urban"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-621","markdown":"<title level=\"1\" right=\"Rules\">[Gates](/Rules.aspx?ID=621)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWalled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gates","next_link":{"label":"Guards","url":"/Rules.aspx?ID=622"},"previous_link":{"label":"Floors","url":"/Rules.aspx?ID=620"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Urban\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 515"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>","speed":{},"text":" Gates Source Core Rulebook pg. 515 4.0 Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes. ","type":"Rules","url":"/Rules.aspx?ID=621","weakness":{}}},{"_index":"aon18","_id":"rules-622","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Urban"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-622","markdown":"<title level=\"1\" right=\"Rules\">[Guards](/Rules.aspx?ID=622)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Guards","next_link":{"label":"Portcullises","url":"/Rules.aspx?ID=623"},"previous_link":{"label":"Gates","url":"/Rules.aspx?ID=621"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Urban\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 515"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>","speed":{},"text":" Guards Source Core Rulebook pg. 515 4.0 Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number. ","type":"Rules","url":"/Rules.aspx?ID=622","weakness":{}}},{"_index":"aon18","_id":"rules-623","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Urban"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-623","markdown":"<title level=\"1\" right=\"Rules\">[Portcullises](/Rules.aspx?ID=623)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a [slamming door](/Hazards.aspx?ID=3) trap.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Portcullises","next_link":{"label":"Rooftops","url":"/Rules.aspx?ID=624"},"previous_link":{"label":"Guards","url":"/Rules.aspx?ID=622"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Urban\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 515"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>","speed":{},"text":" Portcullises Source Core Rulebook pg. 515 4.0 A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap. ","type":"Rules","url":"/Rules.aspx?ID=623","weakness":{}}},{"_index":"aon18","_id":"rules-624","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Urban"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-624","markdown":"<title level=\"1\" right=\"Rules\">[Rooftops](/Rules.aspx?ID=624)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but theyre rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if theyre especially steep. The peak of an angled roof is a narrow surface.\n\n Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between. A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rooftops","next_link":{"label":"Sewers","url":"/Rules.aspx?ID=625"},"previous_link":{"label":"Portcullises","url":"/Rules.aspx?ID=623"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Urban\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 515"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>","speed":{},"text":" Rooftops Source Core Rulebook pg. 515 4.0 Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but theyre rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if theyre especially steep. The peak of an angled roof is a narrow surface. Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between. A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up. ","type":"Rules","url":"/Rules.aspx?ID=624","weakness":{}}},{"_index":"aon18","_id":"rules-625","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Urban"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-625","markdown":"<title level=\"1\" right=\"Rules\">[Sewers](/Rules.aspx?ID=625)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers dont usually access, might require wading through disease-ridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-626\" />","name":"Sewers","next_link":{"label":"Stairs","url":"/Rules.aspx?ID=627"},"previous_link":{"label":"Rooftops","url":"/Rules.aspx?ID=624"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Urban\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 515"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 515 <sup>4.0</sup></row>","speed":{},"text":" Sewers Source Core Rulebook pg. 515 4.0 Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers dont usually access, might require wading through disease-ridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open. ","type":"Rules","url":"/Rules.aspx?ID=625","weakness":{}}},{"_index":"aon18","_id":"rules-626","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Urban","Sewers"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-626","markdown":"<title level=\"1\" right=\"Rules\">[Sewer Gas](/Rules.aspx?ID=626)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sewer Gas","next_link":{"label":"Stairs","url":"/Rules.aspx?ID=627"},"previous_link":{"label":"Rooftops","url":"/Rules.aspx?ID=624"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Urban / Sewers\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 516"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>","speed":{},"text":" Sewer Gas Source Core Rulebook pg. 516 4.0 Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area. ","type":"Rules","url":"/Rules.aspx?ID=626","weakness":{}}},{"_index":"aon18","_id":"rules-627","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Urban"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-627","markdown":"<title level=\"1\" right=\"Rules\">[Stairs](/Rules.aspx?ID=627)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStairs are difficult terrain for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are greater difficult terrain both up and down, or might require Climbing every step.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Stairs","next_link":{"label":"Streets","url":"/Rules.aspx?ID=628"},"previous_link":{"label":"Sewers","url":"/Rules.aspx?ID=625"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Urban\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 516"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>","speed":{},"text":" Stairs Source Core Rulebook pg. 516 4.0 Stairs are difficult terrain for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are greater difficult terrain both up and down, or might require Climbing every step. ","type":"Rules","url":"/Rules.aspx?ID=627","weakness":{}}},{"_index":"aon18","_id":"rules-628","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Urban"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-628","markdown":"<title level=\"1\" right=\"Rules\">[Streets](/Rules.aspx?ID=628)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be difficult terrain or uneven ground.\n\n Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Streets","next_link":{"label":"Walls","url":"/Rules.aspx?ID=629"},"previous_link":{"label":"Stairs","url":"/Rules.aspx?ID=627"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Urban\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 516"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>","speed":{},"text":" Streets Source Core Rulebook pg. 516 4.0 Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be difficult terrain or uneven ground. Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic. ","type":"Rules","url":"/Rules.aspx?ID=628","weakness":{}}},{"_index":"aon18","_id":"rules-629","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Urban"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-629","markdown":"<title level=\"1\" right=\"Rules\">[Walls](/Rules.aspx?ID=629)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWell-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Walls","next_link":{"label":"Underground","url":"/Rules.aspx?ID=630"},"previous_link":{"label":"Streets","url":"/Rules.aspx?ID=628"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Urban\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 516"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>","speed":{},"text":" Walls Source Core Rulebook pg. 516 4.0 Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515. ","type":"Rules","url":"/Rules.aspx?ID=629","weakness":{}}},{"_index":"aon18","_id":"rules-630","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-630","markdown":"<title level=\"1\" right=\"Rules\">[Underground](/Rules.aspx?ID=630)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUnderground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs. The most common disasters underground are collapses.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-631\" />\r\n\r\n<document level=\"2\" id=\"rules-632\" />\r\n\r\n<document level=\"2\" id=\"rules-633\" />\r\n\r\n<document level=\"2\" id=\"rules-634\" />\r\n\r\n<document level=\"2\" id=\"rules-635\" />","name":"Underground","next_link":{"label":"Climate","url":"/Rules.aspx?ID=636"},"previous_link":{"label":"Urban","url":"/Rules.aspx?ID=617"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 516"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>","speed":{},"text":" Underground Source Core Rulebook pg. 516 4.0 Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs. The most common disasters underground are collapses. ","type":"Rules","url":"/Rules.aspx?ID=630","weakness":{}}},{"_index":"aon18","_id":"rules-631","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Underground"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-631","markdown":"<title level=\"1\" right=\"Rules\">[Floors](/Rules.aspx?ID=631)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNatural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in difficult terrain, uneven ground, and inclines.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Floors","next_link":{"label":"Ledges","url":"/Rules.aspx?ID=632"},"previous_link":{"label":"Urban","url":"/Rules.aspx?ID=617"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Underground\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 516"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>","speed":{},"text":" Floors Source Core Rulebook pg. 516 4.0 Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in difficult terrain, uneven ground, and inclines. ","type":"Rules","url":"/Rules.aspx?ID=631","weakness":{}}},{"_index":"aon18","_id":"rules-632","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Underground"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-632","markdown":"<title level=\"1\" right=\"Rules\">[Ledges](/Rules.aspx?ID=632)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLedges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using Acrobatics to Balance.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ledges","next_link":{"label":"Rubble","url":"/Rules.aspx?ID=633"},"previous_link":{"label":"Floors","url":"/Rules.aspx?ID=631"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Underground\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 516"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>","speed":{},"text":" Ledges Source Core Rulebook pg. 516 4.0 Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using Acrobatics to Balance. ","type":"Rules","url":"/Rules.aspx?ID=632","weakness":{}}},{"_index":"aon18","_id":"rules-633","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Underground"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-633","markdown":"<title level=\"1\" right=\"Rules\">[Rubble](/Rules.aspx?ID=633)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCaverns can be covered in rubble, which is difficult terrain. Deep or pervasive rubble is also uneven ground.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rubble","next_link":{"label":"Stalagmites and Stalactites","url":"/Rules.aspx?ID=634"},"previous_link":{"label":"Ledges","url":"/Rules.aspx?ID=632"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Underground\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 516"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>","speed":{},"text":" Rubble Source Core Rulebook pg. 516 4.0 Caverns can be covered in rubble, which is difficult terrain. Deep or pervasive rubble is also uneven ground. ","type":"Rules","url":"/Rules.aspx?ID=633","weakness":{}}},{"_index":"aon18","_id":"rules-634","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Underground"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-634","markdown":"<title level=\"1\" right=\"Rules\">[Stalagmites and Stalactites](/Rules.aspx?ID=634)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are greater difficult terrain, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if theyre knocked loose from a ceiling or overhang.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Stalagmites and Stalactites","next_link":{"label":"Walls","url":"/Rules.aspx?ID=635"},"previous_link":{"label":"Rubble","url":"/Rules.aspx?ID=633"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Underground\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 516"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 516 <sup>4.0</sup></row>","speed":{},"text":" Stalagmites and Stalactites Source Core Rulebook pg. 516 4.0 Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are greater difficult terrain, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if theyre knocked loose from a ceiling or overhang. ","type":"Rules","url":"/Rules.aspx?ID=634","weakness":{}}},{"_index":"aon18","_id":"rules-635","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Underground"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-635","markdown":"<title level=\"1\" right=\"Rules\">[Walls](/Rules.aspx?ID=635)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNatural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Walls","next_link":{"label":"Climate","url":"/Rules.aspx?ID=636"},"previous_link":{"label":"Stalagmites and Stalactites","url":"/Rules.aspx?ID=634"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Underground\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 517"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>","speed":{},"text":" Walls Source Core Rulebook pg. 517 4.0 Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb. ","type":"Rules","url":"/Rules.aspx?ID=635","weakness":{}}},{"_index":"aon18","_id":"rules-636","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-636","markdown":"<title level=\"1\" right=\"Rules\">[Climate](/Rules.aspx?ID=636)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWeather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from 1 to 4 based on severity.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-637\" />\r\n\r\n<document level=\"2\" id=\"rules-638\" />\r\n\r\n<document level=\"2\" id=\"rules-642\" />\r\n\r\n<document level=\"2\" id=\"rules-643\" />","name":"Climate","next_link":{"label":"Natural Disasters","url":"/Rules.aspx?ID=645"},"previous_link":{"label":"Underground","url":"/Rules.aspx?ID=630"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 517"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>","speed":{},"text":" Climate Source Core Rulebook pg. 517 4.0 Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from 1 to 4 based on severity. ","type":"Rules","url":"/Rules.aspx?ID=636","weakness":{}}},{"_index":"aon18","_id":"rules-637","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Climate"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-637","markdown":"<title level=\"1\" right=\"Rules\">[Fog](/Rules.aspx?ID=637)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFog imposes a circumstance penalty to visual Perception checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Fog","next_link":{"label":"Precipitation","url":"/Rules.aspx?ID=638"},"previous_link":{"label":"Underground","url":"/Rules.aspx?ID=630"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Climate\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 517"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>","speed":{},"text":" Fog Source Core Rulebook pg. 517 4.0 Fog imposes a circumstance penalty to visual Perception checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze. ","type":"Rules","url":"/Rules.aspx?ID=637","weakness":{}}},{"_index":"aon18","_id":"rules-638","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Climate"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-638","markdown":"<title level=\"1\" right=\"Rules\">[Precipitation](/Rules.aspx?ID=638)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPrecipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-639\" />\r\n\r\n<document level=\"2\" id=\"rules-640\" />\r\n\r\n<document level=\"2\" id=\"rules-641\" />","name":"Precipitation","next_link":{"label":"Temperature","url":"/Rules.aspx?ID=642"},"previous_link":{"label":"Fog","url":"/Rules.aspx?ID=637"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Climate\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 517"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>","speed":{},"text":" Precipitation Source Core Rulebook pg. 517 4.0 Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility. ","type":"Rules","url":"/Rules.aspx?ID=638","weakness":{}}},{"_index":"aon18","_id":"rules-639","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Climate","Precipitation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-639","markdown":"<title level=\"1\" right=\"Rules\">[Visibility](/Rules.aspx?ID=639)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost forms of precipitation impose circumstance penalties on visual Perception checks. Hail often is sparser but loud, instead penalizing auditory Perception checks. Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if theyre far away.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Visibility","next_link":{"label":"Fatigue","url":"/Rules.aspx?ID=640"},"previous_link":{"label":"Fog","url":"/Rules.aspx?ID=637"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Climate / Precipitation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 517"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>","speed":{},"text":" Visibility Source Core Rulebook pg. 517 4.0 Most forms of precipitation impose circumstance penalties on visual Perception checks. Hail often is sparser but loud, instead penalizing auditory Perception checks. Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if theyre far away. ","type":"Rules","url":"/Rules.aspx?ID=639","weakness":{}}},{"_index":"aon18","_id":"rules-640","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Climate","Precipitation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-640","markdown":"<title level=\"1\" right=\"Rules\">[Fatigue](/Rules.aspx?ID=640)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPrecipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Fatigue","next_link":{"label":"Thunderstorms","url":"/Rules.aspx?ID=641"},"previous_link":{"label":"Visibility","url":"/Rules.aspx?ID=639"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Climate / Precipitation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 517"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>","speed":{},"text":" Fatigue Source Core Rulebook pg. 517 4.0 Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below). ","type":"Rules","url":"/Rules.aspx?ID=640","weakness":{}}},{"_index":"aon18","_id":"rules-641","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Climate","Precipitation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-641","markdown":"<title level=\"1\" right=\"Rules\">[Thunderstorms](/Rules.aspx?ID=641)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHigh winds and heavy precipitation accompany many thunderstorms. Theres also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Thunderstorms","next_link":{"label":"Temperature","url":"/Rules.aspx?ID=642"},"previous_link":{"label":"Fatigue","url":"/Rules.aspx?ID=640"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Climate / Precipitation\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 517"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>","speed":{},"text":" Thunderstorms Source Core Rulebook pg. 517 4.0 High winds and heavy precipitation accompany many thunderstorms. Theres also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm. ","type":"Rules","url":"/Rules.aspx?ID=641","weakness":{}}},{"_index":"aon18","_id":"rules-642","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Climate"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-642","markdown":"<title level=\"1\" right=\"Rules\">[Temperature](/Rules.aspx?ID=642)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOften, temperature doesnt impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable. Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 1013.\n\n Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.\n\n## Table 10-13: Temperature Effects\n<row gap=\"tiny\">\n<table> <tr><td>**Category**</td><td>**Temperature**</td><td>**Fatigue**</td><td>**Damage**</td></tr><tr><td>Incredible cold</td><td>-80º F or colder (-62º C or colder)</td><td>2 hours</td><td>Moderate cold every minute</td></tr><tr><td>Extreme cold</td><td>-79º F to -21º F (-61º C to -29º C)</td><td>4 hours</td><td>Minor cold every 10 minutes</td></tr><tr><td>Severe cold</td><td>-20º F to 12º F (-28º C to -11º C)</td><td>4 hours</td><td>Minor cold every hour</td></tr><tr><td>Mild cold</td><td>13º F to 32º F (-10º C to 0º C)</td><td>4 hours</td><td>None</td></tr><tr><td>Normal</td><td>33º F to 94º F (1º C to 34º C)</td><td>8 hours</td><td>None</td></tr><tr><td>Mild heat</td><td>95º F* to 104º F* (35º C to 40º C)</td><td>4 hours</td><td>None</td></tr><tr><td>Severe heat</td><td>105º F* to 114º F (41º C to 45º C)</td><td>4 hours</td><td>Minor fire every hour</td></tr><tr><td>Extreme heat</td><td>115º F to 139º F (46º C to 59º C)</td><td>4 hours</td><td>Minor fire every 10 minutes</td></tr><tr><td>Incredible heat</td><td>140º F or warmer (60º C or warmer)</td><td>2 hours</td><td>Moderate fire every minute</td></tr> </table>* Adjust temperatures down by 15º F (9º C) in areas of high humidity</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Temperature","next_link":{"label":"Wind","url":"/Rules.aspx?ID=643"},"previous_link":{"label":"Precipitation","url":"/Rules.aspx?ID=638"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Climate\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 517"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>","speed":{},"text":" Temperature Source Core Rulebook pg. 517 4.0 Often, temperature doesnt impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable. Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 1013. Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold. ## Table 10-13: Temperature Effects Category Temperature Fatigue Damage Incredible cold -80º F or colder (-62º C or colder) 2 hours Moderate cold every minute Extreme cold -79º F to -21º F (-61º C to -29º C) 4 hours Minor cold every 10 minutes Severe cold -20º F to 12º F (-28º C to -11º C) 4 hours Minor cold every hour Mild cold 13º F to 32º F (-10º C to 0º C) 4 hours None Normal 33º F to 94º F (1º C to 34º C) 8 hours None Mild heat 95º F to 104º F (35º C to 40º C) 4 hours None Severe heat 105º F to 114º F (41º C to 45º C) 4 hours Minor fire every hour Extreme heat 115º F to 139º F (46º C to 59º C) 4 hours Minor fire every 10 minutes Incredible heat 140º F or warmer (60º C or warmer) 2 hours Moderate fire every minute Adjust temperatures down by 15º F (9º C) in areas of high humidity ","type":"Rules","url":"/Rules.aspx?ID=642","weakness":{}}},{"_index":"aon18","_id":"rules-643","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Climate"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-643","markdown":"<title level=\"1\" right=\"Rules\">[Wind](/Rules.aspx?ID=643)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWind imposes a circumstance penalty on auditory Perception checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-644\" />","name":"Wind","next_link":{"label":"Natural Disasters","url":"/Rules.aspx?ID=645"},"previous_link":{"label":"Temperature","url":"/Rules.aspx?ID=642"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Climate\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 517"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>","speed":{},"text":" Wind Source Core Rulebook pg. 517 4.0 Wind imposes a circumstance penalty on auditory Perception checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well. ","type":"Rules","url":"/Rules.aspx?ID=643","weakness":{}}},{"_index":"aon18","_id":"rules-644","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Climate","Wind"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-644","markdown":"<title level=\"1\" right=\"Rules\">[Moving in Wind](/Rules.aspx?ID=644)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWind is difficult or greater difficult terrain when Flying. Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they dont succeed at a minimum of one such check each round.\n\n Even on the ground, particularly strong winds might require a creature to succeed at an Athletics check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a 1 circumstance penalty, and Tiny creatures typically take a 2 penalty.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Moving in Wind","next_link":{"label":"Natural Disasters","url":"/Rules.aspx?ID=645"},"previous_link":{"label":"Temperature","url":"/Rules.aspx?ID=642"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Climate / Wind\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 517"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 517 <sup>4.0</sup></row>","speed":{},"text":" Moving in Wind Source Core Rulebook pg. 517 4.0 Wind is difficult or greater difficult terrain when Flying. Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they dont succeed at a minimum of one such check each round. Even on the ground, particularly strong winds might require a creature to succeed at an Athletics check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a 1 circumstance penalty, and Tiny creatures typically take a 2 penalty. ","type":"Rules","url":"/Rules.aspx?ID=644","weakness":{}}},{"_index":"aon18","_id":"rules-645","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-645","markdown":"<title level=\"1\" right=\"Rules\">[Natural Disasters](/Rules.aspx?ID=645)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nClimate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury. The damage in the following sections uses the categories in Table 1011: Environmental Damage on page 512.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-646\" />\r\n\r\n<document level=\"2\" id=\"rules-648\" />\r\n\r\n<document level=\"2\" id=\"rules-649\" />\r\n\r\n<document level=\"2\" id=\"rules-650\" />\r\n\r\n<document level=\"2\" id=\"rules-654\" />\r\n\r\n<document level=\"2\" id=\"rules-655\" />\r\n\r\n<document level=\"2\" id=\"rules-656\" />\r\n\r\n<document level=\"2\" id=\"rules-657\" />\r\n\r\n<document level=\"2\" id=\"rules-658\" />\r\n\r\n<document level=\"2\" id=\"rules-664\" />","name":"Natural Disasters","next_link":{"label":"Hazards","url":"/Rules.aspx?ID=668"},"previous_link":{"label":"Climate","url":"/Rules.aspx?ID=636"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 518"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>","speed":{},"text":" Natural Disasters Source Core Rulebook pg. 518 4.0 Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury. The damage in the following sections uses the categories in Table 1011: Environmental Damage on page 512. ","type":"Rules","url":"/Rules.aspx?ID=645","weakness":{}}},{"_index":"aon18","_id":"rules-646","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-646","markdown":"<title level=\"1\" right=\"Rules\">[Avalanches](/Rules.aspx?ID=646)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThough the term avalanche specifically refers to a cascading flow of ice and snow down a mountains slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.\n\n An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanches path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-647\" />","name":"Avalanches","next_link":{"label":"Blizzards","url":"/Rules.aspx?ID=648"},"previous_link":{"label":"Climate","url":"/Rules.aspx?ID=636"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 518"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>","speed":{},"text":" Avalanches Source Core Rulebook pg. 518 4.0 Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountains slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them. An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanches path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried. ","type":"Rules","url":"/Rules.aspx?ID=646","weakness":{}}},{"_index":"aon18","_id":"rules-647","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters","Avalanches"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-647","markdown":"<title level=\"1\" right=\"Rules\">[Burial](/Rules.aspx?ID=647)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBuried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GMs discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually cant free itself.\n\n Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-foot-by-5-foot square every 4 minutes with a successful Athletics check (or every 2 minutes on a critical success). Using shovels or other proper tools halves the time.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Burial","next_link":{"label":"Blizzards","url":"/Rules.aspx?ID=648"},"previous_link":{"label":"Climate","url":"/Rules.aspx?ID=636"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters / Avalanches\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 518"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>","speed":{},"text":" Burial Source Core Rulebook pg. 518 4.0 Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GMs discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually cant free itself. Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-foot-by-5-foot square every 4 minutes with a successful Athletics check (or every 2 minutes on a critical success). Using shovels or other proper tools halves the time. ","type":"Rules","url":"/Rules.aspx?ID=647","weakness":{}}},{"_index":"aon18","_id":"rules-648","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-648","markdown":"<title level=\"1\" right=\"Rules\">[Blizzards](/Rules.aspx?ID=648)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBlizzards combine cold weather, heavy snow, and strong winds. They dont pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Blizzards","next_link":{"label":"Collapses","url":"/Rules.aspx?ID=649"},"previous_link":{"label":"Avalanches","url":"/Rules.aspx?ID=646"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 518"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>","speed":{},"text":" Blizzards Source Core Rulebook pg. 518 4.0 Blizzards combine cold weather, heavy snow, and strong winds. They dont pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters. ","type":"Rules","url":"/Rules.aspx?ID=648","weakness":{}}},{"_index":"aon18","_id":"rules-649","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-649","markdown":"<title level=\"1\" right=\"Rules\">[Collapses](/Rules.aspx?ID=649)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCollapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses dont spread unless they weaken the overall integrity of the area and lead to further collapses.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Collapses","next_link":{"label":"Earthquakes","url":"/Rules.aspx?ID=650"},"previous_link":{"label":"Blizzards","url":"/Rules.aspx?ID=648"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 518"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>","speed":{},"text":" Collapses Source Core Rulebook pg. 518 4.0 Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses dont spread unless they weaken the overall integrity of the area and lead to further collapses. ","type":"Rules","url":"/Rules.aspx?ID=649","weakness":{}}},{"_index":"aon18","_id":"rules-650","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-650","markdown":"<title level=\"1\" right=\"Rules\">[Earthquakes](/Rules.aspx?ID=650)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEarthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-651\" />\r\n\r\n<document level=\"2\" id=\"rules-652\" />\r\n\r\n<document level=\"2\" id=\"rules-653\" />","name":"Earthquakes","next_link":{"label":"Floods","url":"/Rules.aspx?ID=654"},"previous_link":{"label":"Collapses","url":"/Rules.aspx?ID=649"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 518"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>","speed":{},"text":" Earthquakes Source Core Rulebook pg. 518 4.0 Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors. ","type":"Rules","url":"/Rules.aspx?ID=650","weakness":{}}},{"_index":"aon18","_id":"rules-651","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters","Earthquakes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-651","markdown":"<title level=\"1\" right=\"Rules\">[Fissures](/Rules.aspx?ID=651)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Fissures","next_link":{"label":"Soil Liquefaction","url":"/Rules.aspx?ID=652"},"previous_link":{"label":"Collapses","url":"/Rules.aspx?ID=649"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters / Earthquakes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 518"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>","speed":{},"text":" Fissures Source Core Rulebook pg. 518 4.0 Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure. ","type":"Rules","url":"/Rules.aspx?ID=651","weakness":{}}},{"_index":"aon18","_id":"rules-652","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters","Earthquakes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-652","markdown":"<title level=\"1\" right=\"Rules\">[Soil Liquefaction](/Rules.aspx?ID=652)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLiquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the earthquake spell for more specific rules, though that spell represents only one particular kind of localized quake.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Soil Liquefaction","next_link":{"label":"Tremors","url":"/Rules.aspx?ID=653"},"previous_link":{"label":"Fissures","url":"/Rules.aspx?ID=651"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters / Earthquakes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 518"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>","speed":{},"text":" Soil Liquefaction Source Core Rulebook pg. 518 4.0 Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the earthquake spell for more specific rules, though that spell represents only one particular kind of localized quake. ","type":"Rules","url":"/Rules.aspx?ID=652","weakness":{}}},{"_index":"aon18","_id":"rules-653","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters","Earthquakes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-653","markdown":"<title level=\"1\" right=\"Rules\">[Tremors](/Rules.aspx?ID=653)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Tremors","next_link":{"label":"Floods","url":"/Rules.aspx?ID=654"},"previous_link":{"label":"Soil Liquefaction","url":"/Rules.aspx?ID=652"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters / Earthquakes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 518"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>","speed":{},"text":" Tremors Source Core Rulebook pg. 518 4.0 Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake. ","type":"Rules","url":"/Rules.aspx?ID=653","weakness":{}}},{"_index":"aon18","_id":"rules-654","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-654","markdown":"<title level=\"1\" right=\"Rules\">[Floods](/Rules.aspx?ID=654)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThough more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Floods","next_link":{"label":"Sandstorms","url":"/Rules.aspx?ID=655"},"previous_link":{"label":"Earthquakes","url":"/Rules.aspx?ID=650"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 518"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 518 <sup>4.0</sup></row>","speed":{},"text":" Floods Source Core Rulebook pg. 518 4.0 Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478. ","type":"Rules","url":"/Rules.aspx?ID=654","weakness":{}}},{"_index":"aon18","_id":"rules-655","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-655","markdown":"<title level=\"1\" right=\"Rules\">[Sandstorms](/Rules.aspx?ID=655)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMild sandstorms and dust storms dont present much more danger than a windy rainstorm, but they can cause damage to a creatures lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sandstorms","next_link":{"label":"Tornadoes","url":"/Rules.aspx?ID=656"},"previous_link":{"label":"Floods","url":"/Rules.aspx?ID=654"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 519"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>","speed":{},"text":" Sandstorms Source Core Rulebook pg. 519 4.0 Mild sandstorms and dust storms dont present much more danger than a windy rainstorm, but they can cause damage to a creatures lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both. ","type":"Rules","url":"/Rules.aspx?ID=655","weakness":{}}},{"_index":"aon18","_id":"rules-656","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-656","markdown":"<title level=\"1\" right=\"Rules\">[Tornadoes](/Rules.aspx?ID=656)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn a tornados path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornados funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling).\n\n Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Tornadoes","next_link":{"label":"Tsunamis","url":"/Rules.aspx?ID=657"},"previous_link":{"label":"Sandstorms","url":"/Rules.aspx?ID=655"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 519"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>","speed":{},"text":" Tornadoes Source Core Rulebook pg. 519 4.0 In a tornados path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornados funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling). Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster. ","type":"Rules","url":"/Rules.aspx?ID=656","weakness":{}}},{"_index":"aon18","_id":"rules-657","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-657","markdown":"<title level=\"1\" right=\"Rules\">[Tsunamis](/Rules.aspx?ID=657)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach 100 feet or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Tsunamis","next_link":{"label":"Volcanic Eruptions","url":"/Rules.aspx?ID=658"},"previous_link":{"label":"Tornadoes","url":"/Rules.aspx?ID=656"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 519"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>","speed":{},"text":" Tsunamis Source Core Rulebook pg. 519 4.0 Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach 100 feet or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction. ","type":"Rules","url":"/Rules.aspx?ID=657","weakness":{}}},{"_index":"aon18","_id":"rules-658","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-658","markdown":"<title level=\"1\" right=\"Rules\">[Volcanic Eruptions](/Rules.aspx?ID=658)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nVolcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-659\" />\r\n\r\n<document level=\"2\" id=\"rules-660\" />\r\n\r\n<document level=\"2\" id=\"rules-661\" />\r\n\r\n<document level=\"2\" id=\"rules-662\" />\r\n\r\n<document level=\"2\" id=\"rules-663\" />","name":"Volcanic Eruptions","next_link":{"label":"Wildfires","url":"/Rules.aspx?ID=664"},"previous_link":{"label":"Tsunamis","url":"/Rules.aspx?ID=657"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 519"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>","speed":{},"text":" Volcanic Eruptions Source Core Rulebook pg. 519 4.0 Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents. ","type":"Rules","url":"/Rules.aspx?ID=658","weakness":{}}},{"_index":"aon18","_id":"rules-659","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters","Volcanic Eruptions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-659","markdown":"<title level=\"1\" right=\"Rules\">[Ash](/Rules.aspx?ID=659)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAsh from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478). Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, difficult terrain, or greater difficult terrain, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ash","next_link":{"label":"Lava Bombs","url":"/Rules.aspx?ID=660"},"previous_link":{"label":"Tsunamis","url":"/Rules.aspx?ID=657"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters / Volcanic Eruptions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 519"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>","speed":{},"text":" Ash Source Core Rulebook pg. 519 4.0 Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478). Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, difficult terrain, or greater difficult terrain, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters. ","type":"Rules","url":"/Rules.aspx?ID=659","weakness":{}}},{"_index":"aon18","_id":"rules-660","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters","Volcanic Eruptions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-660","markdown":"<title level=\"1\" right=\"Rules\">[Lava Bombs](/Rules.aspx?ID=660)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Lava Bombs","next_link":{"label":"Lava Flows","url":"/Rules.aspx?ID=661"},"previous_link":{"label":"Ash","url":"/Rules.aspx?ID=659"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters / Volcanic Eruptions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 519"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>","speed":{},"text":" Lava Bombs Source Core Rulebook pg. 519 4.0 Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage. ","type":"Rules","url":"/Rules.aspx?ID=660","weakness":{}}},{"_index":"aon18","_id":"rules-661","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters","Volcanic Eruptions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-661","markdown":"<title level=\"1\" right=\"Rules\">[Lava Flows](/Rules.aspx?ID=661)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Lava Flows","next_link":{"label":"Pyroclastic Flows","url":"/Rules.aspx?ID=662"},"previous_link":{"label":"Lava Bombs","url":"/Rules.aspx?ID=660"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters / Volcanic Eruptions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 519"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>","speed":{},"text":" Lava Flows Source Core Rulebook pg. 519 4.0 Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round. ","type":"Rules","url":"/Rules.aspx?ID=661","weakness":{}}},{"_index":"aon18","_id":"rules-662","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters","Volcanic Eruptions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-662","markdown":"<title level=\"1\" right=\"Rules\">[Pyroclastic Flows](/Rules.aspx?ID=662)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Pyroclastic Flows","next_link":{"label":"Vents","url":"/Rules.aspx?ID=663"},"previous_link":{"label":"Lava Flows","url":"/Rules.aspx?ID=661"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters / Volcanic Eruptions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 519"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>","speed":{},"text":" Pyroclastic Flows Source Core Rulebook pg. 519 4.0 Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage. ","type":"Rules","url":"/Rules.aspx?ID=662","weakness":{}}},{"_index":"aon18","_id":"rules-663","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters","Volcanic Eruptions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-663","markdown":"<title level=\"1\" right=\"Rules\">[Vents](/Rules.aspx?ID=663)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSteam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Vents","next_link":{"label":"Wildfires","url":"/Rules.aspx?ID=664"},"previous_link":{"label":"Pyroclastic Flows","url":"/Rules.aspx?ID=662"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters / Volcanic Eruptions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 519"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>","speed":{},"text":" Vents Source Core Rulebook pg. 519 4.0 Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage. ","type":"Rules","url":"/Rules.aspx?ID=663","weakness":{}}},{"_index":"aon18","_id":"rules-664","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-664","markdown":"<title level=\"1\" right=\"Rules\">[Wildfires](/Rules.aspx?ID=664)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-665\" />\r\n\r\n<document level=\"2\" id=\"rules-666\" />\r\n\r\n<document level=\"2\" id=\"rules-667\" />","name":"Wildfires","next_link":{"label":"Hazards","url":"/Rules.aspx?ID=668"},"previous_link":{"label":"Volcanic Eruptions","url":"/Rules.aspx?ID=658"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 519"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>","speed":{},"text":" Wildfires Source Core Rulebook pg. 519 4.0 Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke. ","type":"Rules","url":"/Rules.aspx?ID=664","weakness":{}}},{"_index":"aon18","_id":"rules-665","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters","Wildfires"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-665","markdown":"<title level=\"1\" right=\"Rules\">[Flames](/Rules.aspx?ID=665)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFlames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Flames","next_link":{"label":"Heat","url":"/Rules.aspx?ID=666"},"previous_link":{"label":"Volcanic Eruptions","url":"/Rules.aspx?ID=658"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters / Wildfires\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 519"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>","speed":{},"text":" Flames Source Core Rulebook pg. 519 4.0 Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire. ","type":"Rules","url":"/Rules.aspx?ID=665","weakness":{}}},{"_index":"aon18","_id":"rules-666","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters","Wildfires"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-666","markdown":"<title level=\"1\" right=\"Rules\">[Heat](/Rules.aspx?ID=666)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fires arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Heat","next_link":{"label":"Smoke","url":"/Rules.aspx?ID=667"},"previous_link":{"label":"Flames","url":"/Rules.aspx?ID=665"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters / Wildfires\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 519"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>","speed":{},"text":" Heat Source Core Rulebook pg. 519 4.0 Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fires arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire. ","type":"Rules","url":"/Rules.aspx?ID=666","weakness":{}}},{"_index":"aon18","_id":"rules-667","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Environment","Natural Disasters","Wildfires"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-667","markdown":"<title level=\"1\" right=\"Rules\">[Smoke](/Rules.aspx?ID=667)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual Perception checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Smoke","next_link":{"label":"Hazards","url":"/Rules.aspx?ID=668"},"previous_link":{"label":"Heat","url":"/Rules.aspx?ID=666"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Environment / Natural Disasters / Wildfires\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 519"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 519 <sup>4.0</sup></row>","speed":{},"text":" Smoke Source Core Rulebook pg. 519 4.0 Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual Perception checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478). ","type":"Rules","url":"/Rules.aspx?ID=667","weakness":{}}},{"_index":"aon18","_id":"rules-668","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-668","markdown":"<title level=\"1\" right=\"Rules\">[Hazards](/Rules.aspx?ID=668)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Monsters and Hazards</title>\r\n\r\nThe statistics for NPCs and monsters usually dont list their proficiency ranks. Most of the time, they dont need to deal with detecting or disabling hazards the way PCs do, so you dont need this information. However, if a PC resets a trap in a monsters path or plans to lure a monster into a hazard, you can improvise this information.\n\n For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has Thievery listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, its untrained. Of course, an individual monster might deviate from these guidelines, especially if its mindless or not very perceptive.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-669\" />\r\n\r\n<document level=\"2\" id=\"rules-670\" />\r\n\r\n<document level=\"2\" id=\"rules-674\" />\r\n\r\n<document level=\"2\" id=\"rules-679\" />\r\n\r\n<document level=\"2\" id=\"rules-680\" />\r\n\r\n<document level=\"2\" id=\"rules-684\" />\r\n\r\n<document level=\"2\" id=\"rules-685\" />","name":"Hazards","next_link":{"label":"Chapter 11: Crafting & Treasure","url":"/Rules.aspx?ID=686"},"previous_link":{"label":"Environment","url":"/Rules.aspx?ID=590"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 520"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>","speed":{},"text":" Hazards Source Core Rulebook pg. 520 4.0 Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more. Monsters and Hazards The statistics for NPCs and monsters usually dont list their proficiency ranks. Most of the time, they dont need to deal with detecting or disabling hazards the way PCs do, so you dont need this information. However, if a PC resets a trap in a monsters path or plans to lure a monster into a hazard, you can improvise this information. For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has Thievery listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, its untrained. Of course, an individual monster might deviate from these guidelines, especially if its mindless or not very perceptive. ","type":"Rules","url":"/Rules.aspx?ID=668","weakness":{}}},{"_index":"aon18","_id":"rules-669","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-669","markdown":"<title level=\"1\" right=\"Rules\">[Detecting a Hazard](/Rules.aspx?ID=669)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEvery hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.\n\n During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesnt list a minimum proficiency rank, roll a secret Perception check against the hazards Stealth DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the Seek action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.\n\n Magical hazards that dont have a minimum proficiency rank can be found using [_detect magic_](/Spells.aspx?ID=66), but this spell doesnt provide enough information to understand or disable the hazard—it only reveals the hazards presence. Determining a magical hazards properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using Identify Magic or Recall Knowledge. Magical hazards with a minimum proficiency rank cannot be found with _detect magic_ at all.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Detecting a Hazard","next_link":{"label":"Triggering a Hazard","url":"/Rules.aspx?ID=670"},"previous_link":{"label":"Environment","url":"/Rules.aspx?ID=590"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 520"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>","speed":{},"text":" Detecting a Hazard Source Core Rulebook pg. 520 4.0 Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so. During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesnt list a minimum proficiency rank, roll a secret Perception check against the hazards Stealth DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the Seek action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice. Magical hazards that dont have a minimum proficiency rank can be found using detect magic , but this spell doesnt provide enough information to understand or disable the hazard—it only reveals the hazards presence. Determining a magical hazards properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using Identify Magic or Recall Knowledge. Magical hazards with a minimum proficiency rank cannot be found with detect magic at all. ","type":"Rules","url":"/Rules.aspx?ID=669","weakness":{}}},{"_index":"aon18","_id":"rules-670","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-670","markdown":"<title level=\"1\" right=\"Rules\">[Triggering a Hazard](/Rules.aspx?ID=670)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf the group fails to detect a hazard and the hazards trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazards reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-671\" />\r\n\r\n<document level=\"2\" id=\"rules-672\" />\r\n\r\n<document level=\"2\" id=\"rules-673\" />","name":"Triggering a Hazard","next_link":{"label":"Disabling a Hazard","url":"/Rules.aspx?ID=674"},"previous_link":{"label":"Detecting a Hazard","url":"/Rules.aspx?ID=669"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 520"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>","speed":{},"text":" Triggering a Hazard Source Core Rulebook pg. 520 4.0 If the group fails to detect a hazard and the hazards trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazards reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action. ","type":"Rules","url":"/Rules.aspx?ID=670","weakness":{}}},{"_index":"aon18","_id":"rules-671","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards","Triggering a Hazard"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-671","markdown":"<title level=\"1\" right=\"Rules\">[Reaction or Free Action](/Rules.aspx?ID=671)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost hazards have reactions that occur when theyre triggered. For simple hazards, the reaction is the entirety of the hazards effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Reaction or Free Action","next_link":{"label":"Routine","url":"/Rules.aspx?ID=672"},"previous_link":{"label":"Detecting a Hazard","url":"/Rules.aspx?ID=669"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards / Triggering a Hazard\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 520"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>","speed":{},"text":" Reaction or Free Action Source Core Rulebook pg. 520 4.0 Most hazards have reactions that occur when theyre triggered. For simple hazards, the reaction is the entirety of the hazards effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round. ","type":"Rules","url":"/Rules.aspx?ID=671","weakness":{}}},{"_index":"aon18","_id":"rules-672","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards","Triggering a Hazard"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-672","markdown":"<title level=\"1\" right=\"Rules\">[Routine](/Rules.aspx?ID=672)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If theyre already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its Stealth modifier.\n\n After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Routine","next_link":{"label":"Resetting a Hazard","url":"/Rules.aspx?ID=673"},"previous_link":{"label":"Reaction or Free Action","url":"/Rules.aspx?ID=671"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards / Triggering a Hazard\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 520"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>","speed":{},"text":" Routine Source Core Rulebook pg. 520 4.0 A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If theyre already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its Stealth modifier. After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard. ","type":"Rules","url":"/Rules.aspx?ID=672","weakness":{}}},{"_index":"aon18","_id":"rules-673","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards","Triggering a Hazard"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-673","markdown":"<title level=\"1\" right=\"Rules\">[Resetting a Hazard](/Rules.aspx?ID=673)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Resetting a Hazard","next_link":{"label":"Disabling a Hazard","url":"/Rules.aspx?ID=674"},"previous_link":{"label":"Routine","url":"/Rules.aspx?ID=672"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards / Triggering a Hazard\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 520"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 520 <sup>4.0</sup></row>","speed":{},"text":" Resetting a Hazard Source Core Rulebook pg. 520 4.0 Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again. ","type":"Rules","url":"/Rules.aspx?ID=673","weakness":{}}},{"_index":"aon18","_id":"rules-674","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-674","markdown":"<title level=\"1\" right=\"Rules\">[Disabling a Hazard](/Rules.aspx?ID=674)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe most versatile method for deactivating traps is the [Disable a Device](/Actions.aspx?ID=69) action of the [Thievery](/Skills.aspx?ID=17) skill, though most mechanical traps can also simply be smashed, and magical traps can usually be [counteracted](/Rules.aspx?ID=371). [Environmental](/Traits.aspx?ID=62) hazards often can be overcome with [Nature](/Domains.aspx?ID=22) or [Survival](/Skills.aspx?ID=16), and [haunts](/Traits.aspx?ID=88) can often be overcome with [Occultism](/Skills.aspx?ID=11) or [Religion](/Skills.aspx?ID=13). The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.\n\n A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.\n\n For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it. A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magical hazard.\n\n Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-675\" />\r\n\r\n<document level=\"2\" id=\"rules-678\" />","name":"Disabling a Hazard","next_link":{"label":"Hazard Experience","url":"/Rules.aspx?ID=679"},"previous_link":{"label":"Triggering a Hazard","url":"/Rules.aspx?ID=670"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 521"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>","speed":{},"text":" Disabling a Hazard Source Core Rulebook pg. 521 4.0 The most versatile method for deactivating traps is the Disable a Device action of the Thievery skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with Nature or Survival, and haunts can often be overcome with Occultism or Religion. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill. A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset. For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it. A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magical hazard. Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component. ","type":"Rules","url":"/Rules.aspx?ID=674","weakness":{}}},{"_index":"aon18","_id":"rules-675","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards","Disabling a Hazard"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-675","markdown":"<title level=\"1\" right=\"Rules\">[Damaging a Hazard](/Rules.aspx?ID=675)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazards Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and cant be activated, though it can still be repaired. If its reduced to 0 HP, its destroyed and cant be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)\n\n Hazards AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesnt list one of these statistics cant be affected by anything targeting that statistic. For example, a hazard that has HP but no BT cant be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they cant be targeted by anything that cant target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-676\" />\r\n\r\n<document level=\"2\" id=\"rules-677\" />","name":"Damaging a Hazard","next_link":{"label":"Counteracting a Magical Hazard","url":"/Rules.aspx?ID=678"},"previous_link":{"label":"Triggering a Hazard","url":"/Rules.aspx?ID=670"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards / Disabling a Hazard\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 521"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>","speed":{},"text":" Damaging a Hazard Source Core Rulebook pg. 521 4.0 Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazards Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and cant be activated, though it can still be repaired. If its reduced to 0 HP, its destroyed and cant be repaired. (See page 272 in Chapter 6 for more information on damaging objects.) Hazards AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesnt list one of these statistics cant be affected by anything targeting that statistic. For example, a hazard that has HP but no BT cant be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they cant be targeted by anything that cant target objects. Some hazards may have additional immunities, as well as resistances or weaknesses. ","type":"Rules","url":"/Rules.aspx?ID=675","weakness":{}}},{"_index":"aon18","_id":"rules-676","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards","Disabling a Hazard","Damaging a Hazard"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-676","markdown":"<title level=\"1\" right=\"Rules\">[Attacking a Hazard](/Rules.aspx?ID=676)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf someone hits a hazard—especially if its a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Attacking a Hazard","next_link":{"label":"Repairing a Hazard","url":"/Rules.aspx?ID=677"},"previous_link":{"label":"Triggering a Hazard","url":"/Rules.aspx?ID=670"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards / Disabling a Hazard / Damaging a Hazard\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 521"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>","speed":{},"text":" Attacking a Hazard Source Core Rulebook pg. 521 4.0 If someone hits a hazard—especially if its a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks. ","type":"Rules","url":"/Rules.aspx?ID=676","weakness":{}}},{"_index":"aon18","_id":"rules-677","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards","Disabling a Hazard","Damaging a Hazard"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-677","markdown":"<title level=\"1\" right=\"Rules\">[Repairing a Hazard](/Rules.aspx?ID=677)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Repairing a Hazard","next_link":{"label":"Counteracting a Magical Hazard","url":"/Rules.aspx?ID=678"},"previous_link":{"label":"Attacking a Hazard","url":"/Rules.aspx?ID=676"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards / Disabling a Hazard / Damaging a Hazard\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 521"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>","speed":{},"text":" Repairing a Hazard Source Core Rulebook pg. 521 4.0 You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage. ","type":"Rules","url":"/Rules.aspx?ID=677","weakness":{}}},{"_index":"aon18","_id":"rules-678","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards","Disabling a Hazard"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-678","markdown":"<title level=\"1\" right=\"Rules\">[Counteracting a Magical Hazard](/Rules.aspx?ID=678)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome magical hazards can be [counteracted](/Rules.aspx?ID=371) using [_dispel magic_](/Spells.aspx?ID=78). These hazards spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Counteracting a Magical Hazard","next_link":{"label":"Hazard Experience","url":"/Rules.aspx?ID=679"},"previous_link":{"label":"Damaging a Hazard","url":"/Rules.aspx?ID=675"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards / Disabling a Hazard\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 521"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>","speed":{},"text":" Counteracting a Magical Hazard Source Core Rulebook pg. 521 4.0 Some magical hazards can be counteracted using dispel magic . These hazards spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard. ","type":"Rules","url":"/Rules.aspx?ID=678","weakness":{}}},{"_index":"aon18","_id":"rules-679","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-679","markdown":"<title level=\"1\" right=\"Rules\">[Hazard Experience](/Rules.aspx?ID=679)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they dont gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the partys level 4 are trivial and award no XP.\n\n## Table 10-14: Hazard XP\n<row gap=\"tiny\">\n<table><tr><td></td><td colspan=\"2\">**XP Award**</td></tr><tr><td>**Level**</td><td>**Simple Hazard**</td><td>**Complex Hazard**</td></tr> <tr><td>Party level -4</td><td>2 XP</td><td>10 XP</td></tr> <tr><td>Party level -3</td><td>3 XP</td><td>15 XP</td></tr> <tr><td>Party level -2</td><td>4 XP</td><td>20 XP</td></tr> <tr><td>Party level -1</td><td>6 XP</td><td>30 XP</td></tr> <tr><td>Party level</td><td>8 XP</td><td>40 XP</td></tr> <tr><td>Party level +1</td><td>12 XP</td><td>60 XP</td></tr> <tr><td>Party level +2</td><td>16 XP</td><td>80 XP</td></tr> <tr><td>Party level +3</td><td>24 XP</td><td>120 XP</td></tr> <tr><td>Party level +4</td><td>30 XP</td><td>150 XP</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hazard Experience","next_link":{"label":"Hazard Format","url":"/Rules.aspx?ID=680"},"previous_link":{"label":"Disabling a Hazard","url":"/Rules.aspx?ID=674"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 521"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 521 <sup>4.0</sup></row>","speed":{},"text":" Hazard Experience Source Core Rulebook pg. 521 4.0 Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they dont gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the partys level 4 are trivial and award no XP. ## Table 10-14: Hazard XP XP Award Level Simple Hazard Complex Hazard Party level -4 2 XP 10 XP Party level -3 3 XP 15 XP Party level -2 4 XP 20 XP Party level -1 6 XP 30 XP Party level 8 XP 40 XP Party level +1 12 XP 60 XP Party level +2 16 XP 80 XP Party level +3 24 XP 120 XP Party level +4 30 XP 150 XP ","type":"Rules","url":"/Rules.aspx?ID=679","weakness":{}}},{"_index":"aon18","_id":"rules-680","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-680","markdown":"<title level=\"1\" right=\"Rules\">[Hazard Format](/Rules.aspx?ID=680)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block. \n\n<title level=\"3\" right=\"Hazard [Level]\">Hazard Name </title><traits><trait label=\"Traits\" /></traits> **Stealth** This entry lists the Stealth modifier for a complex hazards initiative or the Stealth DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If [_detect magic_](/Spells.aspx?ID=66) can be used to detect the hazard, this information is located here as well.<br />**Description** This explains what the hazard looks like and might include special rules.\n\n---\n\n**Disable** The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses.<br />**AC** the hazards AC; **Saving Throws** the hazards saves. Usually only haunts are subject to Will saves.<br />**Hardness** the hazards Hardness; **HP** the hazards Hit Points, with its Broken Threshold in parentheses; **Immunities** the hazards immunities; **Weaknesses** the hazards weaknesses, if any; **Resistances** the hazards resistances, if any<br />**Action Type** <actions string=\"Reaction\" /> or <actions string=\"Free Action\" /> This is the reaction or free action the hazard uses; **Trigger** The trigger that sets off the hazard appears here. **Effect** For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative.<br />**Routine** This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word “Routine” indicates how many actions the hazard can use each turn. Simple hazards dont have this entry.<br />**Action** Any action the hazard can use appears here. Typically, this is a melee or ranged attack.\n\n---\n\n**Reset** If the hazard can be reset, that information is here.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-681\" />\r\n\r\n<document level=\"2\" id=\"rules-682\" />\r\n\r\n<document level=\"2\" id=\"rules-683\" />","name":"Hazard Format","next_link":{"label":"Simple Hazards","url":"/Rules.aspx?ID=684"},"previous_link":{"label":"Hazard Experience","url":"/Rules.aspx?ID=679"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 522"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>","speed":{},"text":" Hazard Format Source Core Rulebook pg. 522 4.0 Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block. Hazard Name Stealth This entry lists the Stealth modifier for a complex hazards initiative or the Stealth DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If [ detect magic can be used to detect the hazard, this information is located here as well. Description This explains what the hazard looks like and might include special rules. --- Disable The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses. AC the hazards AC; Saving Throws the hazards saves. Usually only haunts are subject to Will saves. Hardness the hazards Hardness; HP the hazards Hit Points, with its Broken Threshold in parentheses; Immunities the hazards immunities; Weaknesses the hazards weaknesses, if any; Resistances the hazards resistances, if any Action Type Reaction or Free Action This is the reaction or free action the hazard uses; Trigger The trigger that sets off the hazard appears here. Effect For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word “Routine” indicates how many actions the hazard can use each turn. Simple hazards dont have this entry. Action Any action the hazard can use appears here. Typically, this is a melee or ranged attack. --- Reset If the hazard can be reset, that information is here. ","type":"Rules","url":"/Rules.aspx?ID=680","weakness":{}}},{"_index":"aon18","_id":"rules-681","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards","Hazard Format"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-681","markdown":"<title level=\"1\" right=\"Rules\">[Level-Based DCs](/Rules.aspx?ID=681)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe hazards level indicates what level of party its a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that features level is the hazards level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Level-Based DCs","next_link":{"label":"Traits","url":"/Rules.aspx?ID=682"},"previous_link":{"label":"Hazard Experience","url":"/Rules.aspx?ID=679"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards / Hazard Format\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 522"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>","speed":{},"text":" Level-Based DCs Source Core Rulebook pg. 522 4.0 The hazards level indicates what level of party its a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that features level is the hazards level. ","type":"Rules","url":"/Rules.aspx?ID=681","weakness":{}}},{"_index":"aon18","_id":"rules-682","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards","Hazard Format"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-682","markdown":"<title level=\"1\" right=\"Rules\">[Traits](/Rules.aspx?ID=682)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe most notable hazard traits are [trap](/Traits.aspx?ID=158) (constructed to harm intruders), [environmental](/Traits.aspx?ID=62) (natural hazards), and [haunt](/Traits.aspx?ID=88) (spectral phenomena). Traps have a trait to indicate whether they're [magical](/Traits.aspx?ID=103) or [mechanical](/Traits.aspx?ID=105). Hazards that have initiative and a routine have the [complex](/Traits.aspx?ID=30) trait.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Traits","next_link":{"label":"Stealth or Stealth DC","url":"/Rules.aspx?ID=683"},"previous_link":{"label":"Level-Based DCs","url":"/Rules.aspx?ID=681"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards / Hazard Format\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 522"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>","speed":{},"text":" Traits Source Core Rulebook pg. 522 4.0 The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait. ","type":"Rules","url":"/Rules.aspx?ID=682","weakness":{}}},{"_index":"aon18","_id":"rules-683","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards","Hazard Format"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-683","markdown":"<title level=\"1\" right=\"Rules\">[Stealth or Stealth DC](/Rules.aspx?ID=683)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nComplex hazards list their Stealth modifier, which they use for initiative, instead of their Stealth DC. If you need the DC, its equal to this modifier + 10.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Stealth or Stealth DC","next_link":{"label":"Simple Hazards","url":"/Rules.aspx?ID=684"},"previous_link":{"label":"Traits","url":"/Rules.aspx?ID=682"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards / Hazard Format\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 522"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>","speed":{},"text":" Stealth or Stealth DC Source Core Rulebook pg. 522 4.0 Complex hazards list their Stealth modifier, which they use for initiative, instead of their Stealth DC. If you need the DC, its equal to this modifier + 10. ","type":"Rules","url":"/Rules.aspx?ID=683","weakness":{}}},{"_index":"aon18","_id":"rules-684","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-684","markdown":"<title level=\"1\" right=\"Rules\">[Simple Hazards](/Rules.aspx?ID=684)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA simple hazard uses its reaction only once, after which its threat is over unless the hazard is reset.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Simple Hazards","next_link":{"label":"Complex Hazards","url":"/Rules.aspx?ID=685"},"previous_link":{"label":"Hazard Format","url":"/Rules.aspx?ID=680"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 522"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 522 <sup>4.0</sup></row>","speed":{},"text":" Simple Hazards Source Core Rulebook pg. 522 4.0 A simple hazard uses its reaction only once, after which its threat is over unless the hazard is reset. ","type":"Rules","url":"/Rules.aspx?ID=684","weakness":{}}},{"_index":"aon18","_id":"rules-685","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 10: Game Mastering","Hazards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-685","markdown":"<title level=\"1\" right=\"Rules\">[Complex Hazards](/Rules.aspx?ID=685)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nComplex hazards function similarly to monsters during encounters, as they roll initiative and have actions of their own, though these are usually automated in a routine.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Complex Hazards","next_link":{"label":"Chapter 11: Crafting & Treasure","url":"/Rules.aspx?ID=686"},"previous_link":{"label":"Simple Hazards","url":"/Rules.aspx?ID=684"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup></row>\r\n\r\nChapter 10: Game Mastering / Hazards\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 526"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 526 <sup>4.0</sup></row>","speed":{},"text":" Complex Hazards Source Core Rulebook pg. 526 4.0 Complex hazards function similarly to monsters during encounters, as they roll initiative and have actions of their own, though these are usually automated in a routine. ","type":"Rules","url":"/Rules.aspx?ID=685","weakness":{}}},{"_index":"aon18","_id":"rules-686","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-686","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 11: Crafting &amp; Treasure](/Rules.aspx?ID=686)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 531 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters acquire treasure from the glittering hoards of their foes, as rewards for defending the innocent, and as favors from the grand personalities they treat with. As they progress through their adventures and improve their station in the world, characters collect ever more fabulous items from enchanted armor and weapons to spell-infused staves.\n\n Treasure comes in all sorts of forms, from humble copper coins to incredibly powerful and valuable magic items. The GM controls the flow of items in the game as the PCs win them through adventures, find them for purchase, or acquire the formulas to make the items themselves.\n\n Items can support characters by granting bonuses to their statistics, allowing them to cast more spells, and creating all sorts of effects that cant be achieved in any other way. Magic items come in many varieties, from enchanted swords that can harm even incorporeal undead to containers that can store a kings ransom within a tiny space; many are permanent items that can be used repeatedly. Alchemical items, by contrast, are not intrinsically magical and are often consumed when used. Both have a variety of uses, from curing the sick to lighting foes on fire. Some treasures are neither magical nor alchemical, but are instead crafted from precious materials or using specialized expertise.\n\n This chapter provides rules for using different kinds of items encountered in the game. Rules for distributing treasure and creating treasure hoards can be found on page 508 of Chapter 10: Game Mastering. \n<ul><li>**Using Items**, beginning below, describes how to activate items and explains the statistics for items. </li><li>**Table 111: Treasure by Level**, beginning on page 536, lists the options for treasures, arranged by level, category, and Price. </li><li>The catalog of items, which begins on page 543, presents descriptions and rules for all sorts of different treasures that can appear in the game, sorted by category (page 533 has a list of key categories and subcategories). This also includes a section on precious materials found in the game world, which can give items unusual properties.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Item Categories</title>\r\n\r\nItems are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category. \n<ul><li>**Alchemical Items** are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools. </li><li>**Ammunition**, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition. </li><li>**Apex Items** are a subcategory of worn items of a high level that increase an ability score. </li><li>**Armor** includes the rules for basic magical armor as well as special suits of armor. </li><li>**Companion Items** are a category of worn items meant for animal companions and mounts. </li><li>**Consumables** are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately. </li><li>**Held Items** include a wide variety of items you use with your hands. This doesnt include more narrow categories of held items, such as weapons. </li><li>**Materials** can be used to make items with unique properties and other advantages. </li><li>**Oils** are consumables applied to the surface of an object or person. </li><li>**Potions** are consumable magical liquids you drink to activate. </li><li>**Runes** modify armor and weapons when etched onto them. This section includes fundamental runes for weapons (weapon potency and striking) and armor (armor potency and resilient). </li><li>**Scrolls** are consumables that allow spellcasters to cast more spells. </li><li>**Shields** include more durable shields and ones with special magical powers. </li><li>**Snares** are single-use traps typically made by rangers. </li><li>**Staves** provide flexible spellcasting options. </li><li>**Structures** include buildings, tents, and other larger items. </li><li>**Talismans** are consumables that are affixed to items and then activated for a one-time combat or physical benefit. </li><li>**Wands** hold a spell of the crafters choice, and can be used to repeatedly cast that spell. </li><li>**Weapons** include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons. </li><li>**Worn Items** consist of a vast collection of clothing and other items you wear on your body.</li></ul>\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Item Rarity</title>\r\n\r\nLike many other aspects of the rules, items have rarities. Player characters might find [uncommon](/Traits.aspx?ID=159) magic items for sale, but only infrequently and often by private sellers or in clandestine markets. Their formulas are often guarded and not readily available. Unless the GM decides otherwise, a character cannot purchase [rare](/Traits.aspx?ID=137) items, and their formulas are lost to time.\n\n Rarities for uncommon and rare treasures are indicated by the first trait in the stat block. [Unique](/Traits.aspx?ID=161) items are indicated in the same way, though there are none in this book.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-687\" />\r\n\r\n<document level=\"2\" id=\"rules-688\" />\r\n\r\n<document level=\"2\" id=\"rules-689\" />\r\n\r\n<document level=\"2\" id=\"rules-690\" />\r\n\r\n<document level=\"2\" id=\"rules-694\" />\r\n\r\n<document level=\"2\" id=\"rules-702\" />\r\n\r\n<document level=\"2\" id=\"rules-711\" />\r\n\r\n<document level=\"2\" id=\"rules-715\" />\r\n\r\n<document level=\"2\" id=\"rules-728\" />\r\n\r\n<document level=\"2\" id=\"rules-729\" />\r\n\r\n<document level=\"2\" id=\"rules-733\" />\r\n\r\n<document level=\"2\" id=\"rules-740\" />\r\n\r\n<document level=\"2\" id=\"rules-743\" />\r\n\r\n<document level=\"2\" id=\"rules-748\" />\r\n\r\n<document level=\"2\" id=\"rules-755\" />\r\n\r\n<document level=\"2\" id=\"rules-756\" />\r\n\r\n<document level=\"2\" id=\"rules-764\" />\r\n\r\n<document level=\"2\" id=\"rules-768\" />","name":"Chapter 11: Crafting & Treasure","next_link":{"label":"Appendix","url":"/Rules.aspx?ID=773"},"previous_link":{"label":"Chapter 10: Game Mastering","url":"/Rules.aspx?ID=480"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 531 <sup>4.0</sup></row>\n\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 531"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 531 <sup>4.0</sup></row>","speed":{},"text":" Chapter 11: Crafting &amp; Treasure Source Core Rulebook pg. 531 4.0 Characters acquire treasure from the glittering hoards of their foes, as rewards for defending the innocent, and as favors from the grand personalities they treat with. As they progress through their adventures and improve their station in the world, characters collect ever more fabulous items from enchanted armor and weapons to spell-infused staves. Treasure comes in all sorts of forms, from humble copper coins to incredibly powerful and valuable magic items. The GM controls the flow of items in the game as the PCs win them through adventures, find them for purchase, or acquire the formulas to make the items themselves. Items can support characters by granting bonuses to their statistics, allowing them to cast more spells, and creating all sorts of effects that cant be achieved in any other way. Magic items come in many varieties, from enchanted swords that can harm even incorporeal undead to containers that can store a kings ransom within a tiny space; many are permanent items that can be used repeatedly. Alchemical items, by contrast, are not intrinsically magical and are often consumed when used. Both have a variety of uses, from curing the sick to lighting foes on fire. Some treasures are neither magical nor alchemical, but are instead crafted from precious materials or using specialized expertise. This chapter provides rules for using different kinds of items encountered in the game. Rules for distributing treasure and creating treasure hoards can be found on page 508 of Chapter 10: Game Mastering. Using Items , beginning below, describes how to activate items and explains the statistics for items. Table 111: Treasure by Level , beginning on page 536, lists the options for treasures, arranged by level, category, and Price. The catalog of items, which begins on page 543, presents descriptions and rules for all sorts of different treasures that can appear in the game, sorted by category (page 533 has a list of key categories and subcategories). This also includes a section on precious materials found in the game world, which can give items unusual properties. Item Categories Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category. Alchemical Items are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools. Ammunition , in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition. Apex Items are a subcategory of worn items of a high level that increase an ability score. Armor includes the rules for basic magical armor as well as special suits of armor. Companion Items are a category of worn items meant for animal companions and mounts. Consumables are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately. Held Items include a wide variety of items you use with your hands. This doesnt include more narrow categories of held items, such as weapons. Materials can be used to make items with unique properties and other advantages. Oils are consumables applied to the surface of an object or person. Potions are consumable magical liquids you drink to activate. Runes modify armor and weapons when etched onto them. This section includes fundamental runes for weapons (weapon potency and striking) and armor (armor potency and resilient). Scrolls are consumables that allow spellcasters to cast more spells. Shields include more durable shields and ones with special magical powers. Snares are single-use traps typically made by rangers. Staves provide flexible spellcasting options. Structures include buildings, tents, and other larger items. Talismans are consumables that are affixed to items and then activated for a one-time combat or physical benefit. Wands hold a spell of the crafters choice, and can be used to repeatedly cast that spell. Weapons include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons. Worn Items consist of a vast collection of clothing and other items you wear on your body. Item Rarity Like many other aspects of the rules, items have rarities. Player characters might find uncommon magic items for sale, but only infrequently and often by private sellers or in clandestine markets. Their formulas are often guarded and not readily available. Unless the GM decides otherwise, a character cannot purchase rare items, and their formulas are lost to time. Rarities for uncommon and rare treasures are indicated by the first trait in the stat block. Unique items are indicated in the same way, though there are none in this book. ","type":"Rules","url":"/Rules.aspx?ID=686","weakness":{}}},{"_index":"aon18","_id":"rules-687","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-687","markdown":"<title level=\"1\" right=\"Rules\">[Using Items](/Rules.aspx?ID=687)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 531 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section presents the rules for how characters use alchemical items, magic items, and other special items during play. \n\n The myriad types of items give their powerful boons in different ways. Some function automatically, while others need to be activated. While you need only swing a _[flaming](/Equipment.aspx?ID=295) greataxe_ to scorch foes, you need to invest a [_diadem of intellect_](/Equipment.aspx?ID=401) for it to work, imbibe an [_elixir of life_](/Equipment.aspx?ID=91) to heal yourself, activate [_slippers of spider climbing_](/Equipment.aspx?ID=465) to walk up a wall, activate your [_mail of luck_](/Equipment.aspx?ID=155) to protect yourself, and Cast a Spell using a magical scroll.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Using Items","next_link":{"label":"Constant Abilities","url":"/Rules.aspx?ID=688"},"previous_link":{"label":"Chapter 10: Game Mastering","url":"/Rules.aspx?ID=480"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 531 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 531"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 531 <sup>4.0</sup></row>","speed":{},"text":" Using Items Source Core Rulebook pg. 531 4.0 This section presents the rules for how characters use alchemical items, magic items, and other special items during play. The myriad types of items give their powerful boons in different ways. Some function automatically, while others need to be activated. While you need only swing a flaming greataxe to scorch foes, you need to invest a diadem of intellect for it to work, imbibe an elixir of life to heal yourself, activate slippers of spider climbing to walk up a wall, activate your mail of luck to protect yourself, and Cast a Spell using a magical scroll. ","type":"Rules","url":"/Rules.aspx?ID=687","weakness":{}}},{"_index":"aon18","_id":"rules-688","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-688","markdown":"<title level=\"1\" right=\"Rules\">[Constant Abilities](/Rules.aspx?ID=688)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 531 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome magic items have abilities that always function. You dont have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an [_everburning torch_](/Equipment.aspx?ID=255) always sheds light, and a [_flaming_](/Equipment.aspx?ID=295) weapon deals fire damage every time it deals damage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Constant Abilities","next_link":{"label":"Investing Magic Items","url":"/Rules.aspx?ID=689"},"previous_link":{"label":"Using Items","url":"/Rules.aspx?ID=687"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 531 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 531"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 531 <sup>4.0</sup></row>","speed":{},"text":" Constant Abilities Source Core Rulebook pg. 531 4.0 Some magic items have abilities that always function. You dont have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an everburning torch always sheds light, and a flaming weapon deals fire damage every time it deals damage. ","type":"Rules","url":"/Rules.aspx?ID=688","weakness":{}}},{"_index":"aon18","_id":"rules-689","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-689","markdown":"<title level=\"1\" right=\"Rules\">[Investing Magic Items](/Rules.aspx?ID=689)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 531 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCertain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential. These items have the [invested](/Traits.aspx?ID=98) trait. Many invested items have constant abilities that function all the time or that always trigger when you use the item—but only when they're invested. If you don't have an item invested, these abilities don't work. If an invested item can be activated, you must have invested the item to activate it.\n\n You can benefit from no more than 10 invested magic items each day. Because this limit is fairly high, and because it matters only for worn items, you probably won't need to worry about reaching the limit until higher levels, when you've acquired many useful magic items to wear.\n\n You can still gain the mundane benefits of an item if you don't invest it. A suit of _+1 [resilient](/Equipment.aspx?ID=279) armor_ still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and [_winged boots_](/Equipment.aspx?ID=472) still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.\n\n<document level=\"2\" id=\"action-289\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Investing Magic Items","next_link":{"label":"Activating Items","url":"/Rules.aspx?ID=690"},"previous_link":{"label":"Constant Abilities","url":"/Rules.aspx?ID=688"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 531 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 531"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 531 <sup>4.0</sup></row>","speed":{},"text":" Investing Magic Items Source Core Rulebook pg. 531 4.0 Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential. These items have the invested trait. Many invested items have constant abilities that function all the time or that always trigger when you use the item—but only when they're invested. If you don't have an item invested, these abilities don't work. If an invested item can be activated, you must have invested the item to activate it. You can benefit from no more than 10 invested magic items each day. Because this limit is fairly high, and because it matters only for worn items, you probably won't need to worry about reaching the limit until higher levels, when you've acquired many useful magic items to wear. You can still gain the mundane benefits of an item if you don't invest it. A suit of +1 resilient armor still gives you its item bonus to AC when not invested, but it doesn't give its magical bonus to saving throws, and winged boots still protect your feet even though you can't activate them to fly. Entirely non-magical items don't need to be invested.\n","type":"Rules","url":"/Rules.aspx?ID=689","weakness":{}}},{"_index":"aon18","_id":"rules-690","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-690","markdown":"<title level=\"1\" right=\"Rules\">[Activating Items](/Rules.aspx?ID=690)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 532 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. Activating an Item works much like Casting a Spell, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the items Activate entry.\n\n If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isnt usually a magical effect.\n\n<document level=\"2\" id=\"action-100\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Disrupting Activations</title>\r\n\r\nSome abilities and effects can disrupt the process of Activating an Item. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the items effect ends.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-691\" />\r\n\r\n<document level=\"2\" id=\"rules-692\" />\r\n\r\n<document level=\"2\" id=\"rules-693\" />","name":"Activating Items","next_link":{"label":"Reading Items","url":"/Rules.aspx?ID=694"},"previous_link":{"label":"Investing Magic Items","url":"/Rules.aspx?ID=689"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 532 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 532"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 532 <sup>4.0</sup></row>","speed":{},"text":" Activating Items Source Core Rulebook pg. 532 4.0 Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. Activating an Item works much like Casting a Spell, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the items Activate entry. If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isnt usually a magical effect. Disrupting Activations Some abilities and effects can disrupt the process of Activating an Item. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the items effect ends. ","type":"Rules","url":"/Rules.aspx?ID=690","weakness":{}}},{"_index":"aon18","_id":"rules-691","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Activating Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-691","markdown":"<title level=\"1\" right=\"Rules\">[Limited Activations](/Rules.aspx?ID=691)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 533 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesnt refresh if another creature later invests or tries to activate the item.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Limited Activations","next_link":{"label":"Sustaining Activations","url":"/Rules.aspx?ID=692"},"previous_link":{"label":"Investing Magic Items","url":"/Rules.aspx?ID=689"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 533 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Activating Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 533"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 533 <sup>4.0</sup></row>","speed":{},"text":" Limited Activations Source Core Rulebook pg. 533 4.0 Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesnt refresh if another creature later invests or tries to activate the item. ","type":"Rules","url":"/Rules.aspx?ID=691","weakness":{}}},{"_index":"aon18","_id":"rules-692","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Activating Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-692","markdown":"<title level=\"1\" right=\"Rules\">[Sustaining Activations](/Rules.aspx?ID=692)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 533 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome items, once activated, have effects that can be sustained if you concentrate on them. This works much like the [Sustain a Spell](/Actions.aspx?ID=73) action. If an items description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.\n\n<document level=\"2\" id=\"action-99\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sustaining Activations","next_link":{"label":"Dismissing Activations","url":"/Rules.aspx?ID=693"},"previous_link":{"label":"Limited Activations","url":"/Rules.aspx?ID=691"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 533 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Activating Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 533"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 533 <sup>4.0</sup></row>","speed":{},"text":" Sustaining Activations Source Core Rulebook pg. 533 4.0 Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action. If an items description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.\n","type":"Rules","url":"/Rules.aspx?ID=692","weakness":{}}},{"_index":"aon18","_id":"rules-693","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Activating Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-693","markdown":"<title level=\"1\" right=\"Rules\">[Dismissing Activations](/Rules.aspx?ID=693)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 534 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.\n\n<document level=\"2\" id=\"action-74\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dismissing Activations","next_link":{"label":"Reading Items","url":"/Rules.aspx?ID=694"},"previous_link":{"label":"Sustaining Activations","url":"/Rules.aspx?ID=692"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 534 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Activating Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 534"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 534 <sup>4.0</sup></row>","speed":{},"text":" Dismissing Activations Source Core Rulebook pg. 534 4.0 Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.\n","type":"Rules","url":"/Rules.aspx?ID=693","weakness":{}}},{"_index":"aon18","_id":"rules-694","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-694","markdown":"<title level=\"1\" right=\"Rules\">[Reading Items](/Rules.aspx?ID=694)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 534 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHundreds of items lie ahead. Each item is presented in a stat block, much like spells or feats. The example below shows the structure of an item stat block and gives a brief description of each entry. Entries appear only when applicable, so not all items will have every entry described here. Detailed rules governing aspects of the stat block specific to items appear after the stat block. \n\n<title level=\"3\" right=\"Item [Level]\">Item Name </title><traits><trait label=\"Traits\" /></traits>**Price** This entry lists the items Price. An item that has multiple types includes Price for each type in its entry.<br /> **Ammunition** Magic ammunition lists the types of ammunition available for that kind of item.<br /> **Usage** This entry describes whether the item is held, worn, or affixed to or etched onto another item; **Bulk** The items Bulk is listed here (the rules for Bulk appear on page 271). Runes dont have a Bulk entry.<br /> **Activate** The number of actions needed to Activate the Item appear here, followed by the components in parentheses. You can find activation rules on page 532. This entry appears here for consumables and lower in the stat block for permanent items that can be activated. This section might also have Frequency, Trigger, or Requirements entries as necessary.<br /> **Onset** This entry appears if the items effect is delayed, which most often occurs with alchemical poisons. The onset is the amount of time that elapses between when a character Activates an Item and any effect occurs.\n\n---\n\nThe section after the line describes the item and its constant abilities. If the item can be activated and doesnt have an Activate entry above, that entry appears here in a paragraph beginning with “Activate.”\n\n---\n\n**Type** If multiple types of the item exist, entries here indicate the name of each type, its level, its Price, and any other relevant details or alterations from the above description.\n\n---\n\n**Craft Requirements** An item that has special requirements to be Crafted details those requirements here.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Notable Item Traits</title>\r\n\r\nThe following traits apply to items. Some specific categories of item have special traits—such as [elixir](/Traits.aspx?ID=59) or [scroll](/Traits.aspx?ID=140)—described in their sections.\n\n **[Alchemical](/Traits.aspx?ID=6)**: Alchemical items are powered by the reactions of alchemical reagents. Alchemical items aren't magical, and they don't radiate a magical aura. Characters can [Craft](/Actions.aspx?ID=43) these items only if they have the [Alchemical Crafting](/Feats.aspx?ID=752) feat.\n\n **[Consumable](/Traits.aspx?ID=36)**: An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation, though, part of it might be recoverable for other purposes. For instance, while a [potion](/Traits.aspx?ID=130) is consumable, the vial it comes in is not destroyed when you drink it. Consumable items include [alchemical items](/equipment/alchemical-items) as well as [ammunition](/equipment/consumables/magical-ammunition), [oils](/equipment/consumables/oils), [potions](/equipment/consumables/potions), [scrolls](/equipment/consumables/scrolls), [snares](/equipment/snares), [talismans](/equipment/consumables/talismans), and [other magical consumables](/equipment/consumables/other-consumables).\n\n When a character creates consumable items, she can make them in batches of four, as described in [Consumables and Ammunition](/Skills.aspx?ID=4).\n\n **[Focused](/Traits.aspx?ID=74)**: An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items, no matter how many focused items you have.\n\n **[Invested](/Traits.aspx?ID=98)**: A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off a character's head).\n\n **[Magical](/Traits.aspx?ID=103)**: Items with this trait are imbued with magical energies. Each one radiates a magic aura infused with its dominant school of magic ([abjuration](/Traits.aspx?ID=2), [conjuration](/Traits.aspx?ID=33), [divination](/Traits.aspx?ID=47), [enchantment](/Traits.aspx?ID=61), [evocation](/Traits.aspx?ID=65), [illusion](/Traits.aspx?ID=92), [necromancy](/Traits.aspx?ID=117), or [transmutation](/Traits.aspx?ID=157)). A character can craft these items only if she has the [Magical Crafting](/Feats.aspx?ID=812) feat .\n\n Some items are closely tied to a particular tradition of magic. In these cases, the item has the [arcane](/Traits.aspx?ID=11), [divine](/Traits.aspx?ID=48), [occult](/Traits.aspx?ID=120), or [primal](/Traits.aspx?ID=134) trait instead of the magical trait. Any of these traits indicates that the item is magical.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-695\" />\r\n\r\n<document level=\"2\" id=\"rules-697\" />\r\n\r\n<document level=\"2\" id=\"rules-698\" />\r\n\r\n<document level=\"2\" id=\"rules-701\" />","name":"Reading Items","next_link":{"label":"Alchemical Items","url":"/Rules.aspx?ID=702"},"previous_link":{"label":"Activating Items","url":"/Rules.aspx?ID=690"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 534 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 534"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 534 <sup>4.0</sup></row>","speed":{},"text":" Reading Items Source Core Rulebook pg. 534 4.0 Hundreds of items lie ahead. Each item is presented in a stat block, much like spells or feats. The example below shows the structure of an item stat block and gives a brief description of each entry. Entries appear only when applicable, so not all items will have every entry described here. Detailed rules governing aspects of the stat block specific to items appear after the stat block. Item Name Price This entry lists the items Price. An item that has multiple types includes Price for each type in its entry. Ammunition Magic ammunition lists the types of ammunition available for that kind of item. Usage This entry describes whether the item is held, worn, or affixed to or etched onto another item; Bulk The items Bulk is listed here (the rules for Bulk appear on page 271). Runes dont have a Bulk entry. Activate The number of actions needed to Activate the Item appear here, followed by the components in parentheses. You can find activation rules on page 532. This entry appears here for consumables and lower in the stat block for permanent items that can be activated. This section might also have Frequency, Trigger, or Requirements entries as necessary. Onset This entry appears if the items effect is delayed, which most often occurs with alchemical poisons. The onset is the amount of time that elapses between when a character Activates an Item and any effect occurs. --- The section after the line describes the item and its constant abilities. If the item can be activated and doesnt have an Activate entry above, that entry appears here in a paragraph beginning with “Activate.” --- Type If multiple types of the item exist, entries here indicate the name of each type, its level, its Price, and any other relevant details or alterations from the above description. --- Craft Requirements An item that has special requirements to be Crafted details those requirements here. Notable Item Traits The following traits apply to items. Some specific categories of item have special traits—such as elixir or scroll—described in their sections. Alchemical : Alchemical items are powered by the reactions of alchemical reagents. Alchemical items aren't magical, and they don't radiate a magical aura. Characters can Craft these items only if they have the Alchemical Crafting feat. Consumable : An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation, though, part of it might be recoverable for other purposes. For instance, while a potion is consumable, the vial it comes in is not destroyed when you drink it. Consumable items include alchemical items as well as ammunition, oils, potions, scrolls, snares, talismans, and other magical consumables. When a character creates consumable items, she can make them in batches of four, as described in Consumables and Ammunition. Focused : An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items, no matter how many focused items you have. Invested : A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off a character's head). Magical : Items with this trait are imbued with magical energies. Each one radiates a magic aura infused with its dominant school of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation). A character can craft these items only if she has the Magical Crafting feat . Some items are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicates that the item is magical. ","type":"Rules","url":"/Rules.aspx?ID=694","weakness":{}}},{"_index":"aon18","_id":"rules-695","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Reading Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-695","markdown":"<title level=\"1\" right=\"Rules\">[Level](/Rules.aspx?ID=695)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 534 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn item's level indicates what level of adventurer the item is best suited for, but there's no limit to the items a character can use. A 3rd-level character who finds an item of 4th level or higher while adventuring can use it normally, and they can purchase the item if they can find it for sale and can afford it. When making items, a character can [Craft](/Actions.aspx?ID=43) only items whose level is equal to or lower than their own.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-696\" />","name":"Level","next_link":{"label":"Price","url":"/Rules.aspx?ID=697"},"previous_link":{"label":"Activating Items","url":"/Rules.aspx?ID=690"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 534 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Reading Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 534"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 534 <sup>4.0</sup></row>","speed":{},"text":" Level Source Core Rulebook pg. 534 4.0 An item's level indicates what level of adventurer the item is best suited for, but there's no limit to the items a character can use. A 3rd-level character who finds an item of 4th level or higher while adventuring can use it normally, and they can purchase the item if they can find it for sale and can afford it. When making items, a character can Craft only items whose level is equal to or lower than their own. ","type":"Rules","url":"/Rules.aspx?ID=695","weakness":{}}},{"_index":"aon18","_id":"rules-696","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Reading Items","Level"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-696","markdown":"<title level=\"1\" right=\"Rules\">[Multiple Types](/Rules.aspx?ID=696)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 534 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf multiple types of an item exist, the title line gives the minimum level followed by a plus symbol (“+”). The description includes information on the base version of the item, and the Type entries at the bottom of the stat block lists the specifics for each version, including the level, Price, and any modified or added abilities of the different types. For some items, the types listed are upgrades to the base item. For other items, such as aeon stones and wondrous figurines, each type is distinct from the others.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Multiple Types","next_link":{"label":"Price","url":"/Rules.aspx?ID=697"},"previous_link":{"label":"Activating Items","url":"/Rules.aspx?ID=690"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 534 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Reading Items / Level\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 534"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 534 <sup>4.0</sup></row>","speed":{},"text":" Multiple Types Source Core Rulebook pg. 534 4.0 If multiple types of an item exist, the title line gives the minimum level followed by a plus symbol (“+”). The description includes information on the base version of the item, and the Type entries at the bottom of the stat block lists the specifics for each version, including the level, Price, and any modified or added abilities of the different types. For some items, the types listed are upgrades to the base item. For other items, such as aeon stones and wondrous figurines, each type is distinct from the others. ","type":"Rules","url":"/Rules.aspx?ID=696","weakness":{}}},{"_index":"aon18","_id":"rules-697","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Reading Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-697","markdown":"<title level=\"1\" right=\"Rules\">[Price](/Rules.aspx?ID=697)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf an item is available for purchase, a character can typically buy it for the listed Price, and the character uses this Price when they use the Craft activity to make the item. If a character wants to sell an item, they can sell it for half its Price (or full Price, if the item was made on commission), assuming theyre able to find a buyer. The GM determines whether a buyer is available.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Price","next_link":{"label":"Usage","url":"/Rules.aspx?ID=698"},"previous_link":{"label":"Level","url":"/Rules.aspx?ID=695"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Reading Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 535"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>","speed":{},"text":" Price Source Core Rulebook pg. 535 4.0 If an item is available for purchase, a character can typically buy it for the listed Price, and the character uses this Price when they use the Craft activity to make the item. If a character wants to sell an item, they can sell it for half its Price (or full Price, if the item was made on commission), assuming theyre able to find a buyer. The GM determines whether a buyer is available. ","type":"Rules","url":"/Rules.aspx?ID=697","weakness":{}}},{"_index":"aon18","_id":"rules-698","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Reading Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-698","markdown":"<title level=\"1\" right=\"Rules\">[Usage](/Rules.aspx?ID=698)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn items stat block includes a Usage entry that indicates whether a character must be holding or wearing the item in order to use it, or whether she instead must have it etched or affixed onto another item.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-699\" />\r\n\r\n<document level=\"2\" id=\"rules-700\" />","name":"Usage","next_link":{"label":"Craft Requirements","url":"/Rules.aspx?ID=701"},"previous_link":{"label":"Price","url":"/Rules.aspx?ID=697"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Reading Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 535"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>","speed":{},"text":" Usage Source Core Rulebook pg. 535 4.0 An items stat block includes a Usage entry that indicates whether a character must be holding or wearing the item in order to use it, or whether she instead must have it etched or affixed onto another item. ","type":"Rules","url":"/Rules.aspx?ID=698","weakness":{}}},{"_index":"aon18","_id":"rules-699","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Reading Items","Usage"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-699","markdown":"<title level=\"1\" right=\"Rules\">[Held or Worn](/Rules.aspx?ID=699)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf a character must wield the item to use it, this entry in the items stat block lists the word “held” along with the number of hands the character must use when wielding the item, such as “held in 1 hand.” The rules for carrying and using items are provided on page 271.\n\n An item that needs to be worn to function lists “worn” as its usage. This is followed by another word if the character is limited to only one of that type of item. For instance, a character can wear any number of rings, so the entry for a ring would list only “worn.” However, if the Usage entry were “worn cloak,” then a character couldnt wear another cloak on top of that one. Its assumed that items are meant to be worn by humanoids; any item that can or must be worn by a different type of creature either states this in its description or has the [companion](/Traits.aspx?ID=29) trait. Most magic items a character must wear have the [invested](/Traits.aspx?ID=98) trait, as described on page 531.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Held or Worn","next_link":{"label":"Affixed or Etched","url":"/Rules.aspx?ID=700"},"previous_link":{"label":"Price","url":"/Rules.aspx?ID=697"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Reading Items / Usage\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 535"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>","speed":{},"text":" Held or Worn Source Core Rulebook pg. 535 4.0 If a character must wield the item to use it, this entry in the items stat block lists the word “held” along with the number of hands the character must use when wielding the item, such as “held in 1 hand.” The rules for carrying and using items are provided on page 271. An item that needs to be worn to function lists “worn” as its usage. This is followed by another word if the character is limited to only one of that type of item. For instance, a character can wear any number of rings, so the entry for a ring would list only “worn.” However, if the Usage entry were “worn cloak,” then a character couldnt wear another cloak on top of that one. Its assumed that items are meant to be worn by humanoids; any item that can or must be worn by a different type of creature either states this in its description or has the companion trait. Most magic items a character must wear have the invested trait, as described on page 531. ","type":"Rules","url":"/Rules.aspx?ID=699","weakness":{}}},{"_index":"aon18","_id":"rules-700","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Reading Items","Usage"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-700","markdown":"<title level=\"1\" right=\"Rules\">[Affixed or Etched](/Rules.aspx?ID=700)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome items enhance other items. Talismans function only if affixed to other items. They have a Usage entry indicating the type or types of items to which a character can attach them, such as “affixed to armor.” Rules for affixing a talisman are on page 565.\n\n Runes must be etched onto permanent items, such as armor, weapons, or [_runestones_](/Equipment.aspx?ID=247) to grant their benefit. Adding or transferring a rune takes downtime to accomplish. The Usage entry indicates the type or types of items a rune can be etched into, such as “etched onto a weapon.” More information about etching runes is found [here](/Rules.aspx?ID=736).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Affixed or Etched","next_link":{"label":"Craft Requirements","url":"/Rules.aspx?ID=701"},"previous_link":{"label":"Held or Worn","url":"/Rules.aspx?ID=699"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Reading Items / Usage\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 535"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>","speed":{},"text":" Affixed or Etched Source Core Rulebook pg. 535 4.0 Some items enhance other items. Talismans function only if affixed to other items. They have a Usage entry indicating the type or types of items to which a character can attach them, such as “affixed to armor.” Rules for affixing a talisman are on page 565. Runes must be etched onto permanent items, such as armor, weapons, or runestones to grant their benefit. Adding or transferring a rune takes downtime to accomplish. The Usage entry indicates the type or types of items a rune can be etched into, such as “etched onto a weapon.” More information about etching runes is found here. ","type":"Rules","url":"/Rules.aspx?ID=700","weakness":{}}},{"_index":"aon18","_id":"rules-701","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Reading Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-701","markdown":"<title level=\"1\" right=\"Rules\">[Craft Requirements](/Rules.aspx?ID=701)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn item might require the crafter to provide specific raw materials, supply spells, have a certain alignment, or meet other special requirements to [Craft](/Actions.aspx?ID=43) it. These appear in the Craft Requirements entry of the stat block. Every item also has default requirements, as listed in the Craft activity. In addition, creating alchemical items requires the [Alchemical Crafting](/Feats.aspx?ID=752) feat, creating magic items requires the [Magical Crafting](/Feats.aspx?ID=812) feat, and crafting snares requires the [Snare Crafting](/Feats.aspx?ID=843) feat. Finally, crafting higher-level items requires greater proficiency in [Crafting](/Skills.aspx?ID=4). Unless stated otherwise, creating items of 9th level and higher requires you to have the master proficiency rank in Crafting, and items of 16th level and higher require legendary Crafting.\n\n The GM might allow you to Craft a permanent item from a lower-level version of the same item as an upgrade. For example, you might upgrade a [_bag of holding_](/Equipment.aspx?ID=249) from a type I to a type II bag, but you couldn't upgrade a [_clear spindle aeon stone_](/Equipment.aspx?ID=407) into an _orange prism aeon stone_. The cost for this upgrade is the full difference in Price between the items, and the Crafting check uses a DC for the item's new level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Craft Requirements","next_link":{"label":"Alchemical Items","url":"/Rules.aspx?ID=702"},"previous_link":{"label":"Usage","url":"/Rules.aspx?ID=698"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Reading Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 535"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 535 <sup>4.0</sup></row>","speed":{},"text":" Craft Requirements Source Core Rulebook pg. 535 4.0 An item might require the crafter to provide specific raw materials, supply spells, have a certain alignment, or meet other special requirements to Craft it. These appear in the Craft Requirements entry of the stat block. Every item also has default requirements, as listed in the Craft activity. In addition, creating alchemical items requires the Alchemical Crafting feat, creating magic items requires the Magical Crafting feat, and crafting snares requires the Snare Crafting feat. Finally, crafting higher-level items requires greater proficiency in Crafting. Unless stated otherwise, creating items of 9th level and higher requires you to have the master proficiency rank in Crafting, and items of 16th level and higher require legendary Crafting. The GM might allow you to Craft a permanent item from a lower-level version of the same item as an upgrade. For example, you might upgrade a bag of holding from a type I to a type II bag, but you couldn't upgrade a clear spindle aeon stone into an orange prism aeon stone . The cost for this upgrade is the full difference in Price between the items, and the Crafting check uses a DC for the item's new level. ","type":"Rules","url":"/Rules.aspx?ID=701","weakness":{}}},{"_index":"aon18","_id":"rules-702","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-702","markdown":"<title level=\"1\" right=\"Rules\">[Alchemical Items](/Rules.aspx?ID=702)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 543 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlchemical items are not magical. They instead use the properties of volatile chemicals, exotic minerals, potent plants, and other substances, collectively referred to as alchemical reagents. As such, alchemical items dont radiate magical auras, and they cant be dismissed or affected by dispel magic. Their effects last for a set amount of time or until they are countered in some way, typically physically.\n\n Sometimes the reactions of alchemical reagents create effects that seem magical, and at other times they straddle the line between purely reactive and the inexplicable. Alchemists can infuse reagents with some of their own essence, allowing them to efficiently create short-lived alchemical items at no monetary cost. Even in these cases, alchemical items dont radiate magic auras, instead using the alchemists infused essence as one additional catalyst for the items alchemical effects. \n\n Rules for creating alchemical items are found in the Craft activity on page 244, and you must have the [Alchemical Crafting](/Feats.aspx?ID=752) skill feat to use Crafting to create alchemical items. Critically failing a Crafting check to make alchemical items often causes a dangerous effect, such as an explosion for a bomb or accidental exposure for a poison, in addition to losing some of the materials. Some alchemical items have additional requirements beyond those stated in the Craft activity; these items list their requirements in a Craft Requirements entry.\n\n All alchemical items have the [alchemical](/Traits.aspx?ID=6) trait. Most also have the consumable trait, which means that the item is used up once activated. The [bomb](/Traits.aspx?ID=21), [elixir](/Traits.aspx?ID=59), and [poison](/Traits.aspx?ID=126) traits indicate special categories of alchemical items, each of which is described on the following pages. Alchemical items without any of these traits are called alchemical tools, and are described further on page 554.\n\n This section contains the following subcategories. Special rules appear at the start of the relevant section.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-703\" />\r\n\r\n<document level=\"2\" id=\"rules-705\" />\r\n\r\n<document level=\"2\" id=\"rules-708\" />\r\n\r\n<document level=\"2\" id=\"rules-710\" />","name":"Alchemical Items","next_link":{"label":"Armor","url":"/Rules.aspx?ID=711"},"previous_link":{"label":"Reading Items","url":"/Rules.aspx?ID=694"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 543 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 543"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 543 <sup>4.0</sup></row>","speed":{},"text":" Alchemical Items Source Core Rulebook pg. 543 4.0 Alchemical items are not magical. They instead use the properties of volatile chemicals, exotic minerals, potent plants, and other substances, collectively referred to as alchemical reagents. As such, alchemical items dont radiate magical auras, and they cant be dismissed or affected by dispel magic. Their effects last for a set amount of time or until they are countered in some way, typically physically. Sometimes the reactions of alchemical reagents create effects that seem magical, and at other times they straddle the line between purely reactive and the inexplicable. Alchemists can infuse reagents with some of their own essence, allowing them to efficiently create short-lived alchemical items at no monetary cost. Even in these cases, alchemical items dont radiate magic auras, instead using the alchemists infused essence as one additional catalyst for the items alchemical effects. Rules for creating alchemical items are found in the Craft activity on page 244, and you must have the Alchemical Crafting skill feat to use Crafting to create alchemical items. Critically failing a Crafting check to make alchemical items often causes a dangerous effect, such as an explosion for a bomb or accidental exposure for a poison, in addition to losing some of the materials. Some alchemical items have additional requirements beyond those stated in the Craft activity; these items list their requirements in a Craft Requirements entry. All alchemical items have the alchemical trait. Most also have the consumable trait, which means that the item is used up once activated. The bomb, elixir, and poison traits indicate special categories of alchemical items, each of which is described on the following pages. Alchemical items without any of these traits are called alchemical tools, and are described further on page 554. This section contains the following subcategories. Special rules appear at the start of the relevant section. ","type":"Rules","url":"/Rules.aspx?ID=702","weakness":{}}},{"_index":"aon18","_id":"rules-703","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Alchemical Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-703","markdown":"<title level=\"1\" right=\"Rules\">[Alchemical Bombs](/Rules.aspx?ID=703)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 544 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects. Bombs have the [bomb](/Traits.aspx?ID=21) trait. \n\n Bombs are martial thrown weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the targets AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, Strikes to throw alchemical bombs gain the [manipulate](/Traits.aspx?ID=104) trait. The bomb is activated when thrown as a Strike—you dont have to activate it separately.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-704\" />","name":"Alchemical Bombs","next_link":{"label":"Alchemical Elixirs","url":"/Rules.aspx?ID=705"},"previous_link":{"label":"Reading Items","url":"/Rules.aspx?ID=694"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 544 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Alchemical Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 544"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 544 <sup>4.0</sup></row>","speed":{},"text":" Alchemical Bombs Source Core Rulebook pg. 544 4.0 An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects. Bombs have the bomb trait. Bombs are martial thrown weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the targets AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, Strikes to throw alchemical bombs gain the manipulate trait. The bomb is activated when thrown as a Strike—you dont have to activate it separately. ","type":"Rules","url":"/Rules.aspx?ID=703","weakness":{}}},{"_index":"aon18","_id":"rules-704","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Alchemical Items","Alchemical Bombs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-704","markdown":"<title level=\"1\" right=\"Rules\">[Splash Trait](/Rules.aspx?ID=704)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 544 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost bombs also have the [splash](/Traits.aspx?ID=150) trait. When you use a [thrown](/Traits.aspx?ID=195) weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a critical failure, the bomb misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply splash damage on a critical hit.\n\n For example, if you throw a [lesser acid flask](/Equipment.aspx?ID=74) and hit your target, that creature takes 1 acid damage, 1d6 [persistent acid damage](/Conditions.aspx?ID=29), and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Splash Trait","next_link":{"label":"Alchemical Elixirs","url":"/Rules.aspx?ID=705"},"previous_link":{"label":"Reading Items","url":"/Rules.aspx?ID=694"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 544 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Alchemical Items / Alchemical Bombs\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 544"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 544 <sup>4.0</sup></row>","speed":{},"text":" Splash Trait Source Core Rulebook pg. 544 4.0 Most bombs also have the splash trait. When you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a critical failure, the bomb misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply splash damage on a critical hit. For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage. ","type":"Rules","url":"/Rules.aspx?ID=704","weakness":{}}},{"_index":"aon18","_id":"rules-705","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Alchemical Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-705","markdown":"<title level=\"1\" right=\"Rules\">[Alchemical Elixirs](/Rules.aspx?ID=705)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 546 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nElixirs are alchemical liquids that are used by drinking them. They have the [elixir](/Traits.aspx?ID=59) trait. These potent concoctions grant the drinker some alchemical benefits. While all elixirs follow the same general rules, mutagens (described below) have additional rules that apply to their use.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-706\" />\r\n\r\n<document level=\"2\" id=\"rules-707\" />","name":"Alchemical Elixirs","next_link":{"label":"Alchemical Poisons","url":"/Rules.aspx?ID=708"},"previous_link":{"label":"Alchemical Bombs","url":"/Rules.aspx?ID=703"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 546 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Alchemical Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 546"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 546 <sup>4.0</sup></row>","speed":{},"text":" Alchemical Elixirs Source Core Rulebook pg. 546 4.0 Elixirs are alchemical liquids that are used by drinking them. They have the elixir trait. These potent concoctions grant the drinker some alchemical benefits. While all elixirs follow the same general rules, mutagens (described below) have additional rules that apply to their use. ","type":"Rules","url":"/Rules.aspx?ID=705","weakness":{}}},{"_index":"aon18","_id":"rules-706","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Alchemical Items","Alchemical Elixirs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-706","markdown":"<title level=\"1\" right=\"Rules\">[Activating Elixirs](/Rules.aspx?ID=706)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 546 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou usually Interact to activate an elixir as you drink it or feed it to another creature. You can feed an elixir only to a creature within reach that is either willing or unable to prevent you from doing so. You usually need only one hand to consume an elixir or feed it to another creature.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Activating Elixirs","next_link":{"label":"Mutagens","url":"/Rules.aspx?ID=707"},"previous_link":{"label":"Alchemical Bombs","url":"/Rules.aspx?ID=703"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 546 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Alchemical Items / Alchemical Elixirs\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 546"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 546 <sup>4.0</sup></row>","speed":{},"text":" Activating Elixirs Source Core Rulebook pg. 546 4.0 You usually Interact to activate an elixir as you drink it or feed it to another creature. You can feed an elixir only to a creature within reach that is either willing or unable to prevent you from doing so. You usually need only one hand to consume an elixir or feed it to another creature. ","type":"Rules","url":"/Rules.aspx?ID=706","weakness":{}}},{"_index":"aon18","_id":"rules-707","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Alchemical Items","Alchemical Elixirs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-707","markdown":"<title level=\"1\" right=\"Rules\">[Mutagens](/Rules.aspx?ID=707)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 546 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese elixirs, indicated by the [mutagen](/Traits.aspx?ID=116) trait, temporarily transmogrify the subject's body and alter its mind. Typically, only alchemists have the expertise to craft mutagens, and some say they are the only ones reckless enough to use them. A mutagen always conveys one or more beneficial effects (listed in the Benefit entry) and one or more detrimental effects (shown in the Drawback entry). Mutagens are [polymorph effects](/Rules.aspx?ID=303), and a subsequent polymorph effect attempts to [counteract](/Rules.aspx?ID=371) an existing effect; the counteract check for a mutagen uses the item's level and a modifier equal to that level's DC 10, as found on Table 105: DCs by Level.\n\n## Table 10-5: DCs by Level\n<row gap=\"tiny\"><table style=\"float: left\"> <tr><td>**Level**</td><td>**DC**</td></tr> <tr><td>0</td><td>14</td></tr> <tr><td>1</td><td>15</td></tr> <tr><td>2</td><td>16</td></tr> <tr><td>3</td><td>18</td></tr> <tr><td>4</td><td>19</td></tr> <tr><td>5</td><td>20</td></tr> <tr><td>6</td><td>22</td></tr> <tr><td>7</td><td>23</td></tr> <tr><td>8</td><td>24</td></tr> <tr><td>9</td><td>26</td></tr> <tr><td>10</td><td>27</td></tr> <tr><td>11</td><td>28</td></tr> <tr><td>12</td><td>30</td></tr> <tr><td>13</td><td>31</td></tr> <tr><td>14</td><td>32</td></tr> <tr><td>15</td><td>34</td></tr> <tr><td>16</td><td>35</td></tr> <tr><td>17</td><td>36</td></tr> <tr><td>18</td><td>38</td></tr> <tr><td>19</td><td>39</td></tr> <tr><td>20</td><td>40</td></tr> <tr><td>21</td><td>42</td></tr> <tr><td>22</td><td>44</td></tr> <tr><td>23</td><td>46</td></tr> <tr><td>24</td><td>48</td></tr> <tr><td>25</td><td>50</td></tr></table><table style=\"float: left\"><tr><td>**Spell Level***</td><td>**DC**</td></tr> <tr><td>1st</td><td>15</td></tr> <tr><td>2nd</td><td>18</td></tr> <tr><td>3rd</td><td>20</td></tr> <tr><td>4th</td><td>23</td></tr> <tr><td>5th</td><td>26</td></tr> <tr><td>6th</td><td>28</td></tr> <tr><td>7th</td><td>31</td></tr> <tr><td>8th</td><td>34</td></tr> <tr><td>9th</td><td>36</td></tr> <tr><td>10th</td><td>39</td></tr><tfoot><tr><td colspan=\"2\">*If the spell is uncommon or rare, its<br />difficulty should be adjusted accordingly</td></tr></tfoot> </table>\n\n </row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Mutagens","next_link":{"label":"Alchemical Poisons","url":"/Rules.aspx?ID=708"},"previous_link":{"label":"Activating Elixirs","url":"/Rules.aspx?ID=706"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 546 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Alchemical Items / Alchemical Elixirs\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 546"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 546 <sup>4.0</sup></row>","speed":{},"text":" Mutagens Source Core Rulebook pg. 546 4.0 These elixirs, indicated by the mutagen trait, temporarily transmogrify the subject's body and alter its mind. Typically, only alchemists have the expertise to craft mutagens, and some say they are the only ones reckless enough to use them. A mutagen always conveys one or more beneficial effects (listed in the Benefit entry) and one or more detrimental effects (shown in the Drawback entry). Mutagens are polymorph effects, and a subsequent polymorph effect attempts to counteract an existing effect; the counteract check for a mutagen uses the item's level and a modifier equal to that level's DC 10, as found on Table 105: DCs by Level. ## Table 10-5: DCs by Level Level DC 0 14 1 15 2 16 3 18 4 19 5 20 6 22 7 23 8 24 9 26 10 27 11 28 12 30 13 31 14 32 15 34 16 35 17 36 18 38 19 39 20 40 21 42 22 44 23 46 24 48 25 50 Spell Level DC 1st 15 2nd 18 3rd 20 4th 23 5th 26 6th 28 7th 31 8th 34 9th 36 10th 39 If the spell is uncommon or rare, its difficulty should be adjusted accordingly ","type":"Rules","url":"/Rules.aspx?ID=707","weakness":{}}},{"_index":"aon18","_id":"rules-708","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Alchemical Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-708","markdown":"<title level=\"1\" right=\"Rules\">[Alchemical Poisons](/Rules.aspx?ID=708)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 550 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlchemical poisons are potent toxins distilled or extracted from natural sources and made either stronger or easier to administer. Each poisons stat block includes the Price and features for a single dose. Poison doses are typically kept in a vial or some other type of safe and secure container.\n\n Applying alchemical poisons uses Interact actions. A poison typically requires one hand to pour into food or scatter in the air. Applying a poison to a weapon or another item requires two hands, with one hand holding the weapon or item. The Usage entry for a poison indicates the number of hands needed for a typical means of application, but the GM might determine that using poisons in other ways functions differently.\n\n The full rules for how poisons and other afflictions work begin on page 457. A creature attempts the listed saving throw as soon as its exposed to the poison; on a failed save, the creature advances to stage 1 of the poison after any listed onset time elapses.\n\n Some poisons have the [virulent](/Traits.aspx?ID=162) trait. This means the poison is harder to remove once it has taken effect; see Virulent Afflictions on page 458.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-709\" />","name":"Alchemical Poisons","next_link":{"label":"Alchemical Tools","url":"/Rules.aspx?ID=710"},"previous_link":{"label":"Alchemical Elixirs","url":"/Rules.aspx?ID=705"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 550 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Alchemical Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 550"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 550 <sup>4.0</sup></row>","speed":{},"text":" Alchemical Poisons Source Core Rulebook pg. 550 4.0 Alchemical poisons are potent toxins distilled or extracted from natural sources and made either stronger or easier to administer. Each poisons stat block includes the Price and features for a single dose. Poison doses are typically kept in a vial or some other type of safe and secure container. Applying alchemical poisons uses Interact actions. A poison typically requires one hand to pour into food or scatter in the air. Applying a poison to a weapon or another item requires two hands, with one hand holding the weapon or item. The Usage entry for a poison indicates the number of hands needed for a typical means of application, but the GM might determine that using poisons in other ways functions differently. The full rules for how poisons and other afflictions work begin on page 457. A creature attempts the listed saving throw as soon as its exposed to the poison; on a failed save, the creature advances to stage 1 of the poison after any listed onset time elapses. Some poisons have the virulent trait. This means the poison is harder to remove once it has taken effect; see Virulent Afflictions on page 458. ","type":"Rules","url":"/Rules.aspx?ID=708","weakness":{}}},{"_index":"aon18","_id":"rules-709","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Alchemical Items","Alchemical Poisons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-709","markdown":"<title level=\"1\" right=\"Rules\">[Method of Exposure](/Rules.aspx?ID=709)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 550 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach alchemical poison has one of the following traits, which define how a creature can be exposed to that poison.\n\n [**Contact**](/Traits.aspx?ID=37): A contact poison is activated by applying it to an item or directly onto a living creatures skin. The first creature to touch the affected item must attempt a saving throw against the poison; if the poison is applied directly, the creature must attempt a saving throw immediately when the poison touches its skin. Contact poisons are infeasible to apply to a creature via a weapon attack due to the logistics of delivering them without poisoning yourself. Typically, the onset time of a contact poison is 1 minute. \n\n**[Ingested](/Traits.aspx?ID=95)**: An ingested poison is activated by applying it to food or drink to be consumed by a living creature, or by placing it directly into a living creatures mouth. A creature attempts a saving throw against such a poison when it consumes the poison or the food or drink treated with the poison. The onset time of ingested poisons typically ranges anywhere from 1 minute to 1 day. \n\n**[Inhaled](/Traits.aspx?ID=96)**: An inhaled poison is activated by unleashing it from its container. Once unleashed, the poison creates a cloud filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it; a creature aware of the poison before entering the cloud can use a single action to hold its breath and gain a +2 circumstance bonus to the saving throw for 1 round.\n\n**[Injury](/Traits.aspx?ID=97)**: An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Method of Exposure","next_link":{"label":"Alchemical Tools","url":"/Rules.aspx?ID=710"},"previous_link":{"label":"Alchemical Elixirs","url":"/Rules.aspx?ID=705"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 550 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Alchemical Items / Alchemical Poisons\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 550"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 550 <sup>4.0</sup></row>","speed":{},"text":" Method of Exposure Source Core Rulebook pg. 550 4.0 Each alchemical poison has one of the following traits, which define how a creature can be exposed to that poison. Contact : A contact poison is activated by applying it to an item or directly onto a living creatures skin. The first creature to touch the affected item must attempt a saving throw against the poison; if the poison is applied directly, the creature must attempt a saving throw immediately when the poison touches its skin. Contact poisons are infeasible to apply to a creature via a weapon attack due to the logistics of delivering them without poisoning yourself. Typically, the onset time of a contact poison is 1 minute. Ingested : An ingested poison is activated by applying it to food or drink to be consumed by a living creature, or by placing it directly into a living creatures mouth. A creature attempts a saving throw against such a poison when it consumes the poison or the food or drink treated with the poison. The onset time of ingested poisons typically ranges anywhere from 1 minute to 1 day. Inhaled : An inhaled poison is activated by unleashing it from its container. Once unleashed, the poison creates a cloud filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it; a creature aware of the poison before entering the cloud can use a single action to hold its breath and gain a +2 circumstance bonus to the saving throw for 1 round. Injury : An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected. ","type":"Rules","url":"/Rules.aspx?ID=709","weakness":{}}},{"_index":"aon18","_id":"rules-710","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Alchemical Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-710","markdown":"<title level=\"1\" right=\"Rules\">[Alchemical Tools](/Rules.aspx?ID=710)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 554 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlchemical tools are consumable items you dont drink.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alchemical Tools","next_link":{"label":"Armor","url":"/Rules.aspx?ID=711"},"previous_link":{"label":"Alchemical Poisons","url":"/Rules.aspx?ID=708"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 554 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Alchemical Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 554"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 554 <sup>4.0</sup></row>","speed":{},"text":" Alchemical Tools Source Core Rulebook pg. 554 4.0 Alchemical tools are consumable items you dont drink. ","type":"Rules","url":"/Rules.aspx?ID=710","weakness":{}}},{"_index":"aon18","_id":"rules-711","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-711","markdown":"<title level=\"1\" right=\"Rules\">[Armor](/Rules.aspx?ID=711)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 555 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSuits of armor can be crafted from precious materials or infused with magic to grant them abilities exceeding those of typical armor. Many suits of magic armor are created by etching runes onto them, as described on page 580. The magic armor stat block lists the Price and attributes of the most common armors you can make with fundamental runes. Other special suits of armor might be made of precious materials, and some are specially crafted items all on their own.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Armor Alternatives</title>\r\n\r\nIf you don't want to wear armor, or you're trained in only unarmored defense, you can wear either [explorer's clothing](/Armor.aspx?ID=2) or [_bracers of armor_](/Equipment.aspx?ID=416). Explorer's clothing can be etched with runes just like armor can, so it can provide item bonuses to AC or saves.\n\n _Bracers of armor_ give a +1 item bonus to AC with a Dex modifier cap of +5, and they also grant a bonus to saves.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-712\" />\r\n\r\n<document level=\"2\" id=\"rules-713\" />\r\n\r\n<document level=\"2\" id=\"rules-714\" />","name":"Armor","next_link":{"label":"Consumables","url":"/Rules.aspx?ID=715"},"previous_link":{"label":"Alchemical Items","url":"/Rules.aspx?ID=702"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 555 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 555"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 555 <sup>4.0</sup></row>","speed":{},"text":" Armor Source Core Rulebook pg. 555 4.0 Suits of armor can be crafted from precious materials or infused with magic to grant them abilities exceeding those of typical armor. Many suits of magic armor are created by etching runes onto them, as described on page 580. The magic armor stat block lists the Price and attributes of the most common armors you can make with fundamental runes. Other special suits of armor might be made of precious materials, and some are specially crafted items all on their own. Armor Alternatives If you don't want to wear armor, or you're trained in only unarmored defense, you can wear either explorer's clothing or bracers of armor . Explorer's clothing can be etched with runes just like armor can, so it can provide item bonuses to AC or saves. Bracers of armor give a +1 item bonus to AC with a Dex modifier cap of +5, and they also grant a bonus to saves. ","type":"Rules","url":"/Rules.aspx?ID=711","weakness":{}}},{"_index":"aon18","_id":"rules-712","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Armor"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-712","markdown":"<title level=\"1\" right=\"Rules\">[Precious Material Armor](/Rules.aspx?ID=712)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 555 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSuits of armor made of precious materials are more expensive and sometimes grant special effects. You can make leather armor out of dragonhide, wooden armor out of darkwood, and metal armor out of any precious materials except for darkwood. Because armors Bulk is reduced when the armor is worn, use its carried Bulk when determining its material Price. (Materials are on page 577.)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Precious Material Armor","next_link":{"label":"Basic Magic Armor","url":"/Rules.aspx?ID=713"},"previous_link":{"label":"Alchemical Items","url":"/Rules.aspx?ID=702"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 555 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Armor\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 555"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 555 <sup>4.0</sup></row>","speed":{},"text":" Precious Material Armor Source Core Rulebook pg. 555 4.0 Suits of armor made of precious materials are more expensive and sometimes grant special effects. You can make leather armor out of dragonhide, wooden armor out of darkwood, and metal armor out of any precious materials except for darkwood. Because armors Bulk is reduced when the armor is worn, use its carried Bulk when determining its material Price. (Materials are on page 577.) ","type":"Rules","url":"/Rules.aspx?ID=712","weakness":{}}},{"_index":"aon18","_id":"rules-713","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Armor"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-713","markdown":"<title level=\"1\" right=\"Rules\">[Basic Magic Armor](/Rules.aspx?ID=713)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 556 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe most common special armors are suits of armor with some combination of [_armor potency_](/Equipment.aspx?ID=278) and [_resilient_](/Equipment.aspx?ID=279) runes. The [_magic armor_](/Equipment.aspx?ID=147) stat block provides a quick reference for these types of armor.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Basic Magic Armor","next_link":{"label":"Specific Magic Armor","url":"/Rules.aspx?ID=714"},"previous_link":{"label":"Precious Material Armor","url":"/Rules.aspx?ID=712"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 556 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Armor\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 556"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 556 <sup>4.0</sup></row>","speed":{},"text":" Basic Magic Armor Source Core Rulebook pg. 556 4.0 The most common special armors are suits of armor with some combination of armor potency and resilient runes. The magic armor stat block provides a quick reference for these types of armor. ","type":"Rules","url":"/Rules.aspx?ID=713","weakness":{}}},{"_index":"aon18","_id":"rules-714","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Armor"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-714","markdown":"<title level=\"1\" right=\"Rules\">[Specific Magic Armor](/Rules.aspx?ID=714)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 557 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese suits of armor have abilities far different from what can be gained by etching runes. A specific magic armor lists its [fundamental runes](/equipment/runes/fundamental-armor-runes), which you can upgrade, add, or transfer as normal. You can't etch or transfer any [property runes](/equipment/runes/armor-property-runes) onto a specific armor that it doesn't already have or remove its property runes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Specific Magic Armor","next_link":{"label":"Consumables","url":"/Rules.aspx?ID=715"},"previous_link":{"label":"Basic Magic Armor","url":"/Rules.aspx?ID=713"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 557 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Armor\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 557"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 557 <sup>4.0</sup></row>","speed":{},"text":" Specific Magic Armor Source Core Rulebook pg. 557 4.0 These suits of armor have abilities far different from what can be gained by etching runes. A specific magic armor lists its fundamental runes, which you can upgrade, add, or transfer as normal. You can't etch or transfer any property runes onto a specific armor that it doesn't already have or remove its property runes. ","type":"Rules","url":"/Rules.aspx?ID=714","weakness":{}}},{"_index":"aon18","_id":"rules-715","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-715","markdown":"<title level=\"1\" right=\"Rules\">[Consumables](/Rules.aspx?ID=715)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 559 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section includes magic items with the [consumable](/Traits.aspx?ID=36) trait. An item with this trait can be used only once. Unless stated otherwise, it is destroyed after activation. When a character creates consumable items, they can make them in batches of four, as described in the Craft activity. Consumables includes the following subcategories, with any special rules appearing at the start of the section.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-716\" />\r\n\r\n<document level=\"2\" id=\"rules-718\" />\r\n\r\n<document level=\"2\" id=\"rules-719\" />\r\n\r\n<document level=\"2\" id=\"rules-720\" />\r\n\r\n<document level=\"2\" id=\"rules-725\" />\r\n\r\n<document level=\"2\" id=\"rules-727\" />","name":"Consumables","next_link":{"label":"Held Items","url":"/Rules.aspx?ID=728"},"previous_link":{"label":"Armor","url":"/Rules.aspx?ID=711"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 559 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 559"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 559 <sup>4.0</sup></row>","speed":{},"text":" Consumables Source Core Rulebook pg. 559 4.0 This section includes magic items with the consumable trait. An item with this trait can be used only once. Unless stated otherwise, it is destroyed after activation. When a character creates consumable items, they can make them in batches of four, as described in the Craft activity. Consumables includes the following subcategories, with any special rules appearing at the start of the section. ","type":"Rules","url":"/Rules.aspx?ID=715","weakness":{}}},{"_index":"aon18","_id":"rules-716","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Consumables"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-716","markdown":"<title level=\"1\" right=\"Rules\">[Ammunition](/Rules.aspx?ID=716)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 559 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese magic items are ammunition for ranged weapons. Each items stat block includes an Ammunition entry that lists which type of ammunition it can be Crafted as, or “any” if its not limited to any particular type. All stat blocks for ammunition omit the Usage and Bulk entries; use the standard rules in Chapter 6: Equipment for the type of ammunition to determine reloading times and Bulk.\n\n When using magic ammunition, use your ranged weapons fundamental runes to determine the attack modifier and damage dice. Dont add the effects of your weapons property runes unless the ammunition states otherwise—the ammunition creates its own effects. Magic ammunition deals damage on a hit normally in addition to any listed effects unless its description states otherwise.\n\n Regardless of whether an attack with magic ammunition hits or misses, launching the ammunition consumes its magic. Magic ammunition is made of normal materials, not precious materials, unless stated otherwise.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-717\" />","name":"Ammunition","next_link":{"label":"Oils","url":"/Rules.aspx?ID=718"},"previous_link":{"label":"Armor","url":"/Rules.aspx?ID=711"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 559 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Consumables\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 559"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 559 <sup>4.0</sup></row>","speed":{},"text":" Ammunition Source Core Rulebook pg. 559 4.0 These magic items are ammunition for ranged weapons. Each items stat block includes an Ammunition entry that lists which type of ammunition it can be Crafted as, or “any” if its not limited to any particular type. All stat blocks for ammunition omit the Usage and Bulk entries; use the standard rules in Chapter 6: Equipment for the type of ammunition to determine reloading times and Bulk. When using magic ammunition, use your ranged weapons fundamental runes to determine the attack modifier and damage dice. Dont add the effects of your weapons property runes unless the ammunition states otherwise—the ammunition creates its own effects. Magic ammunition deals damage on a hit normally in addition to any listed effects unless its description states otherwise. Regardless of whether an attack with magic ammunition hits or misses, launching the ammunition consumes its magic. Magic ammunition is made of normal materials, not precious materials, unless stated otherwise. ","type":"Rules","url":"/Rules.aspx?ID=716","weakness":{}}},{"_index":"aon18","_id":"rules-717","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Consumables","Ammunition"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-717","markdown":"<title level=\"1\" right=\"Rules\">[Activated Ammunition](/Rules.aspx?ID=717)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 559 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf magic ammunition doesnt have an Activate entry, its activated automatically when its launched. Types of magic ammunition that have an Activate entry must be activated with additional actions before being used. Once you activate the ammunition, you must shoot it before the end of your turn. Otherwise, it deactivates (but it isnt consumed) and you must activate it again before you can use it. If you shoot the ammunition without activating it first, it functions as non-magical ammunition and is still consumed.\n\n The action required to activate the ammunition doesnt alter how many actions it takes to reload. For example, you could activate a beacon shot arrow by touching it with 1 action, then draw and shoot the arrow as part of a Strike as normal. For a beacon shot bolt, you could activate it, load it into a crossbow, then shoot it, or load it into the crossbow, then activate it, and then shoot it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Activated Ammunition","next_link":{"label":"Oils","url":"/Rules.aspx?ID=718"},"previous_link":{"label":"Armor","url":"/Rules.aspx?ID=711"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 559 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Consumables / Ammunition\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 559"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 559 <sup>4.0</sup></row>","speed":{},"text":" Activated Ammunition Source Core Rulebook pg. 559 4.0 If magic ammunition doesnt have an Activate entry, its activated automatically when its launched. Types of magic ammunition that have an Activate entry must be activated with additional actions before being used. Once you activate the ammunition, you must shoot it before the end of your turn. Otherwise, it deactivates (but it isnt consumed) and you must activate it again before you can use it. If you shoot the ammunition without activating it first, it functions as non-magical ammunition and is still consumed. The action required to activate the ammunition doesnt alter how many actions it takes to reload. For example, you could activate a beacon shot arrow by touching it with 1 action, then draw and shoot the arrow as part of a Strike as normal. For a beacon shot bolt, you could activate it, load it into a crossbow, then shoot it, or load it into the crossbow, then activate it, and then shoot it. ","type":"Rules","url":"/Rules.aspx?ID=717","weakness":{}}},{"_index":"aon18","_id":"rules-718","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Consumables"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-718","markdown":"<title level=\"1\" right=\"Rules\">[Oils](/Rules.aspx?ID=718)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 561 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOils are magical gels, ointments, pastes, or salves that are typically applied to an object and are used up in the process. They have the [oil](/Traits.aspx?ID=121) trait. Applying an oil usually takes two hands: one to hold the jar containing the oil, and another to extract the oil and apply it. You can only apply an oil to an item or creature within your reach. Because the process is so thorough, it is usually impossible to apply an oil to an unwilling target or an item in the possession of an unwilling target unless that target is paralyzed, petrified, or unconscious.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Oils","next_link":{"label":"Potions","url":"/Rules.aspx?ID=719"},"previous_link":{"label":"Ammunition","url":"/Rules.aspx?ID=716"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 561 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Consumables\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 561"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 561 <sup>4.0</sup></row>","speed":{},"text":" Oils Source Core Rulebook pg. 561 4.0 Oils are magical gels, ointments, pastes, or salves that are typically applied to an object and are used up in the process. They have the oil trait. Applying an oil usually takes two hands: one to hold the jar containing the oil, and another to extract the oil and apply it. You can only apply an oil to an item or creature within your reach. Because the process is so thorough, it is usually impossible to apply an oil to an unwilling target or an item in the possession of an unwilling target unless that target is paralyzed, petrified, or unconscious. ","type":"Rules","url":"/Rules.aspx?ID=718","weakness":{}}},{"_index":"aon18","_id":"rules-719","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Consumables"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-719","markdown":"<title level=\"1\" right=\"Rules\">[Potions](/Rules.aspx?ID=719)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 562 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA potion is a magical liquid activated when you drink it, which uses it up. Potions have the [potion](/Traits.aspx?ID=130) trait. You can activate a potion with an Interact action as you drink it or feed it to another creature. You can feed a potion only to a creature that is within reach and willing or otherwise so helpless that it cant resist. You usually need only one hand to consume a potion or feed it to another creature.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Potions","next_link":{"label":"Scrolls","url":"/Rules.aspx?ID=720"},"previous_link":{"label":"Oils","url":"/Rules.aspx?ID=718"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 562 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Consumables\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 562"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 562 <sup>4.0</sup></row>","speed":{},"text":" Potions Source Core Rulebook pg. 562 4.0 A potion is a magical liquid activated when you drink it, which uses it up. Potions have the potion trait. You can activate a potion with an Interact action as you drink it or feed it to another creature. You can feed a potion only to a creature that is within reach and willing or otherwise so helpless that it cant resist. You usually need only one hand to consume a potion or feed it to another creature. ","type":"Rules","url":"/Rules.aspx?ID=719","weakness":{}}},{"_index":"aon18","_id":"rules-720","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Consumables"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-720","markdown":"<title level=\"1\" right=\"Rules\">[Scrolls](/Rules.aspx?ID=720)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 564 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of [_magic missile_](/Spells.aspx?ID=180) (1st level) can be used to cast the 1st-level version of _magic missile_, but not a _magic missile_ heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.\n\n If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single Recall Knowledge action and automatically succeed at identifying the scrolls spell. If its not, you must use Identify Magic (page 238) to learn what spell the scroll holds.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-721\" />\r\n\r\n<document level=\"2\" id=\"rules-722\" />\r\n\r\n<document level=\"2\" id=\"rules-723\" />\r\n\r\n<document level=\"2\" id=\"rules-724\" />","name":"Scrolls","next_link":{"label":"Talismans","url":"/Rules.aspx?ID=725"},"previous_link":{"label":"Potions","url":"/Rules.aspx?ID=719"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 564 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Consumables\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 564"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 564 <sup>4.0</sup></row>","speed":{},"text":" Scrolls Source Core Rulebook pg. 564 4.0 A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of magic missile (1st level) can be used to cast the 1st-level version of magic missile , but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level. If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single Recall Knowledge action and automatically succeed at identifying the scrolls spell. If its not, you must use Identify Magic (page 238) to learn what spell the scroll holds. ","type":"Rules","url":"/Rules.aspx?ID=720","weakness":{}}},{"_index":"aon18","_id":"rules-721","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Consumables","Scrolls"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-721","markdown":"<title level=\"1\" right=\"Rules\">[Casting a Spell from a Scroll](/Rules.aspx?ID=721)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 564 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCasting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.\n\n To Cast a Spell from a scroll, the spell must appear on your spell list. Because youre the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition ([arcane](/Traits.aspx?ID=11), [divine](/Traits.aspx?ID=48), [occult](/Traits.aspx?ID=120), or [primal](/Traits.aspx?ID=134)).\n\n Any physical material components and costs are provided when a scroll is created, so you dont need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Casting a Spell from a Scroll","next_link":{"label":"Scroll Statistics","url":"/Rules.aspx?ID=722"},"previous_link":{"label":"Potions","url":"/Rules.aspx?ID=719"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 564 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Consumables / Scrolls\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 564"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 564 <sup>4.0</sup></row>","speed":{},"text":" Casting a Spell from a Scroll Source Core Rulebook pg. 564 4.0 Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell. To Cast a Spell from a scroll, the spell must appear on your spell list. Because youre the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal). Any physical material components and costs are provided when a scroll is created, so you dont need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll. ","type":"Rules","url":"/Rules.aspx?ID=721","weakness":{}}},{"_index":"aon18","_id":"rules-722","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Consumables","Scrolls"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-722","markdown":"<title level=\"1\" right=\"Rules\">[Scroll Statistics](/Rules.aspx?ID=722)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 564 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAll scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Scroll Statistics","next_link":{"label":"Varying Statistics","url":"/Rules.aspx?ID=723"},"previous_link":{"label":"Casting a Spell from a Scroll","url":"/Rules.aspx?ID=721"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 564 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Consumables / Scrolls\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 564"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 564 <sup>4.0</sup></row>","speed":{},"text":" Scroll Statistics Source Core Rulebook pg. 564 4.0 All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated. ","type":"Rules","url":"/Rules.aspx?ID=722","weakness":{}}},{"_index":"aon18","_id":"rules-723","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Consumables","Scrolls"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-723","markdown":"<title level=\"1\" right=\"Rules\">[Varying Statistics](/Rules.aspx?ID=723)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 565 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTable 113 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to Cast the Spell are added to the scrolls Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scrolls rarity matches the spells rarity.\n\n The traits for a scroll vary based on the spell it contains. A scroll always has the [consumable](/Traits.aspx?ID=36), [magical](/Traits.aspx?ID=103), and [scroll](/Traits.aspx?ID=140) traits, plus the traits of the spell stored on it.\n\n## Table 11-3: Scroll Statistics\n<row gap=\"tiny\">\n<table> <tr><td>**Spell Level**</td><td>**Item Level**</td><td>**Scroll Price**</td></tr> <tr><td>1</td><td>1</td><td>4 gp</td></tr> <tr><td>2</td><td>3</td><td>12 gp</td></tr> <tr><td>3</td><td>5</td><td>30 gp</td></tr> <tr><td>4</td><td>7</td><td>70 gp</td></tr> <tr><td>5</td><td>9</td><td>150 gp</td></tr> <tr><td>6</td><td>11</td><td>300 gp</td></tr> <tr><td>7</td><td>13</td><td>600 gp</td></tr> <tr><td>8</td><td>15</td><td>1,300 gp</td></tr> <tr><td>9</td><td>17</td><td>3,000 gp</td></tr> <tr><td>10</td><td>19</td><td>8,000 gp</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Varying Statistics","next_link":{"label":"Crafting a Scroll","url":"/Rules.aspx?ID=724"},"previous_link":{"label":"Scroll Statistics","url":"/Rules.aspx?ID=722"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 565 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Consumables / Scrolls\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 565"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 565 <sup>4.0</sup></row>","speed":{},"text":" Varying Statistics Source Core Rulebook pg. 565 4.0 Table 113 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to Cast the Spell are added to the scrolls Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scrolls rarity matches the spells rarity. The traits for a scroll vary based on the spell it contains. A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it. ## Table 11-3: Scroll Statistics Spell Level Item Level Scroll Price 1 1 4 gp 2 3 12 gp 3 5 30 gp 4 7 70 gp 5 9 150 gp 6 11 300 gp 7 13 600 gp 8 15 1,300 gp 9 17 3,000 gp 10 19 8,000 gp ","type":"Rules","url":"/Rules.aspx?ID=723","weakness":{}}},{"_index":"aon18","_id":"rules-724","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Consumables","Scrolls"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-724","markdown":"<title level=\"1\" right=\"Rules\">[Crafting a Scroll](/Rules.aspx?ID=724)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 565 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe process to Craft a scroll is much like that to Craft any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either Cast that Spell during the crafting process, or someone else must do so in your presence. Casting that Spell doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot. You can't Craft a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to Craft scrolls.\n\n Like other consumables, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Crafting a Scroll","next_link":{"label":"Talismans","url":"/Rules.aspx?ID=725"},"previous_link":{"label":"Varying Statistics","url":"/Rules.aspx?ID=723"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 565 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Consumables / Scrolls\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 565"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 565 <sup>4.0</sup></row>","speed":{},"text":" Crafting a Scroll Source Core Rulebook pg. 565 4.0 The process to Craft a scroll is much like that to Craft any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either Cast that Spell during the crafting process, or someone else must do so in your presence. Casting that Spell doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot. You can't Craft a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to Craft scrolls. Like other consumables, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted. ","type":"Rules","url":"/Rules.aspx?ID=724","weakness":{}}},{"_index":"aon18","_id":"rules-725","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Consumables"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-725","markdown":"<title level=\"1\" right=\"Rules\">[Talismans](/Rules.aspx?ID=725)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 565 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn item with the [talisman](/Traits.aspx?ID=155) trait is a magical charm, gem, stone, or other small object affixed to armor, a shield, or a weapon (called the affixed item). Each talisman holds a sliver of combat knowledge or magical energy that can be unleashed for a momentary boost of power or enhanced ability. Many talismans can be activated as a free action when you use a particular action or activity. A talisman is a consumable item and has the talisman trait.\n\n You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently, usually crumbling into a fine dust.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-726\" />","name":"Talismans","next_link":{"label":"Other Consumables","url":"/Rules.aspx?ID=727"},"previous_link":{"label":"Scrolls","url":"/Rules.aspx?ID=720"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 565 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Consumables\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 565"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 565 <sup>4.0</sup></row>","speed":{},"text":" Talismans Source Core Rulebook pg. 565 4.0 An item with the talisman trait is a magical charm, gem, stone, or other small object affixed to armor, a shield, or a weapon (called the affixed item). Each talisman holds a sliver of combat knowledge or magical energy that can be unleashed for a momentary boost of power or enhanced ability. Many talismans can be activated as a free action when you use a particular action or activity. A talisman is a consumable item and has the talisman trait. You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently, usually crumbling into a fine dust. ","type":"Rules","url":"/Rules.aspx?ID=725","weakness":{}}},{"_index":"aon18","_id":"rules-726","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Consumables","Talismans"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-726","markdown":"<title level=\"1\" right=\"Rules\">[Affixing a Talisman](/Rules.aspx?ID=726)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 565 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach talismans stat block indicates the type of item it can be affixed to. Affixing or removing requires using the [Affix a Talisman](/Actions.aspx?ID=520) activity. A single talisman can be affixed to only one item at a time, and an item can have only one talisman affixed to it at a time.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Affixing a Talisman","next_link":{"label":"Other Consumables","url":"/Rules.aspx?ID=727"},"previous_link":{"label":"Scrolls","url":"/Rules.aspx?ID=720"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 565 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Consumables / Talismans\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 565"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 565 <sup>4.0</sup></row>","speed":{},"text":" Affixing a Talisman Source Core Rulebook pg. 565 4.0 Each talismans stat block indicates the type of item it can be affixed to. Affixing or removing requires using the Affix a Talisman activity. A single talisman can be affixed to only one item at a time, and an item can have only one talisman affixed to it at a time. ","type":"Rules","url":"/Rules.aspx?ID=726","weakness":{}}},{"_index":"aon18","_id":"rules-727","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Consumables"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-727","markdown":"<title level=\"1\" right=\"Rules\">[Other Consumables](/Rules.aspx?ID=727)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 570 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThough many consumables are grouped into specific categories, such as potions and talismans, some consumables dont fit into those categories.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Other Consumables","next_link":{"label":"Held Items","url":"/Rules.aspx?ID=728"},"previous_link":{"label":"Talismans","url":"/Rules.aspx?ID=725"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 570 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Consumables\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 570"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 570 <sup>4.0</sup></row>","speed":{},"text":" Other Consumables Source Core Rulebook pg. 570 4.0 Though many consumables are grouped into specific categories, such as potions and talismans, some consumables dont fit into those categories. ","type":"Rules","url":"/Rules.aspx?ID=727","weakness":{}}},{"_index":"aon18","_id":"rules-728","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-728","markdown":"<title level=\"1\" right=\"Rules\">[Held Items](/Rules.aspx?ID=728)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 572 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese items need to be held to use them. Weapons, wands, and staves follow special rules and have their own sections.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Held Items","next_link":{"label":"Materials","url":"/Rules.aspx?ID=729"},"previous_link":{"label":"Consumables","url":"/Rules.aspx?ID=715"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 572 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 572"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 572 <sup>4.0</sup></row>","speed":{},"text":" Held Items Source Core Rulebook pg. 572 4.0 These items need to be held to use them. Weapons, wands, and staves follow special rules and have their own sections. ","type":"Rules","url":"/Rules.aspx?ID=728","weakness":{}}},{"_index":"aon18","_id":"rules-729","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-729","markdown":"<title level=\"1\" right=\"Rules\">[Materials](/Rules.aspx?ID=729)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 577 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost items are made from readily available materials—usually leather, wood, or steel—but some weapons and armor are made from more exotic materials, giving them unique properties and other advantages. Weapons made from precious materials are better able to harm certain creatures, and armor of these materials provides enhanced protection.\n\n Most materials are metals; they can be used to make metal weapons and armor. The GM is the final arbiter of what items can be made using a material. An item can be made with no more than one precious material, and only an expert in Crafting can create it. Some rare and exotic materials require master or even legendary proficiency.\n\n A materials Price depends on how hard it is to work, its scarcity, and its purity; most items made with precious materials use an alloy, blend, or coating rather than using the material in its purest form. The three grades of purity for precious materials are low-grade, standard-grade, and high-grade. Regardless of a precious materials purity, an item made from it gains the full effects of the precious material, but creating higher-level items and more powerful magic runes with precious material requires greater purity. \n\n Some precious materials are available only at certain grades. For instance, adamantine cant be low-grade, and orichalcum must be high-grade. Items made of materials with a lower grade than expected for the items level, or of a higher grade than necessary, will mention the precious materials grade.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-730\" />\r\n\r\n<document level=\"2\" id=\"rules-731\" />","name":"Materials","next_link":{"label":"Runes","url":"/Rules.aspx?ID=733"},"previous_link":{"label":"Held Items","url":"/Rules.aspx?ID=728"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 577 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 577"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 577 <sup>4.0</sup></row>","speed":{},"text":" Materials Source Core Rulebook pg. 577 4.0 Most items are made from readily available materials—usually leather, wood, or steel—but some weapons and armor are made from more exotic materials, giving them unique properties and other advantages. Weapons made from precious materials are better able to harm certain creatures, and armor of these materials provides enhanced protection. Most materials are metals; they can be used to make metal weapons and armor. The GM is the final arbiter of what items can be made using a material. An item can be made with no more than one precious material, and only an expert in Crafting can create it. Some rare and exotic materials require master or even legendary proficiency. A materials Price depends on how hard it is to work, its scarcity, and its purity; most items made with precious materials use an alloy, blend, or coating rather than using the material in its purest form. The three grades of purity for precious materials are low-grade, standard-grade, and high-grade. Regardless of a precious materials purity, an item made from it gains the full effects of the precious material, but creating higher-level items and more powerful magic runes with precious material requires greater purity. Some precious materials are available only at certain grades. For instance, adamantine cant be low-grade, and orichalcum must be high-grade. Items made of materials with a lower grade than expected for the items level, or of a higher grade than necessary, will mention the precious materials grade. ","type":"Rules","url":"/Rules.aspx?ID=729","weakness":{}}},{"_index":"aon18","_id":"rules-730","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Materials"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-730","markdown":"<title level=\"1\" right=\"Rules\">[Material Statistics](/Rules.aspx?ID=730)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 577 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTable 114 below provides the Hardness, Hit Points, Broken Threshold, and example items for some types of common materials. The table has separate entries for thin items (like shields), ordinary items (like armor), and reinforced or durable structures (such as walls).\n\n Stone is a catchall for any hard stone, such as granite and marble. Likewise, wood covers ordinary woods, such as oak and pine. Metal weapons and armor are assumed to be made of iron or steel unless noted otherwise.\n\n If an object consists of more than one material, the GM typically uses the statistics for the strongest material involved. For instance, breaking a wall made of paper panels over a woven wooden framework would require damaging thin wood, not paper. However, the GM might choose the weaker material based on the items function. For instance, breaking the wooden handle of a hammer rather than its iron head would still render the item unusable. Sometimes an item is even less sturdy than the Hardness and Hit Points provided for a thin object; for instance, a twig doesnt take 9 damage to break, even though its made of thin wood. Similarly, a particularly sturdy item or structure might have even higher Hardness and Hit Points. Certain structures, particularly thick walls, are so reinforced that you have to break them down over time with tools. (Page 515 has more information on walls.)\n\n## Table 11-4: Material Hardness, Hit Points, and Broken Threshold\n<row gap=\"tiny\">\n<table> <tr><td>**Material**</td><td>**Hardness**</td><td>**HP**</td><td>**BT**</td><td>**Example Items**</td></tr> <tr><td>Paper</td><td>0</td><td>1</td><td>—</td><td>Book pages, paper fan, scroll</td></tr> <tr><td>Thin cloth</td><td>0</td><td>1</td><td>—</td><td>Kite, silk dress, undershirt</td></tr> <tr><td>Thin glass</td><td>0</td><td>1</td><td>—</td><td>Bottle, spectacles, window pane</td></tr> <tr><td>Cloth</td><td>1</td><td>4</td><td>2</td><td>Cloth armor, heavy jacket, sack, tent</td></tr> <tr><td>Glass</td><td>1</td><td>4</td><td>2</td><td>Glass block, glass table, heavy vase</td></tr> <tr><td>Glass structure</td><td>2</td><td>8</td><td>4</td><td>Glass block wall</td></tr> <tr><td>Thin leather</td><td>2</td><td>8</td><td>4</td><td>Backpack, jacket, pouch, strap, whip</td></tr> <tr><td>Thin rope</td><td>2</td><td>8</td><td>4</td><td>Standard adventuring rope</td></tr> <tr><td>Thin wood</td><td>3</td><td>12</td><td>6</td><td>Chair, club, sapling, wooden shield</td></tr> <tr><td>Leather</td><td>4</td><td>16</td><td>8</td><td>Leather armor, saddle</td></tr> <tr><td>Rope</td><td>4</td><td>16</td><td>8</td><td>Industrial rope, ship rigging</td></tr> <tr><td>Thin stone</td><td>5</td><td>16</td><td>8</td><td>Chalkboard, slate tiles, stone cladding</td></tr> <tr><td>Thin iron or steel</td><td>5</td><td>20</td><td>10</td><td>Chain, steel shield, sword</td></tr> <tr><td>Wood</td><td>5</td><td>20</td><td>10</td><td>Chest, simple door, table, tree trunk</td></tr> <tr><td>Stone</td><td>7</td><td>28</td><td>14</td><td>Paving stone, statue</td></tr> <tr><td>Iron or steel</td><td>9</td><td>36</td><td>18</td><td>Anvil, iron or steel armor, stove</td></tr> <tr><td>Wooden structure</td><td>10</td><td>40</td><td>20</td><td>Reinforced door, wooden wall</td></tr> <tr><td>Stone structure</td><td>14</td><td>56</td><td>28</td><td>Stone wall</td></tr> <tr><td>Iron or steel structure</td><td>18</td><td>72</td><td>36</td><td>Iron plate wall</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Material Statistics","next_link":{"label":"Precious Materials","url":"/Rules.aspx?ID=731"},"previous_link":{"label":"Held Items","url":"/Rules.aspx?ID=728"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 577 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Materials\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 577"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 577 <sup>4.0</sup></row>","speed":{},"text":" Material Statistics Source Core Rulebook pg. 577 4.0 Table 114 below provides the Hardness, Hit Points, Broken Threshold, and example items for some types of common materials. The table has separate entries for thin items (like shields), ordinary items (like armor), and reinforced or durable structures (such as walls). Stone is a catchall for any hard stone, such as granite and marble. Likewise, wood covers ordinary woods, such as oak and pine. Metal weapons and armor are assumed to be made of iron or steel unless noted otherwise. If an object consists of more than one material, the GM typically uses the statistics for the strongest material involved. For instance, breaking a wall made of paper panels over a woven wooden framework would require damaging thin wood, not paper. However, the GM might choose the weaker material based on the items function. For instance, breaking the wooden handle of a hammer rather than its iron head would still render the item unusable. Sometimes an item is even less sturdy than the Hardness and Hit Points provided for a thin object; for instance, a twig doesnt take 9 damage to break, even though its made of thin wood. Similarly, a particularly sturdy item or structure might have even higher Hardness and Hit Points. Certain structures, particularly thick walls, are so reinforced that you have to break them down over time with tools. (Page 515 has more information on walls.) ## Table 11-4: Material Hardness, Hit Points, and Broken Threshold Material Hardness HP BT Example Items Paper 0 1 — Book pages, paper fan, scroll Thin cloth 0 1 — Kite, silk dress, undershirt Thin glass 0 1 — Bottle, spectacles, window pane Cloth 1 4 2 Cloth armor, heavy jacket, sack, tent Glass 1 4 2 Glass block, glass table, heavy vase Glass structure 2 8 4 Glass block wall Thin leather 2 8 4 Backpack, jacket, pouch, strap, whip Thin rope 2 8 4 Standard adventuring rope Thin wood 3 12 6 Chair, club, sapling, wooden shield Leather 4 16 8 Leather armor, saddle Rope 4 16 8 Industrial rope, ship rigging Thin stone 5 16 8 Chalkboard, slate tiles, stone cladding Thin iron or steel 5 20 10 Chain, steel shield, sword Wood 5 20 10 Chest, simple door, table, tree trunk Stone 7 28 14 Paving stone, statue Iron or steel 9 36 18 Anvil, iron or steel armor, stove Wooden structure 10 40 20 Reinforced door, wooden wall Stone structure 14 56 28 Stone wall Iron or steel structure 18 72 36 Iron plate wall ","type":"Rules","url":"/Rules.aspx?ID=730","weakness":{}}},{"_index":"aon18","_id":"rules-731","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Materials"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-731","markdown":"<title level=\"1\" right=\"Rules\">[Precious Materials](/Rules.aspx?ID=731)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 577 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMaterials with the [precious](/Traits.aspx?ID=131) trait can be substituted for base materials. For example, a hammers head could be made of adamantine instead of iron. Items made of a precious material cost more than typical items; not only does precious material cost more, but the crafter must invest more time working with it. In addition, more powerful items require precious materials of greater purity. A number of precious materials are [described below](/equipment/materials). The Price entry for each material gives the Price of a simple non-magical item made of that material, based on its Bulk (if the item is lighter than 1 Bulk, use the price for 1 Bulk), as well as Prices for different amounts of the material itself. Prices for armor, shields, and weapons made of precious material are in the Armor (page 555), Shields (page 586), and Weapons (page 599) sections of this chapter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-732\" />","name":"Precious Materials","next_link":{"label":"Runes","url":"/Rules.aspx?ID=733"},"previous_link":{"label":"Material Statistics","url":"/Rules.aspx?ID=730"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 577 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Materials\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 577"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 577 <sup>4.0</sup></row>","speed":{},"text":" Precious Materials Source Core Rulebook pg. 577 4.0 Materials with the precious trait can be substituted for base materials. For example, a hammers head could be made of adamantine instead of iron. Items made of a precious material cost more than typical items; not only does precious material cost more, but the crafter must invest more time working with it. In addition, more powerful items require precious materials of greater purity. A number of precious materials are described below. The Price entry for each material gives the Price of a simple non-magical item made of that material, based on its Bulk (if the item is lighter than 1 Bulk, use the price for 1 Bulk), as well as Prices for different amounts of the material itself. Prices for armor, shields, and weapons made of precious material are in the Armor (page 555), Shields (page 586), and Weapons (page 599) sections of this chapter. ","type":"Rules","url":"/Rules.aspx?ID=731","weakness":{}}},{"_index":"aon18","_id":"rules-732","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Materials","Precious Materials"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-732","markdown":"<title level=\"1\" right=\"Rules\">[Crafting with Precious Materials](/Rules.aspx?ID=732)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 578 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnly an expert crafter can create a low-grade item, only a master can create a standard-grade item, and only a legendary crafter can create a high-grade item. In addition, to Craft with a precious material, your character level must be equal to or greater than that of the material.\n\n Low-grade items can be used in the creation of magic items of up to 8th level, and they can hold runes of up to 8th level. Standard-grade items can be used to create magic items of up to 15th level and can hold runes of up to 15th level. High-grade items use the purest form of the precious material, and can be used to Craft magic items of any level holding any runes. Using purer forms of common materials is so relatively inexpensive that the Price is included in any magic item.\n\n When you Craft an item that incorporates a precious material, your initial raw materials for the item must include that material; at least 10% of the investment must be of the material for low-grade, at least 25% for standard-grade, and all of it for high-grade. For instance, a low-grade silver object of 1 Bulk costs 20 gp. Of the 10 gp of raw materials you provide when you start to Craft the item, at least 1 gp must be silver. The raw materials you spend to complete the item dont have to consist of the precious material, though the GM might rule otherwise in certain cases. \n\n After creating an item with a precious material, you can use Craft to improve its grade, paying the Price difference and providing a sufficient amount of the precious material.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Crafting with Precious Materials","next_link":{"label":"Runes","url":"/Rules.aspx?ID=733"},"previous_link":{"label":"Material Statistics","url":"/Rules.aspx?ID=730"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 578 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Materials / Precious Materials\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 578"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 578 <sup>4.0</sup></row>","speed":{},"text":" Crafting with Precious Materials Source Core Rulebook pg. 578 4.0 Only an expert crafter can create a low-grade item, only a master can create a standard-grade item, and only a legendary crafter can create a high-grade item. In addition, to Craft with a precious material, your character level must be equal to or greater than that of the material. Low-grade items can be used in the creation of magic items of up to 8th level, and they can hold runes of up to 8th level. Standard-grade items can be used to create magic items of up to 15th level and can hold runes of up to 15th level. High-grade items use the purest form of the precious material, and can be used to Craft magic items of any level holding any runes. Using purer forms of common materials is so relatively inexpensive that the Price is included in any magic item. When you Craft an item that incorporates a precious material, your initial raw materials for the item must include that material; at least 10% of the investment must be of the material for low-grade, at least 25% for standard-grade, and all of it for high-grade. For instance, a low-grade silver object of 1 Bulk costs 20 gp. Of the 10 gp of raw materials you provide when you start to Craft the item, at least 1 gp must be silver. The raw materials you spend to complete the item dont have to consist of the precious material, though the GM might rule otherwise in certain cases. After creating an item with a precious material, you can use Craft to improve its grade, paying the Price difference and providing a sufficient amount of the precious material. ","type":"Rules","url":"/Rules.aspx?ID=732","weakness":{}}},{"_index":"aon18","_id":"rules-733","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-733","markdown":"<title level=\"1\" right=\"Rules\">[Runes](/Rules.aspx?ID=733)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items.\n\n Runes must be physically engraved on items through a special process to convey their effects. They take two forms: fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a [_weapon potency_ rune](/Equipment.aspx?ID=281) adds a bonus to a weapon's attack rolls, and the [_striking_ rune](/Equipment.aspx?ID=280) adds extra weapon damage dice. An [_armor potency_ rune](/Equipment.aspx?ID=278) increases the armor's item bonus to AC, and the [_resilient_ rune](/Equipment.aspx?ID=279) grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks. \n\n The number of property runes a weapon or armor can have is equal to the value of its _potency_ rune. A +1 weapon can have one property rune, but it could hold another if the _+1 weapon potency_ rune were upgraded to a _+2 weapon potency_ rune. Since the _striking_ and _resilient_ runes are fundamental runes, they don't count against this limit.\n\n An item with runes is typically referred to by the value of its _potency_ rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a _+1 longsword_ or _+2 greater resilient [fire-resistant](/Equipment.aspx?ID=283) chain mail_.\n\n Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a _+1 striking mace_ (a 4th-level item) with a [_disrupting_ rune](/Equipment.aspx?ID=294) (a 5th-level rune) would be a 5th-level item.\n\n Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Specific Armor and Weapons</title>\r\n\r\nUnlike armor and weapons enhanced with runes, specific armor and weapons (such as [_ghoul hide_](/Equipment.aspx?ID=153) or a [_holy avenger_](/Equipment.aspx?ID=389)) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons cant gain property runes, but you can add or improve their fundamental runes.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-734\" />\r\n\r\n<document level=\"2\" id=\"rules-735\" />\r\n\r\n<document level=\"2\" id=\"rules-736\" />\r\n\r\n<document level=\"2\" id=\"rules-738\" />\r\n\r\n<document level=\"2\" id=\"rules-739\" />","name":"Runes","next_link":{"label":"Shields","url":"/Rules.aspx?ID=740"},"previous_link":{"label":"Materials","url":"/Rules.aspx?ID=729"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 580"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>","speed":{},"text":" Runes Source Core Rulebook pg. 580 4.0 Most magic weapons and armor gain their enhancements from potent eldritch runes etched into them. These runes allow for in-depth customization of items. Runes must be physically engraved on items through a special process to convey their effects. They take two forms: fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a weapon potency rune adds a bonus to a weapon's attack rolls, and the striking rune adds extra weapon damage dice. An armor potency rune increases the armor's item bonus to AC, and the resilient rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects—typically powers that are constant while the armor is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon's attacks. The number of property runes a weapon or armor can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the +1 weapon potency rune were upgraded to a +2 weapon potency rune. Since the striking and resilient runes are fundamental runes, they don't count against this limit. An item with runes is typically referred to by the value of its potency rune, followed by any other fundamental runes, then the names of any property runes, and ends with the name of the base item. For example, you might have a +1 longsword or +2 greater resilient fire-resistant chain mail . Rune-etched armor and weapons have the same Bulk and general characteristics as the non-magical version unless noted otherwise. The level of an item with runes etched onto it is equal to the highest level among the base item and all runes etched on it; therefore, a +1 striking mace (a 4th-level item) with a disrupting rune (a 5th-level rune) would be a 5th-level item. Each rune can be etched into a specific type of armor or weapon, as indicated in the Usage entry of the rune's stat block. Explorer's clothing can have armor runes etched on it even though it's not armor, but because it's not in the light, medium, or heavy armor category, it can't have runes requiring any of those categories. Specific Armor and Weapons Unlike armor and weapons enhanced with runes, specific armor and weapons (such as ghoul hide or a holy avenger ) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons cant gain property runes, but you can add or improve their fundamental runes. ","type":"Rules","url":"/Rules.aspx?ID=733","weakness":{}}},{"_index":"aon18","_id":"rules-734","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Runes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-734","markdown":"<title level=\"1\" right=\"Rules\">[Investiture](/Rules.aspx?ID=734)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf a suit of armor has any runes, it has the [invested](/Traits.aspx?ID=98) trait, requiring you to invest it to get its magical benefits.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Investiture","next_link":{"label":"Rune Formulas","url":"/Rules.aspx?ID=735"},"previous_link":{"label":"Materials","url":"/Rules.aspx?ID=729"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Runes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 580"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>","speed":{},"text":" Investiture Source Core Rulebook pg. 580 4.0 If a suit of armor has any runes, it has the invested trait, requiring you to invest it to get its magical benefits. ","type":"Rules","url":"/Rules.aspx?ID=734","weakness":{}}},{"_index":"aon18","_id":"rules-735","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Runes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-735","markdown":"<title level=\"1\" right=\"Rules\">[Rune Formulas](/Rules.aspx?ID=735)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Price of a runes formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an item formula (described on page 293).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rune Formulas","next_link":{"label":"The Etching Process","url":"/Rules.aspx?ID=736"},"previous_link":{"label":"Investiture","url":"/Rules.aspx?ID=734"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Runes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 580"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>","speed":{},"text":" Rune Formulas Source Core Rulebook pg. 580 4.0 The Price of a runes formula is the same as the Price of a formula for an item of the same level; it can be acquired in the same way as an item formula (described on page 293). ","type":"Rules","url":"/Rules.aspx?ID=735","weakness":{}}},{"_index":"aon18","_id":"rules-736","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Runes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-736","markdown":"<title level=\"1\" right=\"Rules\">[The Etching Process](/Rules.aspx?ID=736)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEtching a rune on an item follows the same process as using the Craft activity to make an item. You must be able to Craft magic items, have the formula for the rune, have the item youre adding the rune to in your possession throughout the etching process, and meet any special Craft Requirements. The rune has no effect until you complete the Craft activity. You can etch only one rune at a time.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-737\" />","name":"The Etching Process","next_link":{"label":"Fundamental Runes","url":"/Rules.aspx?ID=738"},"previous_link":{"label":"Rune Formulas","url":"/Rules.aspx?ID=735"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Runes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 580"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>","speed":{},"text":" The Etching Process Source Core Rulebook pg. 580 4.0 Etching a rune on an item follows the same process as using the Craft activity to make an item. You must be able to Craft magic items, have the formula for the rune, have the item youre adding the rune to in your possession throughout the etching process, and meet any special Craft Requirements. The rune has no effect until you complete the Craft activity. You can etch only one rune at a time. ","type":"Rules","url":"/Rules.aspx?ID=736","weakness":{}}},{"_index":"aon18","_id":"rules-737","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Runes","The Etching Process"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-737","markdown":"<title level=\"1\" right=\"Rules\">[Transferring Runes](/Rules.aspx?ID=737)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can transfer runes between two items. This uses the Craft activity, and you must be able to craft magical items. You can either move one rune from one item to another or swap a rune on one item with a rune on the other item (which can be a [runestone](/Equipment.aspx?ID=247)). To swap, the runes must both be fundamental runes or both be property runes.\n\n If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that cant accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your Crafting check. If you transfer a potency rune, you might end up with property runes on an item that cant benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.\n\n The DC of the Crafting check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the runes Price, unless transferring from a _runestone_, which is free. If youre swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Rune Transfer Examples</title>\r\n\r\nYou could transfer a [_flaming_](/Equipment.aspx?ID=295) rune from a _+1 striking flaming greatsword_ to a _+2 striking longsword_, resulting in a _+2 striking flaming longsword_ and a _+1 striking greatsword_. You could swap the weapon potency runes from a _+1 longsword_ and a _+2 greatsword_, resulting in a _+2 longsword_ and a _+1 greatsword_. However, you couldnt swap a _+1 weapon potency_ rune from one weapon with a _flaming_ property rune from another weapon, as the two runes dont have the same form.\n\n When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items. For example, a _+2 weapon_ can hold two property runes. If you transferred a _flaming_ rune from a _+1 striking flaming rapier_ to a _+2 striking [frost](/Equipment.aspx?ID=296) warhammer_, you would decide whether you wanted to end up with a _+1 striking rapier_ and a _+2 striking flaming frost warhammer_ or a _+1 striking frost rapier_ and a _+2 striking flaming warhammer_.\r\n</aside>","name":"Transferring Runes","next_link":{"label":"Fundamental Runes","url":"/Rules.aspx?ID=738"},"previous_link":{"label":"Rune Formulas","url":"/Rules.aspx?ID=735"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Runes / The Etching Process\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 580"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>","speed":{},"text":" Transferring Runes Source Core Rulebook pg. 580 4.0 You can transfer runes between two items. This uses the Craft activity, and you must be able to craft magical items. You can either move one rune from one item to another or swap a rune on one item with a rune on the other item (which can be a runestone). To swap, the runes must both be fundamental runes or both be property runes. If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that cant accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your Crafting check. If you transfer a potency rune, you might end up with property runes on an item that cant benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them. The DC of the Crafting check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the runes Price, unless transferring from a runestone , which is free. If youre swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft. Rune Transfer Examples You could transfer a flaming rune from a +1 striking flaming greatsword to a +2 striking longsword , resulting in a +2 striking flaming longsword and a +1 striking greatsword . You could swap the weapon potency runes from a +1 longsword and a +2 greatsword , resulting in a +2 longsword and a +1 greatsword . However, you couldnt swap a +1 weapon potency rune from one weapon with a flaming property rune from another weapon, as the two runes dont have the same form. When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items. For example, a +2 weapon can hold two property runes. If you transferred a flaming rune from a +1 striking flaming rapier to a +2 striking frost warhammer , you would decide whether you wanted to end up with a +1 striking rapier and a +2 striking flaming frost warhammer or a +1 striking frost rapier and a +2 striking flaming warhammer . ","type":"Rules","url":"/Rules.aspx?ID=737","weakness":{}}},{"_index":"aon18","_id":"rules-738","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Runes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-738","markdown":"<title level=\"1\" right=\"Rules\">[Fundamental Runes](/Rules.aspx?ID=738)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFour fundamental runes produce the most essential magic of protection and destruction: [_armor potency_](/Equipment.aspx?ID=278) and [_resilient_](/Equipment.aspx?ID=279) runes for armor, and [_weapon potency_](/Equipment.aspx?ID=281) and [_striking_](/Equipment.aspx?ID=280) runes for weapons. A potency rune is what makes a weapon a magic weapon or armor magic armor.\n\n An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each runes entry). As you level up, you typically alternate between increasing an items potency rune and its striking or resilient rune when you can afford to.\n\n## Fundamental Runes\n<row gap=\"tiny\">\n<table><tr><td>**Fundamental Rune**</td><td>**Etched Onto**</td><td>**Benefit**</td></tr> <tr><td>_Armor potency_</td><td>Armor</td><td>Increase item bonus to AC and determine maximum number of property runes</td></tr> <tr><td>_Resilient_</td><td>Armor</td><td>Grant item bonus to saves</td></tr> <tr><td>_Weapon potency_</td><td>Weapon</td><td>Grant an item bonus to attack rolls and determine maximum number of property runes</td></tr> <tr><td>_Striking_</td><td>Weapon</td><td>Increase weapon damage dice</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Upgrading Armor and Weapon Runes</title>\r\n\r\nYoull often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 115 and 116 summarize the Price of each step, with a number in parentheses indicating the items level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here dont include progressions that arent as likely to come up, like turning a _+1 weapon_ directly into a _+1 greater striking weapon._\n\n## Table 11-6: Armor Upgrade Prices\n<row gap=\"tiny\">\n<table><tr><td>**Starting Armor**</td><td>**Improved Armor**</td><td>**Price and Process**</td></tr> <tr><td>_+1 armor_</td><td>_+1 [resilient](/Equipment.aspx?ID=279) armor_</td><td>340 gp to etch _resilient_ (8th level)</td></tr> <tr><td>_+1 resilient armor_</td><td>_+2 resilient armor_</td><td>900 gp to etch _+2 armor potency_ (11th level)</td></tr> <tr><td>_+2 resilient armor_</td><td>_+2 greater resilient armor_</td><td>3,100 gp to etch _greater resilient_ (14th level)</td></tr> <tr><td>_+2 greater resilient armor_</td><td>_+3 greater resilient armor_</td><td>19,500 gp to etch _+3 armor potency_ (18th level)</td></tr> <tr><td>_+3 greater resilient armor_</td><td>_+3 major resilient armor_</td><td>46,000 gp to etch _major resilient_ (20th level)</td></tr></table></row>\n\n## Table 11-7: Weapon Upgrade Prices\n<row gap=\"tiny\">\n<table><tr><td>**Starting Weapon**</td><td>**Improved Weapon**</td><td>**Price and Process**</td></tr> <tr><td>_+1 weapon_</td><td>_+1 [striking](/Equipment.aspx?ID=280) weapon_</td><td>65 gp to etch _striking_ (4th level)</td></tr> <tr><td>_+1 striking weapon_</td><td>_+2 striking weapon_</td><td> 900 gp to etch _+2 weapon potency_ (10th level)</td></tr> <tr><td>_+2 striking weapon_</td><td>_+2 greater striking weapon_</td><td> 1,000 gp to etch _greater striking_ (12th level)</td></tr> <tr><td>_+2 greater striking weapon_</td><td>_+3 greater striking weapon_</td><td> 8,000 gp to etch _+3 weapon potency_ (16th level)</td></tr> <tr><td>_+3 greater striking weapon_</td><td>_+3 major striking weapon_</td><td> 30,000 gp to etch _major striking_ (19th level)</td></tr></table></row>\r\n</aside>","name":"Fundamental Runes","next_link":{"label":"Property Runes","url":"/Rules.aspx?ID=739"},"previous_link":{"label":"The Etching Process","url":"/Rules.aspx?ID=736"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Runes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 580"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 580 <sup>4.0</sup></row>","speed":{},"text":" Fundamental Runes Source Core Rulebook pg. 580 4.0 Four fundamental runes produce the most essential magic of protection and destruction: armor potency and resilient runes for armor, and weapon potency and striking runes for weapons. A potency rune is what makes a weapon a magic weapon or armor magic armor. An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each runes entry). As you level up, you typically alternate between increasing an items potency rune and its striking or resilient rune when you can afford to. ## Fundamental Runes Fundamental Rune Etched Onto Benefit Armor potency Armor Increase item bonus to AC and determine maximum number of property runes Resilient Armor Grant item bonus to saves Weapon potency Weapon Grant an item bonus to attack rolls and determine maximum number of property runes Striking Weapon Increase weapon damage dice Upgrading Armor and Weapon Runes Youll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 115 and 116 summarize the Price of each step, with a number in parentheses indicating the items level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here dont include progressions that arent as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon. ## Table 11-6: Armor Upgrade Prices Starting Armor Improved Armor Price and Process +1 armor +1 resilient armor 340 gp to etch resilient (8th level) +1 resilient armor +2 resilient armor 900 gp to etch +2 armor potency (11th level) +2 resilient armor +2 greater resilient armor 3,100 gp to etch greater resilient (14th level) +2 greater resilient armor +3 greater resilient armor 19,500 gp to etch +3 armor potency (18th level) +3 greater resilient armor +3 major resilient armor 46,000 gp to etch major resilient (20th level) ## Table 11-7: Weapon Upgrade Prices Starting Weapon Improved Weapon Price and Process +1 weapon +1 striking weapon 65 gp to etch striking (4th level) +1 striking weapon +2 striking weapon 900 gp to etch +2 weapon potency (10th level) +2 striking weapon +2 greater striking weapon 1,000 gp to etch greater striking (12th level) +2 greater striking weapon +3 greater striking weapon 8,000 gp to etch +3 weapon potency (16th level) +3 greater striking weapon +3 major striking weapon 30,000 gp to etch major striking (19th level) ","type":"Rules","url":"/Rules.aspx?ID=738","weakness":{}}},{"_index":"aon18","_id":"rules-739","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Runes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-739","markdown":"<title level=\"1\" right=\"Rules\">[Property Runes](/Rules.aspx?ID=739)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 582 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nProperty runes add special abilities to armor or a weapon in addition to the items fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.\n\n Rune abilities that must be activated follow the rules for activating magic items on page 532.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Property Runes","next_link":{"label":"Shields","url":"/Rules.aspx?ID=740"},"previous_link":{"label":"Fundamental Runes","url":"/Rules.aspx?ID=738"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 582 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Runes\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 582"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 582 <sup>4.0</sup></row>","speed":{},"text":" Property Runes Source Core Rulebook pg. 582 4.0 Property runes add special abilities to armor or a weapon in addition to the items fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune. Rune abilities that must be activated follow the rules for activating magic items on page 532. ","type":"Rules","url":"/Rules.aspx?ID=739","weakness":{}}},{"_index":"aon18","_id":"rules-740","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-740","markdown":"<title level=\"1\" right=\"Rules\">[Shields](/Rules.aspx?ID=740)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 586 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAll magic shields are specific items with a wide variety of protective effects, as described in their entries. Unlike magic armor, magic shields cant be etched with runes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-741\" />\r\n\r\n<document level=\"2\" id=\"rules-742\" />","name":"Shields","next_link":{"label":"Snares","url":"/Rules.aspx?ID=743"},"previous_link":{"label":"Runes","url":"/Rules.aspx?ID=733"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 586 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 586"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 586 <sup>4.0</sup></row>","speed":{},"text":" Shields Source Core Rulebook pg. 586 4.0 All magic shields are specific items with a wide variety of protective effects, as described in their entries. Unlike magic armor, magic shields cant be etched with runes. ","type":"Rules","url":"/Rules.aspx?ID=740","weakness":{}}},{"_index":"aon18","_id":"rules-741","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Shields"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-741","markdown":"<title level=\"1\" right=\"Rules\">[Precious Material Shields](/Rules.aspx?ID=741)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 586 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nShields made of precious materials are more expensive and have different durabilities. You can make bucklers and most shields out of any of these precious materials, but only darkwood can be used to make tower shields.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Precious Material Shields","next_link":{"label":"Specific Shields","url":"/Rules.aspx?ID=742"},"previous_link":{"label":"Runes","url":"/Rules.aspx?ID=733"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 586 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Shields\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 586"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 586 <sup>4.0</sup></row>","speed":{},"text":" Precious Material Shields Source Core Rulebook pg. 586 4.0 Shields made of precious materials are more expensive and have different durabilities. You can make bucklers and most shields out of any of these precious materials, but only darkwood can be used to make tower shields. ","type":"Rules","url":"/Rules.aspx?ID=741","weakness":{}}},{"_index":"aon18","_id":"rules-742","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Shields"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-742","markdown":"<title level=\"1\" right=\"Rules\">[Specific Shields](/Rules.aspx?ID=742)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 587 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese shields have unique abilities that differentiate them from their typical counterparts.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Specific Shields","next_link":{"label":"Snares","url":"/Rules.aspx?ID=743"},"previous_link":{"label":"Precious Material Shields","url":"/Rules.aspx?ID=741"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 587 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Shields\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 587"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 587 <sup>4.0</sup></row>","speed":{},"text":" Specific Shields Source Core Rulebook pg. 587 4.0 These shields have unique abilities that differentiate them from their typical counterparts. ","type":"Rules","url":"/Rules.aspx?ID=742","weakness":{}}},{"_index":"aon18","_id":"rules-743","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-743","markdown":"<title level=\"1\" right=\"Rules\">[Snares](/Rules.aspx?ID=743)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSnares are small annoyances and simple traps you can create using the Crafting skill if you have the Snare Crafting feat (page 266). Creating a snare requires a snare kit (page 291) and an amount of raw materials worth the amount listed in the snares Price entry. Unlike other items, found snares cannot be collected or sold in their complete form. Snares have the snare trait.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-744\" />\r\n\r\n<document level=\"2\" id=\"rules-745\" />\r\n\r\n<document level=\"2\" id=\"rules-746\" />\r\n\r\n<document level=\"2\" id=\"rules-747\" />","name":"Snares","next_link":{"label":"Staves","url":"/Rules.aspx?ID=748"},"previous_link":{"label":"Shields","url":"/Rules.aspx?ID=740"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 589"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>","speed":{},"text":" Snares Source Core Rulebook pg. 589 4.0 Snares are small annoyances and simple traps you can create using the Crafting skill if you have the Snare Crafting feat (page 266). Creating a snare requires a snare kit (page 291) and an amount of raw materials worth the amount listed in the snares Price entry. Unlike other items, found snares cannot be collected or sold in their complete form. Snares have the snare trait. ","type":"Rules","url":"/Rules.aspx?ID=743","weakness":{}}},{"_index":"aon18","_id":"rules-744","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Snares"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-744","markdown":"<title level=\"1\" right=\"Rules\">[Crafting Snares](/Rules.aspx?ID=744)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA snare is built within a single 5-foot square. Once constructed, it cant be moved without destroying (and often triggering) the snare. \n\n You must have the [Snare Crafting](/Feats.aspx?ID=843) feat to create snares. You can spend 1 minute to Craft a snare at its listed Price. If you want to Craft a snare at a discount, you must spend downtime as described in the Craft activity. Some snares have additional requirements beyond those stated in the Craft activity; these snares list their requirements in a Craft Requirements entry.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Crafting Snares","next_link":{"label":"Detecting Snares","url":"/Rules.aspx?ID=745"},"previous_link":{"label":"Shields","url":"/Rules.aspx?ID=740"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Snares\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 589"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>","speed":{},"text":" Crafting Snares Source Core Rulebook pg. 589 4.0 A snare is built within a single 5-foot square. Once constructed, it cant be moved without destroying (and often triggering) the snare. You must have the Snare Crafting feat to create snares. You can spend 1 minute to Craft a snare at its listed Price. If you want to Craft a snare at a discount, you must spend downtime as described in the Craft activity. Some snares have additional requirements beyond those stated in the Craft activity; these snares list their requirements in a Craft Requirements entry. ","type":"Rules","url":"/Rules.aspx?ID=744","weakness":{}}},{"_index":"aon18","_id":"rules-745","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Snares"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-745","markdown":"<title level=\"1\" right=\"Rules\">[Detecting Snares](/Rules.aspx?ID=745)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCreatures can detect snares as they would any trap or hazard (as described [here](/Rules.aspx?ID=669)), using the creator's Crafting DC as the snare's Stealth DC. As you become better at creating snares, your snares become harder to detect by those with lesser ability. If you are an expert in Crafting, only a creature that is trained in Perception can find your snares; if you are a master in Crafting, only a creature that is an expert in Perception can find your snares; and if you are legendary in Crafting, only a creature that is a master in Perception can find your snares.\n\n If your proficiency rank is expert or better in Crafting, only creatures actively searching can find your snares.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Detecting Snares","next_link":{"label":"Triggering Snares","url":"/Rules.aspx?ID=746"},"previous_link":{"label":"Crafting Snares","url":"/Rules.aspx?ID=744"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Snares\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 589"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>","speed":{},"text":" Detecting Snares Source Core Rulebook pg. 589 4.0 Creatures can detect snares as they would any trap or hazard (as described here), using the creator's Crafting DC as the snare's Stealth DC. As you become better at creating snares, your snares become harder to detect by those with lesser ability. If you are an expert in Crafting, only a creature that is trained in Perception can find your snares; if you are a master in Crafting, only a creature that is an expert in Perception can find your snares; and if you are legendary in Crafting, only a creature that is a master in Perception can find your snares. If your proficiency rank is expert or better in Crafting, only creatures actively searching can find your snares. ","type":"Rules","url":"/Rules.aspx?ID=745","weakness":{}}},{"_index":"aon18","_id":"rules-746","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Snares"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-746","markdown":"<title level=\"1\" right=\"Rules\">[Triggering Snares](/Rules.aspx?ID=746)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUnless stated otherwise in a snares description, when a Small or larger creature enters a snares square, the snares effect occurs and then the snare is destroyed.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Triggering Snares","next_link":{"label":"Disabling Snares","url":"/Rules.aspx?ID=747"},"previous_link":{"label":"Detecting Snares","url":"/Rules.aspx?ID=745"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Snares\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 589"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>","speed":{},"text":" Triggering Snares Source Core Rulebook pg. 589 4.0 Unless stated otherwise in a snares description, when a Small or larger creature enters a snares square, the snares effect occurs and then the snare is destroyed. ","type":"Rules","url":"/Rules.aspx?ID=746","weakness":{}}},{"_index":"aon18","_id":"rules-747","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Snares"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-747","markdown":"<title level=\"1\" right=\"Rules\">[Disabling Snares](/Rules.aspx?ID=747)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce a creature discovers a snare, it can disable it much like it can other physical traps, using the Disable a Device action of the Thievery skill and using the Crafting DC of the snares creator as the DC. As you become better at creating snares, your snares become harder to disable by those with lesser ability. If you are an expert in Crafting, only a creature that is trained in Thievery can disable them; if you are a master in Crafting, only a creature that is an expert in Thievery can disable them; and if you are legendary in Crafting, only a creature that is a master in Thievery can disable them.\n\n You can automatically disarm a snare that you personally Crafted without triggering it by spending an Interact action while adjacent to the snare.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Disabling Snares","next_link":{"label":"Staves","url":"/Rules.aspx?ID=748"},"previous_link":{"label":"Triggering Snares","url":"/Rules.aspx?ID=746"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Snares\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 589"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 589 <sup>4.0</sup></row>","speed":{},"text":" Disabling Snares Source Core Rulebook pg. 589 4.0 Once a creature discovers a snare, it can disable it much like it can other physical traps, using the Disable a Device action of the Thievery skill and using the Crafting DC of the snares creator as the DC. As you become better at creating snares, your snares become harder to disable by those with lesser ability. If you are an expert in Crafting, only a creature that is trained in Thievery can disable them; if you are a master in Crafting, only a creature that is an expert in Thievery can disable them; and if you are legendary in Crafting, only a creature that is a master in Thievery can disable them. You can automatically disarm a snare that you personally Crafted without triggering it by spending an Interact action while adjacent to the snare. ","type":"Rules","url":"/Rules.aspx?ID=747","weakness":{}}},{"_index":"aon18","_id":"rules-748","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-748","markdown":"<title level=\"1\" right=\"Rules\">[Staves](/Rules.aspx?ID=748)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the [staff](/Traits.aspx?ID=151) trait.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-749\" />\r\n\r\n<document level=\"2\" id=\"rules-751\" />\r\n\r\n<document level=\"2\" id=\"rules-754\" />","name":"Staves","next_link":{"label":"Structures","url":"/Rules.aspx?ID=755"},"previous_link":{"label":"Snares","url":"/Rules.aspx?ID=743"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 592"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>","speed":{},"text":" Staves Source Core Rulebook pg. 592 4.0 A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait. ","type":"Rules","url":"/Rules.aspx?ID=748","weakness":{}}},{"_index":"aon18","_id":"rules-749","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Staves"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-749","markdown":"<title level=\"1\" right=\"Rules\">[Casting Spells from a Staff](/Rules.aspx?ID=749)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can Cast a Spell from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spells level. Casting a Spell from a staff requires holding the staff (typically in one hand) and Activating the staff by Casting the Spell, which takes the spells normal number of actions.\n\n Use your spell attack roll and spell DC when Casting a Spell from a staff. The spell gains the appropriate trait for your magical tradition ([arcane](/Traits.aspx?ID=11), [divine](/Traits.aspx?ID=48), [occult](/Traits.aspx?ID=120), or [primal](/Traits.aspx?ID=134)) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.\n\n Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-750\" />","name":"Casting Spells from a Staff","next_link":{"label":"Preparing a Staff","url":"/Rules.aspx?ID=751"},"previous_link":{"label":"Snares","url":"/Rules.aspx?ID=743"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Staves\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 592"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>","speed":{},"text":" Casting Spells from a Staff Source Core Rulebook pg. 592 4.0 A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can Cast a Spell from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spells level. Casting a Spell from a staff requires holding the staff (typically in one hand) and Activating the staff by Casting the Spell, which takes the spells normal number of actions. Use your spell attack roll and spell DC when Casting a Spell from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it. Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below). ","type":"Rules","url":"/Rules.aspx?ID=749","weakness":{}}},{"_index":"aon18","_id":"rules-750","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Staves","Casting Spells from a Staff"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-750","markdown":"<title level=\"1\" right=\"Rules\">[Casting Cantrips from a Staff](/Rules.aspx?ID=750)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrips level is heightened to the same level as cantrips you cast.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Casting Cantrips from a Staff","next_link":{"label":"Preparing a Staff","url":"/Rules.aspx?ID=751"},"previous_link":{"label":"Snares","url":"/Rules.aspx?ID=743"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Staves / Casting Spells from a Staff\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 592"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>","speed":{},"text":" Casting Cantrips from a Staff Source Core Rulebook pg. 592 4.0 If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrips level is heightened to the same level as cantrips you cast. ","type":"Rules","url":"/Rules.aspx?ID=750","weakness":{}}},{"_index":"aon18","_id":"rules-751","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Staves"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-751","markdown":"<title level=\"1\" right=\"Rules\">[Preparing a Staff](/Rules.aspx?ID=751)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDuring your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-752\" />\r\n\r\n<document level=\"2\" id=\"rules-753\" />","name":"Preparing a Staff","next_link":{"label":"Attacking with a Staff","url":"/Rules.aspx?ID=754"},"previous_link":{"label":"Casting Spells from a Staff","url":"/Rules.aspx?ID=749"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Staves\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 592"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>","speed":{},"text":" Preparing a Staff Source Core Rulebook pg. 592 4.0 During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list. ","type":"Rules","url":"/Rules.aspx?ID=751","weakness":{}}},{"_index":"aon18","_id":"rules-752","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Staves","Preparing a Staff"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-752","markdown":"<title level=\"1\" right=\"Rules\">[Prepared Spellcasters](/Rules.aspx?ID=752)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA prepared spellcaster—such as a cleric, druid, or wizard—can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They cant expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Prepared Spellcasters","next_link":{"label":"Spontaneous Spellcasters","url":"/Rules.aspx?ID=753"},"previous_link":{"label":"Casting Spells from a Staff","url":"/Rules.aspx?ID=749"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Staves / Preparing a Staff\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 592"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>","speed":{},"text":" Prepared Spellcasters Source Core Rulebook pg. 592 4.0 A prepared spellcaster—such as a cleric, druid, or wizard—can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They cant expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell. ","type":"Rules","url":"/Rules.aspx?ID=752","weakness":{}}},{"_index":"aon18","_id":"rules-753","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Staves","Preparing a Staff"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-753","markdown":"<title level=\"1\" right=\"Rules\">[Spontaneous Spellcasters](/Rules.aspx?ID=753)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesnt change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spontaneous Spellcasters","next_link":{"label":"Attacking with a Staff","url":"/Rules.aspx?ID=754"},"previous_link":{"label":"Prepared Spellcasters","url":"/Rules.aspx?ID=752"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Staves / Preparing a Staff\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 592"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>","speed":{},"text":" Spontaneous Spellcasters Source Core Rulebook pg. 592 4.0 A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesnt change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster. ","type":"Rules","url":"/Rules.aspx?ID=753","weakness":{}}},{"_index":"aon18","_id":"rules-754","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Staves"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-754","markdown":"<title level=\"1\" right=\"Rules\">[Attacking with a Staff](/Rules.aspx?ID=754)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStaves are also [staff](/Weapons.aspx?ID=12) weapons. They can be etched with [fundamental runes](/equipment/runes/fundamental-weapon-runes) but not [property runes](/equipment/runes/weapon-property-runes). This doesn't alter any of their spellcasting abilities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Attacking with a Staff","next_link":{"label":"Structures","url":"/Rules.aspx?ID=755"},"previous_link":{"label":"Preparing a Staff","url":"/Rules.aspx?ID=751"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Staves\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 592"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 592 <sup>4.0</sup></row>","speed":{},"text":" Attacking with a Staff Source Core Rulebook pg. 592 4.0 Staves are also staff weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities. ","type":"Rules","url":"/Rules.aspx?ID=754","weakness":{}}},{"_index":"aon18","_id":"rules-755","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-755","markdown":"<title level=\"1\" right=\"Rules\">[Structures](/Rules.aspx?ID=755)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 596 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese items create structures of significant size, typically by growing from their more manageable, normal forms. All these items have the [structure](/Traits.aspx?ID=153) trait, described in the sidebar below.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Structures","next_link":{"label":"Wands","url":"/Rules.aspx?ID=756"},"previous_link":{"label":"Staves","url":"/Rules.aspx?ID=748"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 596 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 596"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 596 <sup>4.0</sup></row>","speed":{},"text":" Structures Source Core Rulebook pg. 596 4.0 These items create structures of significant size, typically by growing from their more manageable, normal forms. All these items have the structure trait, described in the sidebar below. ","type":"Rules","url":"/Rules.aspx?ID=755","weakness":{}}},{"_index":"aon18","_id":"rules-756","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-756","markdown":"<title level=\"1\" right=\"Rules\">[Wands](/Rules.aspx?ID=756)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nShort, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals cant be placed in wands.\n\n If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single Recall Knowledge action and automatically succeed. If its not, you must Identify Magic (page 238).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-757\" />\r\n\r\n<document level=\"2\" id=\"rules-759\" />\r\n\r\n<document level=\"2\" id=\"rules-761\" />\r\n\r\n<document level=\"2\" id=\"rules-762\" />\r\n\r\n<document level=\"2\" id=\"rules-763\" />","name":"Wands","next_link":{"label":"Weapons","url":"/Rules.aspx?ID=764"},"previous_link":{"label":"Structures","url":"/Rules.aspx?ID=755"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 597"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>","speed":{},"text":" Wands Source Core Rulebook pg. 597 4.0 Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals cant be placed in wands. If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single Recall Knowledge action and automatically succeed. If its not, you must Identify Magic (page 238). ","type":"Rules","url":"/Rules.aspx?ID=756","weakness":{}}},{"_index":"aon18","_id":"rules-757","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Wands"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-757","markdown":"<title level=\"1\" right=\"Rules\">[Casting Spells from a Wand](/Rules.aspx?ID=757)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a Cast a Spell activity using the normal number of actions for the spell.\n\n To cast a spell from a wand, it must be on your spell list. Because youre the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.\n\n A spell cast from a wand doesnt require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-758\" />","name":"Casting Spells from a Wand","next_link":{"label":"Wand Statistics","url":"/Rules.aspx?ID=759"},"previous_link":{"label":"Structures","url":"/Rules.aspx?ID=755"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Wands\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 597"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>","speed":{},"text":" Casting Spells from a Wand Source Core Rulebook pg. 597 4.0 A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a Cast a Spell activity using the normal number of actions for the spell. To cast a spell from a wand, it must be on your spell list. Because youre the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition. A spell cast from a wand doesnt require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand. ","type":"Rules","url":"/Rules.aspx?ID=757","weakness":{}}},{"_index":"aon18","_id":"rules-758","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Wands","Casting Spells from a Wand"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-758","markdown":"<title level=\"1\" right=\"Rules\">[Overcharging a Wand](/Rules.aspx?ID=758)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAfter the spell is cast from the wand for the day, you can cast it one more time—overcharging the wand at the risk of destroying it. Cast the Spell again, then roll a DC 10 flat check. On a success, the wand is [broken](/Conditions.aspx?ID=2). On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Overcharging a Wand","next_link":{"label":"Wand Statistics","url":"/Rules.aspx?ID=759"},"previous_link":{"label":"Structures","url":"/Rules.aspx?ID=755"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Wands / Casting Spells from a Wand\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 597"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>","speed":{},"text":" Overcharging a Wand Source Core Rulebook pg. 597 4.0 After the spell is cast from the wand for the day, you can cast it one more time—overcharging the wand at the risk of destroying it. Cast the Spell again, then roll a DC 10 flat check. On a success, the wand is broken. On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast. ","type":"Rules","url":"/Rules.aspx?ID=758","weakness":{}}},{"_index":"aon18","_id":"rules-759","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Wands"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-759","markdown":"<title level=\"1\" right=\"Rules\">[Wand Statistics](/Rules.aspx?ID=759)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell, but you can craft a wand with a heightened version of a spell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-760\" />","name":"Wand Statistics","next_link":{"label":"Crafting a Wand","url":"/Rules.aspx?ID=761"},"previous_link":{"label":"Casting Spells from a Wand","url":"/Rules.aspx?ID=757"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Wands\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 597"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>","speed":{},"text":" Wand Statistics Source Core Rulebook pg. 597 4.0 A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell, but you can craft a wand with a heightened version of a spell. ","type":"Rules","url":"/Rules.aspx?ID=759","weakness":{}}},{"_index":"aon18","_id":"rules-760","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Wands","Wand Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-760","markdown":"<title level=\"1\" right=\"Rules\">[Varying Statistics](/Rules.aspx?ID=760)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity, and it has its spell's traits. A wand has the normal Hardness, BT, and HP of a thin item of its material (see [Table 11-4](/Rules.aspx?ID=730)).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Varying Statistics","next_link":{"label":"Crafting a Wand","url":"/Rules.aspx?ID=761"},"previous_link":{"label":"Casting Spells from a Wand","url":"/Rules.aspx?ID=757"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Wands / Wand Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 597"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>","speed":{},"text":" Varying Statistics Source Core Rulebook pg. 597 4.0 Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity, and it has its spell's traits. A wand has the normal Hardness, BT, and HP of a thin item of its material (see Table 11-4). ","type":"Rules","url":"/Rules.aspx?ID=760","weakness":{}}},{"_index":"aon18","_id":"rules-761","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Wands"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-761","markdown":"<title level=\"1\" right=\"Rules\">[Crafting a Wand](/Rules.aspx?ID=761)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFor the most part, the process to Craft a wand is like that to Craft any other magic item. You only need to learn one 1st-level formula to Craft a magic wand. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.\n\n The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Crafting a Wand","next_link":{"label":"Magic Wand","url":"/Rules.aspx?ID=762"},"previous_link":{"label":"Wand Statistics","url":"/Rules.aspx?ID=759"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Wands\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 597"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>","speed":{},"text":" Crafting a Wand Source Core Rulebook pg. 597 4.0 For the most part, the process to Craft a wand is like that to Craft any other magic item. You only need to learn one 1st-level formula to Craft a magic wand. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell. The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example. ","type":"Rules","url":"/Rules.aspx?ID=761","weakness":{}}},{"_index":"aon18","_id":"rules-762","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Wands"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-762","markdown":"<title level=\"1\" right=\"Rules\">[Magic Wand](/Rules.aspx?ID=762)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe simplest form of wand contains a spell, with Price and level based on that spell. The wand has the [magical](/Traits.aspx?ID=103) and [wand](/Traits.aspx?ID=164) traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply “wand of,” followed by the spell's name. The wand has any traits of the spell stored in it, in addition to the magical and wand traits.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Magic Wand","next_link":{"label":"Specialty Wands","url":"/Rules.aspx?ID=763"},"previous_link":{"label":"Crafting a Wand","url":"/Rules.aspx?ID=761"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Wands\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 597"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 597 <sup>4.0</sup></row>","speed":{},"text":" Magic Wand Source Core Rulebook pg. 597 4.0 The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the magical and wand traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply “wand of,” followed by the spell's name. The wand has any traits of the spell stored in it, in addition to the magical and wand traits. ","type":"Rules","url":"/Rules.aspx?ID=762","weakness":{}}},{"_index":"aon18","_id":"rules-763","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Wands"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-763","markdown":"<title level=\"1\" right=\"Rules\">[Specialty Wands](/Rules.aspx?ID=763)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 598 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSpecialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spells effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Specialty Wands","next_link":{"label":"Weapons","url":"/Rules.aspx?ID=764"},"previous_link":{"label":"Magic Wand","url":"/Rules.aspx?ID=762"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 598 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Wands\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 598"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 598 <sup>4.0</sup></row>","speed":{},"text":" Specialty Wands Source Core Rulebook pg. 598 4.0 Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spells effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold. ","type":"Rules","url":"/Rules.aspx?ID=763","weakness":{}}},{"_index":"aon18","_id":"rules-764","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-764","markdown":"<title level=\"1\" right=\"Rules\">[Weapons](/Rules.aspx?ID=764)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 599 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWeapons can be crafted from precious materials or infused with magic to grant them powerful and unusual abilities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-765\" />\r\n\r\n<document level=\"2\" id=\"rules-766\" />\r\n\r\n<document level=\"2\" id=\"rules-767\" />","name":"Weapons","next_link":{"label":"Worn Items","url":"/Rules.aspx?ID=768"},"previous_link":{"label":"Wands","url":"/Rules.aspx?ID=756"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 599 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 599"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 599 <sup>4.0</sup></row>","speed":{},"text":" Weapons Source Core Rulebook pg. 599 4.0 Weapons can be crafted from precious materials or infused with magic to grant them powerful and unusual abilities. ","type":"Rules","url":"/Rules.aspx?ID=764","weakness":{}}},{"_index":"aon18","_id":"rules-765","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-765","markdown":"<title level=\"1\" right=\"Rules\">[Precious Material Weapons](/Rules.aspx?ID=765)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 599 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWeapons made of precious materials are more expensive and sometimes have special effects. You can make metal weapons out of any of these materials except darkwood, and wooden weapons out of darkwood. To determine the Price of 10 pieces of ammunition, use the base Price for a single weapon, without adding any extra for Bulk.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Precious Material Weapons","next_link":{"label":"Basic Magic Weapon","url":"/Rules.aspx?ID=766"},"previous_link":{"label":"Wands","url":"/Rules.aspx?ID=756"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 599 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Weapons\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 599"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 599 <sup>4.0</sup></row>","speed":{},"text":" Precious Material Weapons Source Core Rulebook pg. 599 4.0 Weapons made of precious materials are more expensive and sometimes have special effects. You can make metal weapons out of any of these materials except darkwood, and wooden weapons out of darkwood. To determine the Price of 10 pieces of ammunition, use the base Price for a single weapon, without adding any extra for Bulk. ","type":"Rules","url":"/Rules.aspx?ID=765","weakness":{}}},{"_index":"aon18","_id":"rules-766","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-766","markdown":"<title level=\"1\" right=\"Rules\">[Basic Magic Weapon](/Rules.aspx?ID=766)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 599 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany magic weapons are created by etching runes onto them, as described in [Runes](/Rules.aspx?ID=733). The [_magic weapon_](/Equipment.aspx?ID=380) stat block covers the Prices and attributes of the most common weapons you can make with only [fundamental runes](/Rules.aspx?ID=738).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Basic Magic Weapon","next_link":{"label":"Specific Magic Weapon","url":"/Rules.aspx?ID=767"},"previous_link":{"label":"Precious Material Weapons","url":"/Rules.aspx?ID=765"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 599 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Weapons\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 599"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 599 <sup>4.0</sup></row>","speed":{},"text":" Basic Magic Weapon Source Core Rulebook pg. 599 4.0 Many magic weapons are created by etching runes onto them, as described in Runes. The magic weapon stat block covers the Prices and attributes of the most common weapons you can make with only fundamental runes. ","type":"Rules","url":"/Rules.aspx?ID=766","weakness":{}}},{"_index":"aon18","_id":"rules-767","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-767","markdown":"<title level=\"1\" right=\"Rules\">[Specific Magic Weapon](/Rules.aspx?ID=767)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 600 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese weapons have abilities far different from what can be gained by simply etching runes. A specific magic weapon lists its [fundamental runes](/equipment/runes/fundamental-weapon-runes), which you can upgrade, add, or transfer as normal. You can't etch or transfer any [property runes](/equipment/runes/weapon-property-runes) onto a specific weapon that it doesn't already have, and you can't remove its property runes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Specific Magic Weapon","next_link":{"label":"Worn Items","url":"/Rules.aspx?ID=768"},"previous_link":{"label":"Basic Magic Weapon","url":"/Rules.aspx?ID=766"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 600 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Weapons\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 600"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 600 <sup>4.0</sup></row>","speed":{},"text":" Specific Magic Weapon Source Core Rulebook pg. 600 4.0 These weapons have abilities far different from what can be gained by simply etching runes. A specific magic weapon lists its fundamental runes, which you can upgrade, add, or transfer as normal. You can't etch or transfer any property runes onto a specific weapon that it doesn't already have, and you can't remove its property runes. ","type":"Rules","url":"/Rules.aspx?ID=767","weakness":{}}},{"_index":"aon18","_id":"rules-768","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-768","markdown":"<title level=\"1\" right=\"Rules\">[Worn Items](/Rules.aspx?ID=768)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 603 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section includes magic items you wear. Most have the invested trait, which means you can wear no more than 10 (page 531). Worn items include the following subcategories, with special rules appearing at the start of the section.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-769\" />\r\n\r\n<document level=\"2\" id=\"rules-770\" />\r\n\r\n<document level=\"2\" id=\"rules-772\" />","name":"Worn Items","next_link":{"label":"Appendix","url":"/Rules.aspx?ID=773"},"previous_link":{"label":"Weapons","url":"/Rules.aspx?ID=764"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 603 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 603"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 603 <sup>4.0</sup></row>","speed":{},"text":" Worn Items Source Core Rulebook pg. 603 4.0 This section includes magic items you wear. Most have the invested trait, which means you can wear no more than 10 (page 531). Worn items include the following subcategories, with special rules appearing at the start of the section. ","type":"Rules","url":"/Rules.aspx?ID=768","weakness":{}}},{"_index":"aon18","_id":"rules-769","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Worn Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-769","markdown":"<title level=\"1\" right=\"Rules\">[Apex Items](/Rules.aspx?ID=769)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 603 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you Invest an Item that has the [apex](/Traits.aspx?ID=10) trait, it improves one of your ability scores, either increasing it by 2 or to a total of 18, whichever grants the higher score. This gives you all the benefits of the new ability score until the investiture runs out: increasing Intelligence lets you become trained in an additional skill and learn a new language, increasing Constitution gives you more Hit Points, and so on.\n\n An apex item grants this benefit only the first time its invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you dont gain the ability score increase, though you do gain any other effects of Investing the Item.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Apex Items","next_link":{"label":"Companion Items","url":"/Rules.aspx?ID=770"},"previous_link":{"label":"Weapons","url":"/Rules.aspx?ID=764"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 603 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Worn Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 603"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 603 <sup>4.0</sup></row>","speed":{},"text":" Apex Items Source Core Rulebook pg. 603 4.0 When you Invest an Item that has the apex trait, it improves one of your ability scores, either increasing it by 2 or to a total of 18, whichever grants the higher score. This gives you all the benefits of the new ability score until the investiture runs out: increasing Intelligence lets you become trained in an additional skill and learn a new language, increasing Constitution gives you more Hit Points, and so on. An apex item grants this benefit only the first time its invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you dont gain the ability score increase, though you do gain any other effects of Investing the Item. ","type":"Rules","url":"/Rules.aspx?ID=769","weakness":{}}},{"_index":"aon18","_id":"rules-770","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Worn Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-770","markdown":"<title level=\"1\" right=\"Rules\">[Companion Items](/Rules.aspx?ID=770)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 604 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou might want to acquire items that benefit an animal or beast that assists you. These items have the [companion](/Traits.aspx?ID=29) trait, meaning they function only for animal companions, familiars, and similar creatures. Normally these are the only items a companion can use. Other items can qualify, at the GM's discretion, but a companion can never Activate an Item.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-771\" />","name":"Companion Items","next_link":{"label":"Other Worn Items","url":"/Rules.aspx?ID=772"},"previous_link":{"label":"Apex Items","url":"/Rules.aspx?ID=769"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 604 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Worn Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 604"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 604 <sup>4.0</sup></row>","speed":{},"text":" Companion Items Source Core Rulebook pg. 604 4.0 You might want to acquire items that benefit an animal or beast that assists you. These items have the companion trait, meaning they function only for animal companions, familiars, and similar creatures. Normally these are the only items a companion can use. Other items can qualify, at the GM's discretion, but a companion can never Activate an Item. ","type":"Rules","url":"/Rules.aspx?ID=770","weakness":{}}},{"_index":"aon18","_id":"rules-771","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Worn Items","Companion Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-771","markdown":"<title level=\"1\" right=\"Rules\">[Investing Companion Items](/Rules.aspx?ID=771)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 604 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAny worn companion item needs to be invested. However, your companion needs to invest it rather than you doing so. This requires you to use the Invest an Item activity alongside your companion. A companion has an investiture limit of two items (instead of the 10-item limit a player character has).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Investing Companion Items","next_link":{"label":"Other Worn Items","url":"/Rules.aspx?ID=772"},"previous_link":{"label":"Apex Items","url":"/Rules.aspx?ID=769"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 604 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Worn Items / Companion Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 604"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 604 <sup>4.0</sup></row>","speed":{},"text":" Investing Companion Items Source Core Rulebook pg. 604 4.0 Any worn companion item needs to be invested. However, your companion needs to invest it rather than you doing so. This requires you to use the Invest an Item activity alongside your companion. A companion has an investiture limit of two items (instead of the 10-item limit a player character has). ","type":"Rules","url":"/Rules.aspx?ID=771","weakness":{}}},{"_index":"aon18","_id":"rules-772","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 11: Crafting & Treasure","Worn Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-772","markdown":"<title level=\"1\" right=\"Rules\">[Other Worn Items](/Rules.aspx?ID=772)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 604 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese are a wide variety of items you wear. Armor appears in its own section on page 555, and apex items that can increase ability scores are on page 603.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Other Worn Items","next_link":{"label":"Appendix","url":"/Rules.aspx?ID=773"},"previous_link":{"label":"Companion Items","url":"/Rules.aspx?ID=770"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 604 <sup>4.0</sup></row>\r\n\r\nChapter 11: Crafting &amp; Treasure / Worn Items\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 604"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 604 <sup>4.0</sup></row>","speed":{},"text":" Other Worn Items Source Core Rulebook pg. 604 4.0 These are a wide variety of items you wear. Armor appears in its own section on page 555, and apex items that can increase ability scores are on page 603. ","type":"Rules","url":"/Rules.aspx?ID=772","weakness":{}}},{"_index":"aon18","_id":"rules-773","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-773","markdown":"<title level=\"1\" right=\"Rules\">[Appendix](/Rules.aspx?ID=773)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 618 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-774\" />","name":"Appendix","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=784"},"previous_link":{"label":"Chapter 11: Crafting & Treasure","url":"/Rules.aspx?ID=686"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 618 <sup>4.0</sup></row>\n\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 618"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 618 <sup>4.0</sup></row>","speed":{},"text":" Appendix Source Core Rulebook pg. 618 4.0 ","type":"Rules","url":"/Rules.aspx?ID=773","weakness":{}}},{"_index":"aon18","_id":"rules-774","_score":2.3741803,"_source":{"breadcrumbs":["Appendix"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-774","markdown":"<title level=\"1\" right=\"Rules\">[Conditions](/Rules.aspx?ID=774)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 618 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile adventuring, characters (and sometimes their belongings) are affected by abilities and effects that apply conditions. For example, a spell or magic item might turn you invisible or cause you to be gripped by fear. Conditions change your state of being in some way, and they represent everything from the attitude other creatures have toward you and how they interact with you to what happens when a creature drains your blood or life essence.\n\n Conditions are persistent. Whenever youre affected by a condition, its effects last until the conditions stated duration ends, the condition is removed, or terms dictated in the condition itself cause it to end.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Groups of Conditions</title>\r\n\r\nSome conditions exist relative to one another or share a similar theme. It can be useful to look at these conditions together, rather than viewing them in isolation, to understand how they interact. \n\n**Degrees of Detection**: Observed, hidden, undetected, unnoticed \n\n**Senses**: Blinded, concealed, dazzled, deafened, invisible \n\n**Death and Dying**: Doomed, dying, unconscious, wounded \n\n**Attitudes**: Hostile, unfriendly, indifferent, friendly, helpful \n\n**Lowered Abilities**: Clumsy, drained, enfeebled, stupefied\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Redundant Conditions</title>\r\n\r\nYou can have a given condition only once at a time. If an effect would impose a condition you already have, you now have that condition for the longer of the two durations. The shorter-duration condition effectively ends, though other conditions caused by the original, shorter-duration effect might continue.\n\n For example, lets say you have been hit by a monster that drains your vitality; your wound causes you to be enfeebled 2 and flat-footed until the end of the monsters next turn. Before the end of that creatures next turn, a trap poisons you, making you enfeebled 2 for 1 minute. In this case, the enfeebled 2 that lasts for 1 minute replaces the enfeebled 2 from the monster, so you would be enfeebled 2 for the longer duration. You would remain flat-footed, since nothing replaced that condition, and it still lasts only until the end of the monsters next turn.\n\n Any ability that removes a condition removes it entirely, no matter what its condition value is or how many times youve been affected by it. In the example above, a spell that removes the enfeebled condition from you would remove it entirely—the spell wouldnt need to remove it twice. \n\n### Redundant Conditions with Values\n Conditions with different values are considered different conditions. If youre affected by a condition with a value multiple times, you apply only the highest value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a slowed 2 condition that lasts 1 round and a slowed 1 condition that lasts for 6 rounds, youd be slowed 2 for the first round, and then youd change to slowed 1 for the remaining 5 rounds of the second effects duration. If something reduces the condition value, it reduces it for all conditions of that name affecting you. For instance, in this example above, if something reduced your slowed value by 1, it would reduce the first condition from the example to slowed 1 and reduce the second to slowed 0, removing it.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-775\" />\r\n\r\n<document level=\"2\" id=\"rules-776\" />","name":"Conditions","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=784"},"previous_link":{"label":"Chapter 11: Crafting & Treasure","url":"/Rules.aspx?ID=686"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 618 <sup>4.0</sup></row>\r\n\r\nAppendix\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 618"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 618 <sup>4.0</sup></row>","speed":{},"text":" Conditions Source Core Rulebook pg. 618 4.0 While adventuring, characters (and sometimes their belongings) are affected by abilities and effects that apply conditions. For example, a spell or magic item might turn you invisible or cause you to be gripped by fear. Conditions change your state of being in some way, and they represent everything from the attitude other creatures have toward you and how they interact with you to what happens when a creature drains your blood or life essence. Conditions are persistent. Whenever youre affected by a condition, its effects last until the conditions stated duration ends, the condition is removed, or terms dictated in the condition itself cause it to end. Groups of Conditions Some conditions exist relative to one another or share a similar theme. It can be useful to look at these conditions together, rather than viewing them in isolation, to understand how they interact. Degrees of Detection : Observed, hidden, undetected, unnoticed Senses : Blinded, concealed, dazzled, deafened, invisible Death and Dying : Doomed, dying, unconscious, wounded Attitudes : Hostile, unfriendly, indifferent, friendly, helpful Lowered Abilities : Clumsy, drained, enfeebled, stupefied Redundant Conditions You can have a given condition only once at a time. If an effect would impose a condition you already have, you now have that condition for the longer of the two durations. The shorter-duration condition effectively ends, though other conditions caused by the original, shorter-duration effect might continue. For example, lets say you have been hit by a monster that drains your vitality; your wound causes you to be enfeebled 2 and flat-footed until the end of the monsters next turn. Before the end of that creatures next turn, a trap poisons you, making you enfeebled 2 for 1 minute. In this case, the enfeebled 2 that lasts for 1 minute replaces the enfeebled 2 from the monster, so you would be enfeebled 2 for the longer duration. You would remain flat-footed, since nothing replaced that condition, and it still lasts only until the end of the monsters next turn. Any ability that removes a condition removes it entirely, no matter what its condition value is or how many times youve been affected by it. In the example above, a spell that removes the enfeebled condition from you would remove it entirely—the spell wouldnt need to remove it twice. ### Redundant Conditions with Values Conditions with different values are considered different conditions. If youre affected by a condition with a value multiple times, you apply only the highest value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a slowed 2 condition that lasts 1 round and a slowed 1 condition that lasts for 6 rounds, youd be slowed 2 for the first round, and then youd change to slowed 1 for the remaining 5 rounds of the second effects duration. If something reduces the condition value, it reduces it for all conditions of that name affecting you. For instance, in this example above, if something reduced your slowed value by 1, it would reduce the first condition from the example to slowed 1 and reduce the second to slowed 0, removing it. ","type":"Rules","url":"/Rules.aspx?ID=774","weakness":{}}},{"_index":"aon18","_id":"rules-775","_score":2.3741803,"_source":{"breadcrumbs":["Appendix","Conditions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-775","markdown":"<title level=\"1\" right=\"Rules\">[Condition Values](/Rules.aspx?ID=775)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 618 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Condition Values","next_link":{"label":"Overriding Conditions","url":"/Rules.aspx?ID=776"},"previous_link":{"label":"Chapter 11: Crafting & Treasure","url":"/Rules.aspx?ID=686"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 618 <sup>4.0</sup></row>\r\n\r\nAppendix / Conditions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 618"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 618 <sup>4.0</sup></row>","speed":{},"text":" Condition Values Source Core Rulebook pg. 618 4.0 Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends. ","type":"Rules","url":"/Rules.aspx?ID=775","weakness":{}}},{"_index":"aon18","_id":"rules-776","_score":2.3741803,"_source":{"breadcrumbs":["Appendix","Conditions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-776","markdown":"<title level=\"1\" right=\"Rules\">[Overriding Conditions](/Rules.aspx?ID=776)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 618 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden conditions duration continues to elapse, and it might run out while suppressed.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Overriding Conditions","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=784"},"previous_link":{"label":"Condition Values","url":"/Rules.aspx?ID=775"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 618 <sup>4.0</sup></row>\r\n\r\nAppendix / Conditions\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 618"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 618 <sup>4.0</sup></row>","speed":{},"text":" Overriding Conditions Source Core Rulebook pg. 618 4.0 Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden conditions duration continues to elapse, and it might run out while suppressed. ","type":"Rules","url":"/Rules.aspx?ID=776","weakness":{}}},{"_index":"aon18","_id":"rules-777","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-777","markdown":"<title level=\"1\" right=\"Rules\">[Rituals](/Rules.aspx?ID=777)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast\r\na ritual than a normal spell, but rituals can have more powerful effects.\n\nWhen you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you cant cast spells. You must know the ritual, and the rituals spell level can be no higher than half your level rounded up. You must also have the required proficiency rank in the skill used for the rituals primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the rituals effects. The primary skill check determines the tradition. Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, its possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A rituals casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-778\" />\r\n\r\n<document level=\"2\" id=\"rules-779\" />\r\n\r\n<document level=\"2\" id=\"rules-780\" />\r\n\r\n<document level=\"2\" id=\"rules-781\" />\r\n\r\n<document level=\"2\" id=\"rules-783\" />","name":"Rituals","next_link":{"label":"Chapter 8: The Age of Lost Omens","url":"/Rules.aspx?ID=304"},"previous_link":{"label":"Reading Spells","url":"/Rules.aspx?ID=303"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 408"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>","speed":{},"text":" Rituals Source Core Rulebook pg. 408 4.0 A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects. When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you cant cast spells. You must know the ritual, and the rituals spell level can be no higher than half your level rounded up. You must also have the required proficiency rank in the skill used for the rituals primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the rituals effects. The primary skill check determines the tradition. Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, its possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A rituals casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time. ","type":"Rules","url":"/Rules.aspx?ID=777","weakness":{}}},{"_index":"aon18","_id":"rules-778","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Rituals"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-778","markdown":"<title level=\"1\" right=\"Rules\">[Learning Rituals](/Rules.aspx?ID=778)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLearning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Learning Rituals","next_link":{"label":"Cost","url":"/Rules.aspx?ID=779"},"previous_link":{"label":"Reading Spells","url":"/Rules.aspx?ID=303"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Rituals\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 408"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>","speed":{},"text":" Learning Rituals Source Core Rulebook pg. 408 4.0 Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you. ","type":"Rules","url":"/Rules.aspx?ID=778","weakness":{}}},{"_index":"aon18","_id":"rules-779","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Rituals"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-779","markdown":"<title level=\"1\" right=\"Rules\">[Cost](/Rules.aspx?ID=779)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA rituals Cost entry lists valuable components required to cast the ritual. If a ritual doesnt have any such components, it wont have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the targets level and sometimes the spells level. If the targets level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the targets level or another value as appropriate. Most rituals that create permanent creatures, such as create undead, use costs based on the level of the spell, as presented on Table 71.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Cost","next_link":{"label":"Secondary Casters","url":"/Rules.aspx?ID=780"},"previous_link":{"label":"Learning Rituals","url":"/Rules.aspx?ID=778"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Rituals\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 408"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>","speed":{},"text":" Cost Source Core Rulebook pg. 408 4.0 A rituals Cost entry lists valuable components required to cast the ritual. If a ritual doesnt have any such components, it wont have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the targets level and sometimes the spells level. If the targets level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the targets level or another value as appropriate. Most rituals that create permanent creatures, such as create undead, use costs based on the level of the spell, as presented on Table 71. ","type":"Rules","url":"/Rules.aspx?ID=779","weakness":{}}},{"_index":"aon18","_id":"rules-780","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Rituals"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-780","markdown":"<title level=\"1\" right=\"Rules\">[Secondary Casters](/Rules.aspx?ID=780)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany rituals need additional secondary casters, who also dont need to be able to cast spells. Unlike a primary caster, a secondary caster doesnt need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Secondary Casters","next_link":{"label":"Checks","url":"/Rules.aspx?ID=781"},"previous_link":{"label":"Cost","url":"/Rules.aspx?ID=779"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Rituals\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 408"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>","speed":{},"text":" Secondary Casters Source Core Rulebook pg. 408 4.0 Many rituals need additional secondary casters, who also dont need to be able to cast spells. Unlike a primary caster, a secondary caster doesnt need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required. ","type":"Rules","url":"/Rules.aspx?ID=780","weakness":{}}},{"_index":"aon18","_id":"rules-781","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Rituals"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-781","markdown":"<title level=\"1\" right=\"Rules\">[Checks](/Rules.aspx?ID=781)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt the rituals culmination, you must attempt the skill check listed in the Primary Check entry to determine the rituals outcome. Primary checks usually have a very hard DC for a level thats twice the rituals spell level. As with other downtime activities, fortune and misfortune effects cant modify your checks for the ritual, nor can bonuses or penalties that arent active throughout the process. The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-782\" />","name":"Checks","next_link":{"label":"Effect","url":"/Rules.aspx?ID=783"},"previous_link":{"label":"Secondary Casters","url":"/Rules.aspx?ID=780"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Rituals\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 408"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>","speed":{},"text":" Checks Source Core Rulebook pg. 408 4.0 At the rituals culmination, you must attempt the skill check listed in the Primary Check entry to determine the rituals outcome. Primary checks usually have a very hard DC for a level thats twice the rituals spell level. As with other downtime activities, fortune and misfortune effects cant modify your checks for the ritual, nor can bonuses or penalties that arent active throughout the process. The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier. ","type":"Rules","url":"/Rules.aspx?ID=781","weakness":{}}},{"_index":"aon18","_id":"rules-782","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Rituals","Checks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-782","markdown":"<title level=\"1\" right=\"Rules\">[Secondary Checks](/Rules.aspx?ID=782)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOften, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the rituals spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others dont attempt any. Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results. \n\n**Critical Success** You gain a +2 circumstance bonus to the primary check.<br />\n**Success** No bonus or penalty.<br />\n**Failure** You take a 4 circumstance penalty to the primary\r\ncheck.<br />\n**Critical Failure** As failure, and you reduce the degree of\r\nsuccess of the primary skill check by one step.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Secondary Checks","next_link":{"label":"Effect","url":"/Rules.aspx?ID=783"},"previous_link":{"label":"Secondary Casters","url":"/Rules.aspx?ID=780"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Rituals / Checks\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 408"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 408 <sup>4.0</sup></row>","speed":{},"text":" Secondary Checks Source Core Rulebook pg. 408 4.0 Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the rituals spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others dont attempt any. Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results. Critical Success You gain a +2 circumstance bonus to the primary check. Success No bonus or penalty. Failure You take a 4 circumstance penalty to the primary check. Critical Failure As failure, and you reduce the degree of success of the primary skill check by one step. ","type":"Rules","url":"/Rules.aspx?ID=782","weakness":{}}},{"_index":"aon18","_id":"rules-783","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 7: Spells","Rituals"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-783","markdown":"<title level=\"1\" right=\"Rules\">[Effect](/Rules.aspx?ID=783)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 409 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA rituals effect depends on the result of the primary check. If an effect lists a save DC, use your spell DC for the rituals magic tradition (or 12 + your level + your highest mental ability modifier, if you dont have a spell DC). \n\n## Table 7-1: Creature Creation Rituals\n<row gap=\"tiny\">\n<table> <tr><td>**Creature Level**</td><td>**Spell Level Required**</td><td>**Cost**</td></tr> <tr><td>-1 or 0</td><td>2</td><td>15 gp</td></tr> <tr><td>1</td><td>2</td><td>60 gp</td></tr> <tr><td>2</td><td>3</td><td>105 gp</td></tr> <tr><td>3</td><td>3</td><td>180 gp</td></tr> <tr><td>4</td><td>4</td><td>300 gp</td></tr> <tr><td>5</td><td>4</td><td>480 gp</td></tr> <tr><td>6</td><td>5</td><td>750 gp</td></tr> <tr><td>7</td><td>5</td><td>1,080 gp</td></tr> <tr><td>8</td><td>6</td><td>1,500 gp</td></tr> <tr><td>9</td><td>6</td><td>2,100 gp</td></tr> <tr><td>10</td><td>7</td><td>3,000 gp</td></tr> <tr><td>11</td><td>7</td><td>4,200 gp</td></tr> <tr><td>12</td><td>8</td><td>6,000 gp</td></tr> <tr><td>13</td><td>8</td><td>9,000 gp</td></tr> <tr><td>14</td><td>9</td><td>13,500 gp</td></tr> <tr><td>15</td><td>9</td><td>19,500 gp</td></tr> <tr><td>16</td><td>10</td><td>30,000 gp</td></tr> <tr><td>17</td><td>10</td><td>45,000 gp</td></tr> </table> </row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Effect","next_link":{"label":"Chapter 8: The Age of Lost Omens","url":"/Rules.aspx?ID=304"},"previous_link":{"label":"Checks","url":"/Rules.aspx?ID=781"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 409 <sup>4.0</sup></row>\r\n\r\nChapter 7: Spells / Rituals\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 409"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 409 <sup>4.0</sup></row>","speed":{},"text":" Effect Source Core Rulebook pg. 409 4.0 A rituals effect depends on the result of the primary check. If an effect lists a save DC, use your spell DC for the rituals magic tradition (or 12 + your level + your highest mental ability modifier, if you dont have a spell DC). ## Table 7-1: Creature Creation Rituals Creature Level Spell Level Required Cost -1 or 0 2 15 gp 1 2 60 gp 2 3 105 gp 3 3 180 gp 4 4 300 gp 5 4 480 gp 6 5 750 gp 7 5 1,080 gp 8 6 1,500 gp 9 6 2,100 gp 10 7 3,000 gp 11 7 4,200 gp 12 8 6,000 gp 13 8 9,000 gp 14 9 13,500 gp 15 9 19,500 gp 16 10 30,000 gp 17 10 45,000 gp ","type":"Rules","url":"/Rules.aspx?ID=783","weakness":{}}},{"_index":"aon18","_id":"rules-784","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-784","markdown":"<title level=\"1\" right=\"Rules\">[Introduction](/Rules.aspx?ID=784)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWelcome to the _Pathfinder Bestiary_! Inside this tome of creatures, youll find haughty celestials and ravenous fiends, fierce animals and strange moving plants, new peoples to interact with and horrid monsters to hunt down. And while this book details hundreds of creatures, its only a portion of the myriad interesting creatures that populate the world of Pathfinder.\n\n To use this book, you need the _Pathfinder Core Rulebook_, which contains the rules of the game and gives you further understanding of each creatures rules and its place in the world. Using both of these books allows you as the Game Master (or GM) to create stories of grand adventure and populate them with fearsome foes, possible allies, and friendly guides.\n\n Most of the sections of this book describe a creature or a group of related creatures, present their game statistics, illustrate their place within the game world, and provide details about their behavior or society.\n\n In this introduction, you can find advice on how to play these creatures in the game, including how to read and use their statistics, advice on roleplaying their interactions with player characters, and guidance on adjusting creature statistics to fit the needs of your setting.\n\n Lastly, the appendix in the back of the book contains sections that provide information about frequently used monster abilities, creature traits, new rituals, uncommon languages, and lists of monsters sorted by type and level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-785\" />\r\n\r\n<document level=\"2\" id=\"rules-788\" />","name":"Introduction","next_link":{"label":"Megafauna Minions","url":"/Rules.aspx?ID=795"},"previous_link":{"label":"Appendix","url":"/Rules.aspx?ID=773"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 5</row>\n\n</additional-info>","source":["Bestiary"],"source_raw":["Bestiary pg. 5"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 5</row>","speed":{},"text":" Introduction Source Bestiary pg. 5 Welcome to the Pathfinder Bestiary ! Inside this tome of creatures, youll find haughty celestials and ravenous fiends, fierce animals and strange moving plants, new peoples to interact with and horrid monsters to hunt down. And while this book details hundreds of creatures, its only a portion of the myriad interesting creatures that populate the world of Pathfinder. To use this book, you need the Pathfinder Core Rulebook , which contains the rules of the game and gives you further understanding of each creatures rules and its place in the world. Using both of these books allows you as the Game Master (or GM) to create stories of grand adventure and populate them with fearsome foes, possible allies, and friendly guides. Most of the sections of this book describe a creature or a group of related creatures, present their game statistics, illustrate their place within the game world, and provide details about their behavior or society. In this introduction, you can find advice on how to play these creatures in the game, including how to read and use their statistics, advice on roleplaying their interactions with player characters, and guidance on adjusting creature statistics to fit the needs of your setting. Lastly, the appendix in the back of the book contains sections that provide information about frequently used monster abilities, creature traits, new rituals, uncommon languages, and lists of monsters sorted by type and level. ","type":"Rules","url":"/Rules.aspx?ID=784","weakness":{}}},{"_index":"aon18","_id":"rules-785","_score":2.3741803,"_source":{"breadcrumbs":["Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-785","markdown":"<title level=\"1\" right=\"Rules\">[Playing Creatures](/Rules.aspx?ID=785)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile the other players portray their characters, you as the Game Master get to play everyone else. This section provides the basics for using the creatures in this book. It guides you through the process of reading and understanding the creatures statistics so the creature can either provide a threat or serve as an ally in and out of combat. It also provides general advice for roleplaying creatures to help provide more depth to the creatures in your games world.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-786\" />\r\n\r\n<document level=\"2\" id=\"rules-787\" />","name":"Playing Creatures","next_link":{"label":"Adjusting Creatures","url":"/Rules.aspx?ID=788"},"previous_link":{"label":"Appendix","url":"/Rules.aspx?ID=773"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 5</row>\r\n\r\nIntroduction\r\n</additional-info>","source":["Bestiary"],"source_raw":["Bestiary pg. 5"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 5</row>","speed":{},"text":" Playing Creatures Source Bestiary pg. 5 While the other players portray their characters, you as the Game Master get to play everyone else. This section provides the basics for using the creatures in this book. It guides you through the process of reading and understanding the creatures statistics so the creature can either provide a threat or serve as an ally in and out of combat. It also provides general advice for roleplaying creatures to help provide more depth to the creatures in your games world. ","type":"Rules","url":"/Rules.aspx?ID=785","weakness":{}}},{"_index":"aon18","_id":"rules-786","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","Playing Creatures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-786","markdown":"<title level=\"1\" right=\"Rules\">[Reading Creature Statistics](/Rules.aspx?ID=786)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach creatures rules appear in a stat block, with a structure similar to those of feats, spells, and magic items. Because creatures have more abilities than those game elements, however, their statistics include more entries, many of which have special formats.\n\n A creatures traits line sometimes begins with a rarity; if the creatures rarity is common, no rarity is listed. The next entry is its alignment, which is given as a one- or two-letter abbreviation (LG for lawful good, N for neutral, CE for chaotic evil, and so on); these abbreviations are listed comprehensively on page 345. Next is the creatures size (Tiny, Small, Medium, Large, Huge, or Gargantuan). Any other traits are then listed. The traits appearing in this book, including some traits from the _Pathfinder Core Rulebook_, can be found in Creature Traits on page 344.\n\n Actions and activities the creature can use have the appropriate icons next to those abilities names noting how many actions they require. A creature always has the requisite proficiency ranks or other abilities required to use whats listed in its stat block. For instance, a spellcasting creature can perform the Cast a Spell activity, and a creature is never untrained with any of its items.\n\n Some abilities are abbreviated in stat blocks and described in full in the Ability Glossary on pages 342344. \n\n<title level=\"3\" right=\"Level\">Creature Name </title><traits><trait label=\"Uncommon\" /> <trait label=\"Alignment Abbreviation\" /> <trait label=\"Size\" /> <trait label=\"Other Traits\" /></traits> **Perception** The creatures Perception modifier is listed here, followed by any special senses. <br />**Languages** The languages for a typical creature of that kind are listed here, followed by any special communication abilities. If a creature lacks this entry, it cannot communicate with or understand another creature through language. <br />**Skills** The creature is trained or better in these skills. For untrained skills, use the corresponding ability modifier. <br />**Ability Modifiers** The creatures ability modifiers are listed here. <br />**Items** Any significant gear the creature carries is listed here. <br />**Interaction Abilities** Special abilities that affect how a creature perceives and interacts with the world are listed here. \n\n---\n\n**AC**, followed by any special bonuses to AC; **Saving Throws** A special bonus to a specific save appears in parentheses after that saves bonus. Any special bonuses to all three saving throws against particular types of effects are listed after the three saves. <br />**HP**, followed by automatic abilities that affect the creatures Hit Points or healing; **Immunities; Weaknesses; Resistances** Any immunities, weaknesses, or resistances the creature has are listed here. <br />**Automatic Abilities** The creatures auras, any abilities that automatically affect its defenses, and the like are listed here. <br />**Reactive Abilities** Free actions or reactions that are usually triggered when its not the creatures turn are listed here.\n\n---\n\n **Speed**, followed by any other Speeds or movement abilities. <br />**Melee** <actions string=\"Single Action\" /> (traits; some weapon traits, such as [deadly](/Traits.aspx?ID=174), include their calculations for convenience) The name of the weapon or unarmed attack the creature uses for a melee Strike, followed by the attack modifier and traits in parentheses. If a creature has any abilities or gear that would affect its attack modifier, such as a weapon with a [_+1 weapon potency_](/Equipment.aspx?ID=281) rune, those calculations are already included, **Damage** amount and damage type, plus any additional effects (this entry is **Effect** if the Strike doesnt deal damage). <br />**Ranged** <actions string=\"Single Action\" /> As Melee, but also lists range or range increment with traits, **Damage** as Melee.<br /> **Spells** The entry starts with the magical tradition and whether the spells are prepared or spontaneous, followed by the DC (and attack modifier if any spells require spell attack rolls). Spells are listed by level, followed by cantrips. A spell prepared multiple times lists the number of times in parentheses—for example, “(×2).” Spontaneous spells list the number of spell slots after the spell level. <br />**Innate Spells** These are listed like other spells, but can also include constant, at-will, and focus spells. If the creature has a focus spell as an innate spell, it works like other innate spells with listed uses, rather than costing Focus Points. Spells that can be used an unlimited number of times list “(at will)” after the spells name. Constant spells appear at the end, separated by level. Rules for constant and at-will spells appear on page 342 in the Ability Glossary. <br />**Focus Spells** If a creature has focus spells, this entry lists the spells level, the Focus Points in the creatures focus pool, the DC, and those spells. <br />**Rituals** Any rituals the creature can cast appear here. <br />**Offensive or Proactive Abilities** Any actions, activities, or abilities that automatically affect the creatures offense, as well as free actions or reactions that are usually triggered on the creatures turn, appear here in alphabetical order.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Reading Creature Statistics","next_link":{"label":"Roleplaying Creatures","url":"/Rules.aspx?ID=787"},"previous_link":{"label":"Appendix","url":"/Rules.aspx?ID=773"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 5</row>\r\n\r\nIntroduction / Playing Creatures\r\n</additional-info>","source":["Bestiary"],"source_raw":["Bestiary pg. 5"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 5</row>","speed":{},"text":" Reading Creature Statistics Source Bestiary pg. 5 Each creatures rules appear in a stat block, with a structure similar to those of feats, spells, and magic items. Because creatures have more abilities than those game elements, however, their statistics include more entries, many of which have special formats. A creatures traits line sometimes begins with a rarity; if the creatures rarity is common, no rarity is listed. The next entry is its alignment, which is given as a one- or two-letter abbreviation (LG for lawful good, N for neutral, CE for chaotic evil, and so on); these abbreviations are listed comprehensively on page 345. Next is the creatures size (Tiny, Small, Medium, Large, Huge, or Gargantuan). Any other traits are then listed. The traits appearing in this book, including some traits from the Pathfinder Core Rulebook , can be found in Creature Traits on page 344. Actions and activities the creature can use have the appropriate icons next to those abilities names noting how many actions they require. A creature always has the requisite proficiency ranks or other abilities required to use whats listed in its stat block. For instance, a spellcasting creature can perform the Cast a Spell activity, and a creature is never untrained with any of its items. Some abilities are abbreviated in stat blocks and described in full in the Ability Glossary on pages 342344. Creature Name Perception The creatures Perception modifier is listed here, followed by any special senses. Languages The languages for a typical creature of that kind are listed here, followed by any special communication abilities. If a creature lacks this entry, it cannot communicate with or understand another creature through language. Skills The creature is trained or better in these skills. For untrained skills, use the corresponding ability modifier. Ability Modifiers The creatures ability modifiers are listed here. Items Any significant gear the creature carries is listed here. Interaction Abilities Special abilities that affect how a creature perceives and interacts with the world are listed here. --- AC , followed by any special bonuses to AC; Saving Throws A special bonus to a specific save appears in parentheses after that saves bonus. Any special bonuses to all three saving throws against particular types of effects are listed after the three saves. HP , followed by automatic abilities that affect the creatures Hit Points or healing; Immunities; Weaknesses; Resistances Any immunities, weaknesses, or resistances the creature has are listed here. Automatic Abilities The creatures auras, any abilities that automatically affect its defenses, and the like are listed here. Reactive Abilities Free actions or reactions that are usually triggered when its not the creatures turn are listed here. --- Speed , followed by any other Speeds or movement abilities. Melee Single Action (traits; some weapon traits, such as deadly, include their calculations for convenience) The name of the weapon or unarmed attack the creature uses for a melee Strike, followed by the attack modifier and traits in parentheses. If a creature has any abilities or gear that would affect its attack modifier, such as a weapon with a +1 weapon potency rune, those calculations are already included, Damage amount and damage type, plus any additional effects (this entry is Effect if the Strike doesnt deal damage). Ranged Single Action As Melee, but also lists range or range increment with traits, Damage as Melee. Spells The entry starts with the magical tradition and whether the spells are prepared or spontaneous, followed by the DC (and attack modifier if any spells require spell attack rolls). Spells are listed by level, followed by cantrips. A spell prepared multiple times lists the number of times in parentheses—for example, “(×2).” Spontaneous spells list the number of spell slots after the spell level. Innate Spells These are listed like other spells, but can also include constant, at-will, and focus spells. If the creature has a focus spell as an innate spell, it works like other innate spells with listed uses, rather than costing Focus Points. Spells that can be used an unlimited number of times list “(at will)” after the spells name. Constant spells appear at the end, separated by level. Rules for constant and at-will spells appear on page 342 in the Ability Glossary. Focus Spells If a creature has focus spells, this entry lists the spells level, the Focus Points in the creatures focus pool, the DC, and those spells. Rituals Any rituals the creature can cast appear here. Offensive or Proactive Abilities Any actions, activities, or abilities that automatically affect the creatures offense, as well as free actions or reactions that are usually triggered on the creatures turn, appear here in alphabetical order. ","type":"Rules","url":"/Rules.aspx?ID=786","weakness":{}}},{"_index":"aon18","_id":"rules-787","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","Playing Creatures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-787","markdown":"<title level=\"1\" right=\"Rules\">[Roleplaying Creatures](/Rules.aspx?ID=787)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 6</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhether its an adversary or a potential ally, a creature might have a very different worldview than the PCs. When roleplaying creatures, think about how they experience the world differently due to their senses, physiology, and habitat. Each creature entry in this book gives you some context about the creatures worldview, motivations, ecology, and societies. Many sections have sidebars that provide relevant facts about creatures (labeled with the icons listed in the Sidebar Icons section on page 7). You can use the information in each creature entry as cues on how to roleplaying the creature in and out of combat. These cues can be as simple as a difference in idioms (perhaps saying “in the other tentacle” rather than “on the other hand”) and as complex as determining motivations, hopes, and dreams for an individual creature. Understanding a creature youre playing also informs what tactics theyll use, as well as whether they are willing to surrender or flee when things dont go their way.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Roleplaying Creatures","next_link":{"label":"Adjusting Creatures","url":"/Rules.aspx?ID=788"},"previous_link":{"label":"Reading Creature Statistics","url":"/Rules.aspx?ID=786"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 6</row>\r\n\r\nIntroduction / Playing Creatures\r\n</additional-info>","source":["Bestiary"],"source_raw":["Bestiary pg. 6"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 6</row>","speed":{},"text":" Roleplaying Creatures Source Bestiary pg. 6 Whether its an adversary or a potential ally, a creature might have a very different worldview than the PCs. When roleplaying creatures, think about how they experience the world differently due to their senses, physiology, and habitat. Each creature entry in this book gives you some context about the creatures worldview, motivations, ecology, and societies. Many sections have sidebars that provide relevant facts about creatures (labeled with the icons listed in the Sidebar Icons section on page 7). You can use the information in each creature entry as cues on how to roleplaying the creature in and out of combat. These cues can be as simple as a difference in idioms (perhaps saying “in the other tentacle” rather than “on the other hand”) and as complex as determining motivations, hopes, and dreams for an individual creature. Understanding a creature youre playing also informs what tactics theyll use, as well as whether they are willing to surrender or flee when things dont go their way. ","type":"Rules","url":"/Rules.aspx?ID=787","weakness":{}}},{"_index":"aon18","_id":"rules-788","_score":2.3741803,"_source":{"breadcrumbs":["Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-788","markdown":"<title level=\"1\" right=\"Rules\">[Adjusting Creatures](/Rules.aspx?ID=788)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 6</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes you might need to customize a creature based on the needs of your story or the narrative circumstances as your story unfolds. This section guides you through some basic strategies you can use to adjust creatures. It includes quick adjustments you can make to a creature to alter its level. You might also need to adjust a creatures languages or gear, or know its proficiency ranks in skills or Perception.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-789\" />\r\n\r\n<document level=\"2\" id=\"rules-792\" />\r\n\r\n<document level=\"2\" id=\"rules-793\" />\r\n\r\n<document level=\"2\" id=\"rules-794\" />","name":"Adjusting Creatures","next_link":{"label":"Megafauna Minions","url":"/Rules.aspx?ID=795"},"previous_link":{"label":"Playing Creatures","url":"/Rules.aspx?ID=785"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 6</row>\r\n\r\nIntroduction\r\n</additional-info>","source":["Bestiary"],"source_raw":["Bestiary pg. 6"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 6</row>","speed":{},"text":" Adjusting Creatures Source Bestiary pg. 6 Sometimes you might need to customize a creature based on the needs of your story or the narrative circumstances as your story unfolds. This section guides you through some basic strategies you can use to adjust creatures. It includes quick adjustments you can make to a creature to alter its level. You might also need to adjust a creatures languages or gear, or know its proficiency ranks in skills or Perception. ","type":"Rules","url":"/Rules.aspx?ID=788","weakness":{}}},{"_index":"aon18","_id":"rules-789","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","Adjusting Creatures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-789","markdown":"<title level=\"1\" right=\"Rules\">[Combat Power](/Rules.aspx?ID=789)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 6</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe creatures presented in this book have appropriate statistics for their levels. In many cases, you can make relatively minor adjustments, called elite and weak adjustments, to their statistics to make them function 1 level higher or lower than presented.\n\n Elite and weak adjustments work best with creatures that focus on physical combat. These adjustments overstate the normal numerical gains the creature would make from increasing its level to make up for the lack of new special abilities. As such, when applied multiple times to the same creature, these adjustments cause its statistics to become less accurate for the creatures level. These adjustments have a greater effect on the power level of low-level creatures; applying elite adjustments to a level 1 creature gives you one closer to 1st level, and applying weak adjustments to a 1st-level creature gives you one whose level is closer to 1.\n\n Creatures that cast spells or rely on noncombat abilities typically need specific adjustments to those spells or abilities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-790\" />\r\n\r\n<document level=\"2\" id=\"rules-791\" />","name":"Combat Power","next_link":{"label":"Language","url":"/Rules.aspx?ID=792"},"previous_link":{"label":"Playing Creatures","url":"/Rules.aspx?ID=785"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 6</row>\r\n\r\nIntroduction / Adjusting Creatures\r\n</additional-info>","source":["Bestiary"],"source_raw":["Bestiary pg. 6"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 6</row>","speed":{},"text":" Combat Power Source Bestiary pg. 6 The creatures presented in this book have appropriate statistics for their levels. In many cases, you can make relatively minor adjustments, called elite and weak adjustments, to their statistics to make them function 1 level higher or lower than presented. Elite and weak adjustments work best with creatures that focus on physical combat. These adjustments overstate the normal numerical gains the creature would make from increasing its level to make up for the lack of new special abilities. As such, when applied multiple times to the same creature, these adjustments cause its statistics to become less accurate for the creatures level. These adjustments have a greater effect on the power level of low-level creatures; applying elite adjustments to a level 1 creature gives you one closer to 1st level, and applying weak adjustments to a 1st-level creature gives you one whose level is closer to 1. Creatures that cast spells or rely on noncombat abilities typically need specific adjustments to those spells or abilities. ","type":"Rules","url":"/Rules.aspx?ID=789","weakness":{}}},{"_index":"aon18","_id":"rules-790","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","Adjusting Creatures","Combat Power"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-790","markdown":"<title level=\"1\" right=\"Rules\">[Elite Adjustment](/Rules.aspx?ID=790)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 6</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes youll want a creature thats just a bit more powerful than normal so that you can present a challenge that would otherwise be trivial, or show that one enemy is stronger than its kin. To do this quickly and easily, apply the elite adjustments to its statistics as follows: \n<ul><li>Increase the creatures AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers by 2. </li><li>Increase the damage of its Strikes and other offensive abilities by 2. If the creature has limits on how many times or how often it can use an ability (such as a spellcasters spells or a dragons Breath Weapon), increase the damage by 4 instead. </li><li>Increase the creatures Hit Points based on its starting level (see the table below).</li></ul>\n\n## Elite Adjustment\n<row gap=\"tiny\">\n<table> <tr><td>**Starting Level**</td><td>**HP Increase**</td></tr> <tr><td>1 or lower</td><td>10</td></tr> <tr><td>2-4</td><td>15</td></tr> <tr><td>5-19</td><td>20</td></tr> <tr><td>20+</td><td>30</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Elite Adjustment","next_link":{"label":"Weak Adjustments","url":"/Rules.aspx?ID=791"},"previous_link":{"label":"Playing Creatures","url":"/Rules.aspx?ID=785"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 6</row>\r\n\r\nIntroduction / Adjusting Creatures / Combat Power\r\n</additional-info>","source":["Bestiary"],"source_raw":["Bestiary pg. 6"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 6</row>","speed":{},"text":" Elite Adjustment Source Bestiary pg. 6 Sometimes youll want a creature thats just a bit more powerful than normal so that you can present a challenge that would otherwise be trivial, or show that one enemy is stronger than its kin. To do this quickly and easily, apply the elite adjustments to its statistics as follows: Increase the creatures AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers by 2. Increase the damage of its Strikes and other offensive abilities by 2. If the creature has limits on how many times or how often it can use an ability (such as a spellcasters spells or a dragons Breath Weapon), increase the damage by 4 instead. Increase the creatures Hit Points based on its starting level (see the table below). ## Elite Adjustment Starting Level HP Increase 1 or lower 10 2-4 15 5-19 20 20+ 30 ","type":"Rules","url":"/Rules.aspx?ID=790","weakness":{}}},{"_index":"aon18","_id":"rules-791","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","Adjusting Creatures","Combat Power"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-791","markdown":"<title level=\"1\" right=\"Rules\">[Weak Adjustments](/Rules.aspx?ID=791)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 6</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes youll want a creature thats weaker than normal so you can use a creature that would otherwise be too challenging, or show that one enemy is weaker than its kin. To do this quickly and easily, apply the weak adjustments to its statistics as follows. \n<ul><li>Decrease the creatures AC, attack modifiers, DCs, saving throws, and skill modifiers by 2. </li><li>Decrease the damage of its Strikes and other offensive abilities by 2. If the creature has limits on how many times or how often it can use an ability (such as a spellcasters spells or a dragons Breath Weapon), decrease the damage by 4 instead. </li><li>Decrease the creatures HP based on its starting level.</li></ul>\n\n## Weak Adjustment\n<row gap=\"tiny\">\n<table> <tr><td>**Starting Level**</td><td>**HP Decrease**</td></tr> <tr><td>1-2</td><td>-10</td></tr> <tr><td>3-5</td><td>-15</td></tr> <tr><td>6-20</td><td>-20</td></tr> <tr><td>21+</td><td>-30</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Weak Adjustments","next_link":{"label":"Language","url":"/Rules.aspx?ID=792"},"previous_link":{"label":"Elite Adjustment","url":"/Rules.aspx?ID=790"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 6</row>\r\n\r\nIntroduction / Adjusting Creatures / Combat Power\r\n</additional-info>","source":["Bestiary"],"source_raw":["Bestiary pg. 6"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 6</row>","speed":{},"text":" Weak Adjustments Source Bestiary pg. 6 Sometimes youll want a creature thats weaker than normal so you can use a creature that would otherwise be too challenging, or show that one enemy is weaker than its kin. To do this quickly and easily, apply the weak adjustments to its statistics as follows. Decrease the creatures AC, attack modifiers, DCs, saving throws, and skill modifiers by 2. Decrease the damage of its Strikes and other offensive abilities by 2. If the creature has limits on how many times or how often it can use an ability (such as a spellcasters spells or a dragons Breath Weapon), decrease the damage by 4 instead. Decrease the creatures HP based on its starting level. ## Weak Adjustment Starting Level HP Decrease 1-2 -10 3-5 -15 6-20 -20 21+ -30 ","type":"Rules","url":"/Rules.aspx?ID=791","weakness":{}}},{"_index":"aon18","_id":"rules-792","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","Adjusting Creatures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-792","markdown":"<title level=\"1\" right=\"Rules\">[Language](/Rules.aspx?ID=792)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 7</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe languages listed in a creatures entry are what a typical creature of that type knows. However, you might want to vary these based on the specific creature. For instance, if a creature is interested in speaking with or understanding the people in its region, it would most likely know the language those people speak. This language is most often Common, but you can give it a more appropriate language depending on what region the creature lives in (such as [Undercommon](/Languages.aspx?ID=11) if the creature lives in the Darklands).\n\n Beings from other planes are unlikely to know any languages from the Material Plane unless they frequently travel there. If such a creature knows a mortal language, then that creature likely is interested in communicating with mortals. This language is most often Common, although such keep in mind that such a creature should speak Common only if it specifically travels to or studies your campaigns world and region above others.\n\n The languages in Pathfinder can be found [here](/languages).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Language","next_link":{"label":"Gear","url":"/Rules.aspx?ID=793"},"previous_link":{"label":"Combat Power","url":"/Rules.aspx?ID=789"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 7</row>\r\n\r\nIntroduction / Adjusting Creatures\r\n</additional-info>","source":["Bestiary"],"source_raw":["Bestiary pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 7</row>","speed":{},"text":" Language Source Bestiary pg. 7 The languages listed in a creatures entry are what a typical creature of that type knows. However, you might want to vary these based on the specific creature. For instance, if a creature is interested in speaking with or understanding the people in its region, it would most likely know the language those people speak. This language is most often Common, but you can give it a more appropriate language depending on what region the creature lives in (such as Undercommon if the creature lives in the Darklands). Beings from other planes are unlikely to know any languages from the Material Plane unless they frequently travel there. If such a creature knows a mortal language, then that creature likely is interested in communicating with mortals. This language is most often Common, although such keep in mind that such a creature should speak Common only if it specifically travels to or studies your campaigns world and region above others. The languages in Pathfinder can be found here. ","type":"Rules","url":"/Rules.aspx?ID=792","weakness":{}}},{"_index":"aon18","_id":"rules-793","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","Adjusting Creatures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-793","markdown":"<title level=\"1\" right=\"Rules\">[Gear](/Rules.aspx?ID=793)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 7</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome creatures rely on gear, like armor and weapons. You might need statistics for such a creature that doesn't have its gear. For example, a creature could be [Disarmed](/Actions.aspx?ID=41), it might be ambushed while it's out of its armor, or one of its worn magic items could be disabled with [_dispel magic_](/Spells.aspx?ID=78). In most cases, you can simply improvise, but if you want to be more exacting, use these guidelines for weapons and armor.\n\n If a creature loses its weapon, it might draw another weapon or use an unarmed attack. If it uses a Strike it doesn't have listed in its stat block, find a Strike entry for the creature that most closely matches the substitute, reduce the attack modifier by 2, and use the damage dice for the new Strike. If the creature needs to make an unarmed attack and doesn't have one listed in its stat block, it uses the statistics for a [fist](/Weapons.aspx?ID=1). If the creature loses a weapon with a [_weapon potency_](/Equipment.aspx?ID=281) rune, you usually should reduce the attack modifier by 2 plus the bonus granted by the weapon's potency rune for the new weapon. For example, if the creature is Disarmed of its _+1 mace_, then you would reduce the attack modifier by 3 instead of 2 for the new Strike.\n\n If a creature doesn't have its armor, find the armor in its Items entry and reduce the creature's AC by that [armor's item bonus](/equipment/armor). If the armor has a _[potency](/Equipment.aspx?ID=278)_ rune, increase the reduction as appropriate; for example, if the creature has a suit of _+2 chain mail_ in its statistics, and the characters catch the creature without its armor, you would reduce the creature's AC by 6 instead of 4. If the armor has a _[resilient](/Equipment.aspx?ID=280)_ rune, reduce the creature's saves based on the rune's type (1 for _resilient_, 2 for _greater resilient_, or 3 for _major resilient_).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gear","next_link":{"label":"Skills, Perception, and Proficiency","url":"/Rules.aspx?ID=794"},"previous_link":{"label":"Language","url":"/Rules.aspx?ID=792"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 7</row>\r\n\r\nIntroduction / Adjusting Creatures\r\n</additional-info>","source":["Bestiary"],"source_raw":["Bestiary pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 7</row>","speed":{},"text":" Gear Source Bestiary pg. 7 Some creatures rely on gear, like armor and weapons. You might need statistics for such a creature that doesn't have its gear. For example, a creature could be Disarmed, it might be ambushed while it's out of its armor, or one of its worn magic items could be disabled with dispel magic . In most cases, you can simply improvise, but if you want to be more exacting, use these guidelines for weapons and armor. If a creature loses its weapon, it might draw another weapon or use an unarmed attack. If it uses a Strike it doesn't have listed in its stat block, find a Strike entry for the creature that most closely matches the substitute, reduce the attack modifier by 2, and use the damage dice for the new Strike. If the creature needs to make an unarmed attack and doesn't have one listed in its stat block, it uses the statistics for a fist. If the creature loses a weapon with a weapon potency rune, you usually should reduce the attack modifier by 2 plus the bonus granted by the weapon's potency rune for the new weapon. For example, if the creature is Disarmed of its +1 mace , then you would reduce the attack modifier by 3 instead of 2 for the new Strike. If a creature doesn't have its armor, find the armor in its Items entry and reduce the creature's AC by that armor's item bonus. If the armor has a potency rune, increase the reduction as appropriate; for example, if the creature has a suit of +2 chain mail in its statistics, and the characters catch the creature without its armor, you would reduce the creature's AC by 6 instead of 4. If the armor has a resilient rune, reduce the creature's saves based on the rune's type (1 for resilient , 2 for greater resilient , or 3 for major resilient ). ","type":"Rules","url":"/Rules.aspx?ID=793","weakness":{}}},{"_index":"aon18","_id":"rules-794","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","Adjusting Creatures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-794","markdown":"<title level=\"1\" right=\"Rules\">[Skills, Perception, and Proficiency](/Rules.aspx?ID=794)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 7</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn some situations, such as when a creature is trying to Disable a PCs snare, you need to know the creatures proficiency rank. Creatures are trained in the skills listed in their stat blocks. Because monsters arent created using the same rules as PCs, they are untrained in skills that arent listed. A creature usually has expert proficiency in its listed skills around 5th level, master proficiency around 9th level, and legendary proficiency around 17th level. A creature might need a certain proficiency rank in Perception to detect certain things. Many creatures have expert proficiency in Perception, and improve to master proficiency around 7th level and legendary proficiency around 13th level.\n\n At your discretion, creatures with world-class aptitude at a particular skill or in Perception, such as a [doppelganger](/Monsters.aspx?ID=126) with Deception, might have a higher rank in that skill or Perception.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skills, Perception, and Proficiency","next_link":{"label":"Megafauna Minions","url":"/Rules.aspx?ID=795"},"previous_link":{"label":"Gear","url":"/Rules.aspx?ID=793"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Bestiary](/Sources.aspx?ID=2) pg. 7</row>\r\n\r\nIntroduction / Adjusting Creatures\r\n</additional-info>","source":["Bestiary"],"source_raw":["Bestiary pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Bestiary](/Sources.aspx?ID=2) pg. 7</row>","speed":{},"text":" Skills, Perception, and Proficiency Source Bestiary pg. 7 In some situations, such as when a creature is trying to Disable a PCs snare, you need to know the creatures proficiency rank. Creatures are trained in the skills listed in their stat blocks. Because monsters arent created using the same rules as PCs, they are untrained in skills that arent listed. A creature usually has expert proficiency in its listed skills around 5th level, master proficiency around 9th level, and legendary proficiency around 17th level. A creature might need a certain proficiency rank in Perception to detect certain things. Many creatures have expert proficiency in Perception, and improve to master proficiency around 7th level and legendary proficiency around 13th level. At your discretion, creatures with world-class aptitude at a particular skill or in Perception, such as a doppelganger with Deception, might have a higher rank in that skill or Perception. ","type":"Rules","url":"/Rules.aspx?ID=794","weakness":{}}},{"_index":"aon18","_id":"rules-795","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-795","markdown":"<title level=\"1\" right=\"Rules\">[Megafauna Minions](/Rules.aspx?ID=795)</title>\r\n\r\n<row gap=\"tiny\">**Source** [World Guide](/Sources.aspx?ID=6) pg. 117 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you pick your animal companion, you can choose to have it be a megafauna animal companion. Megafauna animal companions are mostly similar to other animal companions of the same category, though they look different, and they have one difference in their upgrade path. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, a megafauna companion instead can choose to become a savage or indomitable companion. An indomitable companion increases its Constitution modifier by 2 and its Strength, Dexterity, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in [Athletics](/Skills.aspx?ID=3) to expert and its proficiency rank in barding to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows in size by one category. Its attacks count as magical for the purpose of ignoring resistances.\n\nAny animal companion can be a megafauna animal companion. The GM has ultimate say on which animal companions can be megafauna animal companions, though most animal companions based on animals and beasts can be megafauna.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Megafauna Minions","next_link":{"label":"Gods & Magic","url":"/Rules.aspx?ID=798"},"previous_link":{"label":"Introduction","url":"/Rules.aspx?ID=784"},"rarity":"common","release_date":"2019-08-31","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [World Guide](/Sources.aspx?ID=6) pg. 117 <sup>2.0</sup></row>\n\n</additional-info>","source":["World Guide"],"source_raw":["World Guide pg. 117"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[World Guide](/Sources.aspx?ID=6) pg. 117 <sup>2.0</sup></row>","speed":{},"text":" Megafauna Minions Source World Guide pg. 117 2.0 When you pick your animal companion, you can choose to have it be a megafauna animal companion. Megafauna animal companions are mostly similar to other animal companions of the same category, though they look different, and they have one difference in their upgrade path. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, a megafauna companion instead can choose to become a savage or indomitable companion. An indomitable companion increases its Constitution modifier by 2 and its Strength, Dexterity, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert and its proficiency rank in barding to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows in size by one category. Its attacks count as magical for the purpose of ignoring resistances. Any animal companion can be a megafauna animal companion. The GM has ultimate say on which animal companions can be megafauna animal companions, though most animal companions based on animals and beasts can be megafauna. ","type":"Rules","url":"/Rules.aspx?ID=795","weakness":{}}},{"_index":"aon18","_id":"rules-796","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 9: Playing the Game","General Rules","Hit Points, Healing, and Dying"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-796","markdown":"<title level=\"1\" right=\"Rules\">[Fast Healing and Regeneration](/Rules.aspx?ID=796)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its [dying](/Conditions.aspx?ID=11) condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Fast Healing and Regeneration","next_link":{"label":"Actions","url":"/Rules.aspx?ID=387"},"previous_link":{"label":"Items and Hit Points","url":"/Rules.aspx?ID=386"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>\r\n\r\nChapter 9: Playing the Game / General Rules / Hit Points, Healing, and Dying\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 461"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 461 <sup>4.0</sup></row>","speed":{},"text":" Fast Healing and Regeneration Source Core Rulebook pg. 461 4.0 A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage. ","type":"Rules","url":"/Rules.aspx?ID=796","weakness":{}}},{"_index":"aon18","_id":"rules-797","_score":2.3741803,"_source":{"breadcrumbs":["NPC Gallery"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-797","markdown":"<title level=\"1\" right=\"Rules\">[Theme Templates](/Rules.aspx?ID=797)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 116 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEven with these provided NPC statistics, it might still be challenging to flesh out the full ranks of a major organization, as you might need many different members of varying level and rank. The final part of this section presents a number of theme templates that you can apply to an existing creature or NPC stat block to help meet the need for your encounter or story. These templates are intended to provide a different set of abilities and equipment that grant a generic creature the appropriate flavor to present a character that is part of an organization without having to create a new set of statistics from scratch.\n\n If you'd like to create your own theme templates, you can use these existing adjustments as a framework, though creating a creature or NPC from the ground up is recommended when possible and when time permits. These templates are fast and easy ways to make adjustments that are roughly balanced and that contain significant flavor of the organization.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1388\" />","name":"Theme Templates","next_link":{"label":"Chapter 5: NPC Gallery","url":"/Rules.aspx?ID=1394"},"previous_link":{"label":"Chapter 4: Variant Rules","url":"/Rules.aspx?ID=1297"},"rarity":"common","release_date":"2019-10-16","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 116 <sup>2.0</sup></row>\r\n\r\nNPC Gallery\r\n</additional-info>","source":["Character Guide"],"source_raw":["Character Guide pg. 116"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 116 <sup>2.0</sup></row>","speed":{},"text":" Theme Templates Source Character Guide pg. 116 2.0 Even with these provided NPC statistics, it might still be challenging to flesh out the full ranks of a major organization, as you might need many different members of varying level and rank. The final part of this section presents a number of theme templates that you can apply to an existing creature or NPC stat block to help meet the need for your encounter or story. These templates are intended to provide a different set of abilities and equipment that grant a generic creature the appropriate flavor to present a character that is part of an organization without having to create a new set of statistics from scratch. If you'd like to create your own theme templates, you can use these existing adjustments as a framework, though creating a creature or NPC from the ground up is recommended when possible and when time permits. These templates are fast and easy ways to make adjustments that are roughly balanced and that contain significant flavor of the organization. ","type":"Rules","url":"/Rules.aspx?ID=797","weakness":{}}},{"_index":"aon18","_id":"rules-798","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-798","markdown":"<title level=\"1\" right=\"Rules\">[Gods &amp; Magic](/Rules.aspx?ID=798)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 6 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA defining characteristic of fantasy as a genre is the presence and use of magic—a fantasy roleplaying game without magic would be like a science fiction story without technology or a horror story without fear! Pathfinder posits four traditions of magic: arcane, divine, occult, and primal. For a faithful character, divine magic is usually the most intrinsically appealing, as it reflects a direct connection to a deity.\n\n Divine magic is the intersection of the instinctual and faith-based vital essence that rules over life and death, and the otherworldly spiritual essence that forms the building blocks of all souls. It can close wounds in seconds, call down blasts of divine vengeance, uncover hidden truths, reveal the future, and even temporarily turn a devotee into an avatar of their god. The idea of divine might invokes images of a righteous crusader, but neutral and evil gods similarly imbue their devotees with power to further their own causes. The divine tradition also encompasses spiritual philosophies that dont involve any specific deity, as well as pantheons of multiple deities.\n\n This book presents an in-depth look at the gods presented in [Chapter 8](/deities) of the _Pathfinder Core Rulebook_, including alternate domains and divine intercessions each god grants. Following that are 20 additional gods, with rules for playing their clerics and champions, including how to assume the forms of their mighty avatars. Following these entries, this book describes demigod pantheons, such as the Eldest and the empyreal lords, as well as spiritual philosophies, including the Green Faith and Sangpotshi. This book also includes exciting new domains, feats, items, spells, and weapons useful for many characters, not just clerics.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-799\" />\r\n\r\n<document level=\"2\" id=\"rules-800\" />\r\n\r\n<document level=\"2\" id=\"rules-801\" />\r\n\r\n<document level=\"2\" id=\"rules-807\" />\r\n\r\n<document level=\"2\" id=\"rules-1385\" />","name":"Gods & Magic","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=808"},"previous_link":{"label":"Megafauna Minions","url":"/Rules.aspx?ID=795"},"rarity":"common","release_date":"2020-01-29","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 6 <sup>2.0</sup></row>\n\n</additional-info>","source":["Gods & Magic"],"source_raw":["Gods & Magic pg. 6"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Gods &amp; Magic](/Sources.aspx?ID=17) pg. 6 <sup>2.0</sup></row>","speed":{},"text":" Gods &amp; Magic Source Gods &amp; Magic pg. 6 2.0 A defining characteristic of fantasy as a genre is the presence and use of magic—a fantasy roleplaying game without magic would be like a science fiction story without technology or a horror story without fear! Pathfinder posits four traditions of magic: arcane, divine, occult, and primal. For a faithful character, divine magic is usually the most intrinsically appealing, as it reflects a direct connection to a deity. Divine magic is the intersection of the instinctual and faith-based vital essence that rules over life and death, and the otherworldly spiritual essence that forms the building blocks of all souls. It can close wounds in seconds, call down blasts of divine vengeance, uncover hidden truths, reveal the future, and even temporarily turn a devotee into an avatar of their god. The idea of divine might invokes images of a righteous crusader, but neutral and evil gods similarly imbue their devotees with power to further their own causes. The divine tradition also encompasses spiritual philosophies that dont involve any specific deity, as well as pantheons of multiple deities. This book presents an in-depth look at the gods presented in Chapter 8 of the Pathfinder Core Rulebook , including alternate domains and divine intercessions each god grants. Following that are 20 additional gods, with rules for playing their clerics and champions, including how to assume the forms of their mighty avatars. Following these entries, this book describes demigod pantheons, such as the Eldest and the empyreal lords, as well as spiritual philosophies, including the Green Faith and Sangpotshi. This book also includes exciting new domains, feats, items, spells, and weapons useful for many characters, not just clerics. ","type":"Rules","url":"/Rules.aspx?ID=798","weakness":{}}},{"_index":"aon18","_id":"rules-799","_score":2.3741803,"_source":{"breadcrumbs":["Gods & Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-799","markdown":"<title level=\"1\" right=\"Rules\">[Why Belief Matters](/Rules.aspx?ID=799)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 6 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFaith is important in any fantasy world where mortals can wield divine power. On Golarion, the existence of the gods is not a speculative question. To the contrary, the veracity of each of the gods is demonstrable, visible through manifestations ranging from powerful divine spells to portentous curses and boons.\n\n Belief and devotion shape life on Golarion in numerous ways. Generally, the gods imbue their most devoted followers with their magic. A clerics adherence to the principles and observances of their god underpins their ability to access the divine magic that powers their spells. A champion forges their very identity in devotion to their deity and cause, from which they draw their righteous zeal. Other mortals often view with awe those characters commanding divine power through such intense piety.\n\n Yet these are exceptional cases, and more mundane faith is common. A fighter might worship [Kurgess](/Deities.aspx?ID=42), the god of healthy competition and physical development, while a barbarian similarly follows [Gorum](/Deities.aspx?ID=7), the god of strength and battle, each finding inspiration for their personal growth and values in their worship. Wilderness-roaming characters, such as rangers and druids (whose magic derives from primal forces rather than the divine), may feel drawn to the [Green Faith](/Deities.aspx?ID=22) or [Shoanti animism](/Deities.aspx?ID=203) as an expression of their connection to the earth—or they might venerate [Gozreh](/Deities.aspx?ID=8), the god of nature; [Sarenrae](/Deities.aspx?ID=16), the goddess of the sun; or [Tsukiyo](/Deities.aspx?ID=48), the god of the moon. Scholarly characters, such as alchemists and wizards, may recognize that religious devotions provide them with a connection to community, a sense of purpose, or even a path to greater personal power. They might worship a deity associated with intellectual pursuits, like the god of magic, [Nethys](/Deities.aspx?ID=12), or they might enjoy established and well-connected churches, such as those of [Abadar](/Deities.aspx?ID=1), the god of cities and wealth; [Iomedae](/Deities.aspx?ID=9), the goddess of justice and honor; or [Asmodeus](/Deities.aspx?ID=2), the god of tyranny and pride. Sorcerers and bards, on the other hand, might be inspired to worship [Shelyn](/Deities.aspx?ID=17), the goddess of art and love; [Desna](/Deities.aspx?ID=5), the goddess of luck and travel; or even [Cayden Cailean](/Deities.aspx?ID=4), the god of freedom and alcohol. Devotion might be woven into their self-expression, or it could provide a connection to like-minded followers, or give them a deeper sense of purpose. Characters who rely on perfecting their skills, such as rogues and monks, might be drawn to the worship of [Irori](/Deities.aspx?ID=10), the god of knowledge and self-perfection—or of [Norgorber](/Deities.aspx?ID=13), the god of secret knowledge and thievery.\n\n While most characters faithful enough to gain power from their deity do so in service to a single god or goddess, most people on Golarion venerate many deities, giving praise or asking for aid based on the circumstances of their lives. The focus of a persons faith may change as circumstances do. A barbarian might have a central devotion to [Chaldira](/Deities.aspx?ID=35), the halfling god of battle and luck, but add prayers to Shelyn god of beauty and love, when she finds true love. Upon the untimely death of her lover, she may turn to [Pharasma](/Deities.aspx?ID=14), god of death and fate, or to Desna, god of dreams, to ease her grief—or to [Calistria](/Deities.aspx?ID=3), god of vengeance, to repay the death. Similarly, a dishonored politician might continue to honor [Gruhastha](/Deities.aspx?ID=39) the Keeper but offer a prayer to [Achaekek](/Deities.aspx?ID=29), the mantis god of assassins and death, to regain her power.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Why Belief Matters","next_link":{"label":"The Role of the Gods","url":"/Rules.aspx?ID=800"},"previous_link":{"label":"Megafauna Minions","url":"/Rules.aspx?ID=795"},"rarity":"common","release_date":"2020-01-29","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 6 <sup>2.0</sup></row>\r\n\r\nGods &amp; Magic\r\n</additional-info>","source":["Gods & Magic"],"source_raw":["Gods & Magic pg. 6"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Gods &amp; Magic](/Sources.aspx?ID=17) pg. 6 <sup>2.0</sup></row>","speed":{},"text":" Why Belief Matters Source Gods &amp; Magic pg. 6 2.0 Faith is important in any fantasy world where mortals can wield divine power. On Golarion, the existence of the gods is not a speculative question. To the contrary, the veracity of each of the gods is demonstrable, visible through manifestations ranging from powerful divine spells to portentous curses and boons. Belief and devotion shape life on Golarion in numerous ways. Generally, the gods imbue their most devoted followers with their magic. A clerics adherence to the principles and observances of their god underpins their ability to access the divine magic that powers their spells. A champion forges their very identity in devotion to their deity and cause, from which they draw their righteous zeal. Other mortals often view with awe those characters commanding divine power through such intense piety. Yet these are exceptional cases, and more mundane faith is common. A fighter might worship Kurgess, the god of healthy competition and physical development, while a barbarian similarly follows Gorum, the god of strength and battle, each finding inspiration for their personal growth and values in their worship. Wilderness-roaming characters, such as rangers and druids (whose magic derives from primal forces rather than the divine), may feel drawn to the Green Faith or Shoanti animism as an expression of their connection to the earth—or they might venerate Gozreh, the god of nature; Sarenrae, the goddess of the sun; or Tsukiyo, the god of the moon. Scholarly characters, such as alchemists and wizards, may recognize that religious devotions provide them with a connection to community, a sense of purpose, or even a path to greater personal power. They might worship a deity associated with intellectual pursuits, like the god of magic, Nethys, or they might enjoy established and well-connected churches, such as those of Abadar, the god of cities and wealth; Iomedae, the goddess of justice and honor; or Asmodeus, the god of tyranny and pride. Sorcerers and bards, on the other hand, might be inspired to worship Shelyn, the goddess of art and love; Desna, the goddess of luck and travel; or even Cayden Cailean, the god of freedom and alcohol. Devotion might be woven into their self-expression, or it could provide a connection to like-minded followers, or give them a deeper sense of purpose. Characters who rely on perfecting their skills, such as rogues and monks, might be drawn to the worship of Irori, the god of knowledge and self-perfection—or of Norgorber, the god of secret knowledge and thievery. While most characters faithful enough to gain power from their deity do so in service to a single god or goddess, most people on Golarion venerate many deities, giving praise or asking for aid based on the circumstances of their lives. The focus of a persons faith may change as circumstances do. A barbarian might have a central devotion to Chaldira, the halfling god of battle and luck, but add prayers to Shelyn god of beauty and love, when she finds true love. Upon the untimely death of her lover, she may turn to Pharasma, god of death and fate, or to Desna, god of dreams, to ease her grief—or to Calistria, god of vengeance, to repay the death. Similarly, a dishonored politician might continue to honor Gruhastha the Keeper but offer a prayer to Achaekek, the mantis god of assassins and death, to regain her power. ","type":"Rules","url":"/Rules.aspx?ID=799","weakness":{}}},{"_index":"aon18","_id":"rules-800","_score":2.3741803,"_source":{"breadcrumbs":["Gods & Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-800","markdown":"<title level=\"1\" right=\"Rules\">[The Role of the Gods](/Rules.aspx?ID=800)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 7 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs befits a reality in which gods and magic are demonstrable, the deities of the Pathfinder setting are not aloof constructs whose power merely provides options for character creation. They are deeply involved in the fabric of reality, shaping the course of Golarions people in particular. Ascension to godhood is a real and living thing on Golarion; deities including [Arazni](/Deities.aspx?ID=31), [Cayden Cailean](/Deities.aspx?ID=4), [Iomedae](/Deities.aspx?ID=9), [Norgorber](/Deities.aspx?ID=13), and most recently [Casandalee](/Deities.aspx?ID=34) were mortals on Golarion who ascended to become deities. Others, such as [Abadar](/Deities.aspx?ID=1) and [Sarenrae](/Deities.aspx?ID=16), have their homes in other planes and predate Golarions existence, yet they nevertheless take an active interest in its workings. Political upheavals can favor particular gods, and some show deities direct influence. Cheliaxs pact with [Asmodeus](/Deities.aspx?ID=2) has inarguably extended his diabolical influence across the Inner Sea region. The success of the undead nation of Geb is a boon to [Urgathoa](/Deities.aspx?ID=19), while simultaneously offering endless worry to [Pharasma](/Deities.aspx?ID=14) and her legions of psychopomps. The destruction of Lastwall was a blow to Iomedae, greatly reducing her influence in that region. While these gods also have myriad extraplanar and extra-worldly concerns beyond mortal consideration, they are still—to varying degrees and at various times—deeply invested in the dramas playing out across Golarion, and they manifest their will accordingly.\n\n Despite a long and deep divine connection to Golarion, it is extremely rare for a god to appear in the world. The gift of divine power is the most common way in which the gods influence mortal (as well as undead and immortal) lives on the planet. Divine intercession, through the granting of boons and curses, is another way in which the gods spread their influence. Golarions deities dont spend the majority of their time doling out curses and boons, nor does every god pay attention to every mortal—no god has that much time amid their plots and alliances playing out on an extraplanar scale. Yet when their attention is attracted through particular merit or outrage, or when it fits into a larger objective, they may intercede to bless or to curse a mortal who has drawn their attention. Finally, a god might speak to a mortal through a dream, portent, or singular religious experience. Such moments can shape a characters deepest values and motives, and they are entirely at the GMs discretion.\n\n Campaigns set on worlds other than Golarion can still use the rules and information found in this book to deepen religious themes. The gods exert their influence across the multiverse, and they might enact dramas similar to those described here on any world of the GMs creation. Alternatively, different gods might take the center stage in another worlds pantheon, or they might have entirely different relationships. On a different world, [Rovagug](/Deities.aspx?ID=15) might be the primary deity and principal villain behind truly monstrous schemes, and [Nethys](/Deities.aspx?ID=12)—in his role as a destroyer—might support the Rough Beast.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Role of the Gods","next_link":{"label":"Rules Elements","url":"/Rules.aspx?ID=801"},"previous_link":{"label":"Why Belief Matters","url":"/Rules.aspx?ID=799"},"rarity":"common","release_date":"2020-01-29","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 7 <sup>2.0</sup></row>\r\n\r\nGods &amp; Magic\r\n</additional-info>","source":["Gods & Magic"],"source_raw":["Gods & Magic pg. 7"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Gods &amp; Magic](/Sources.aspx?ID=17) pg. 7 <sup>2.0</sup></row>","speed":{},"text":" The Role of the Gods Source Gods &amp; Magic pg. 7 2.0 As befits a reality in which gods and magic are demonstrable, the deities of the Pathfinder setting are not aloof constructs whose power merely provides options for character creation. They are deeply involved in the fabric of reality, shaping the course of Golarions people in particular. Ascension to godhood is a real and living thing on Golarion; deities including Arazni, Cayden Cailean, Iomedae, Norgorber, and most recently Casandalee were mortals on Golarion who ascended to become deities. Others, such as Abadar and Sarenrae, have their homes in other planes and predate Golarions existence, yet they nevertheless take an active interest in its workings. Political upheavals can favor particular gods, and some show deities direct influence. Cheliaxs pact with Asmodeus has inarguably extended his diabolical influence across the Inner Sea region. The success of the undead nation of Geb is a boon to Urgathoa, while simultaneously offering endless worry to Pharasma and her legions of psychopomps. The destruction of Lastwall was a blow to Iomedae, greatly reducing her influence in that region. While these gods also have myriad extraplanar and extra-worldly concerns beyond mortal consideration, they are still—to varying degrees and at various times—deeply invested in the dramas playing out across Golarion, and they manifest their will accordingly. Despite a long and deep divine connection to Golarion, it is extremely rare for a god to appear in the world. The gift of divine power is the most common way in which the gods influence mortal (as well as undead and immortal) lives on the planet. Divine intercession, through the granting of boons and curses, is another way in which the gods spread their influence. Golarions deities dont spend the majority of their time doling out curses and boons, nor does every god pay attention to every mortal—no god has that much time amid their plots and alliances playing out on an extraplanar scale. Yet when their attention is attracted through particular merit or outrage, or when it fits into a larger objective, they may intercede to bless or to curse a mortal who has drawn their attention. Finally, a god might speak to a mortal through a dream, portent, or singular religious experience. Such moments can shape a characters deepest values and motives, and they are entirely at the GMs discretion. Campaigns set on worlds other than Golarion can still use the rules and information found in this book to deepen religious themes. The gods exert their influence across the multiverse, and they might enact dramas similar to those described here on any world of the GMs creation. Alternatively, different gods might take the center stage in another worlds pantheon, or they might have entirely different relationships. On a different world, Rovagug might be the primary deity and principal villain behind truly monstrous schemes, and Nethys—in his role as a destroyer—might support the Rough Beast. ","type":"Rules","url":"/Rules.aspx?ID=800","weakness":{}}},{"_index":"aon18","_id":"rules-801","_score":2.3741803,"_source":{"breadcrumbs":["Gods & Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-801","markdown":"<title level=\"1\" right=\"Rules\">[Rules Elements](/Rules.aspx?ID=801)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 7 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis book presents the following new rules elements.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-802\" />\r\n\r\n<document level=\"2\" id=\"rules-803\" />\r\n\r\n<document level=\"2\" id=\"rules-804\" />\r\n\r\n<document level=\"2\" id=\"rules-805\" />\r\n\r\n<document level=\"2\" id=\"rules-806\" />","name":"Rules Elements","next_link":{"label":"Demigods and Other Divinities","url":"/Rules.aspx?ID=807"},"previous_link":{"label":"The Role of the Gods","url":"/Rules.aspx?ID=800"},"rarity":"common","release_date":"2020-01-29","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 7 <sup>2.0</sup></row>\r\n\r\nGods &amp; Magic\r\n</additional-info>","source":["Gods & Magic"],"source_raw":["Gods & Magic pg. 7"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Gods &amp; Magic](/Sources.aspx?ID=17) pg. 7 <sup>2.0</sup></row>","speed":{},"text":" Rules Elements Source Gods &amp; Magic pg. 7 2.0 This book presents the following new rules elements. ","type":"Rules","url":"/Rules.aspx?ID=801","weakness":{}}},{"_index":"aon18","_id":"rules-802","_score":2.3741803,"_source":{"breadcrumbs":["Gods & Magic","Rules Elements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-802","markdown":"<title level=\"1\" right=\"Rules\">[Alternate Domains](/Rules.aspx?ID=802)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 7 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach deity grants four domains— these are their primary domains. Some deities, however, have such expansive jurisdiction that more than four domains are appropriate for them. Many of these alternate domains are available only to characters who specialize in these areas, as they often fall outside of their deitys main purposes or areas of focus. This book lists alternate domains a deity may have. Followers of a deity do not initially have access to these alternate domains, but a cleric can take the [Expanded Domain Initiate](/Feats.aspx?ID=1172) feat on the following page to gain access to one of their deitys alternate domains, and either a cleric or a champion from an unusual branch of their faith can take the [Splinter Faith](/Feats.aspx?ID=1173) feat below to redefine the domains available to them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alternate Domains","next_link":{"label":"Changing Faith","url":"/Rules.aspx?ID=803"},"previous_link":{"label":"The Role of the Gods","url":"/Rules.aspx?ID=800"},"rarity":"common","release_date":"2020-01-29","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 7 <sup>2.0</sup></row>\r\n\r\nGods &amp; Magic / Rules Elements\r\n</additional-info>","source":["Gods & Magic"],"source_raw":["Gods & Magic pg. 7"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Gods &amp; Magic](/Sources.aspx?ID=17) pg. 7 <sup>2.0</sup></row>","speed":{},"text":" Alternate Domains Source Gods &amp; Magic pg. 7 2.0 Each deity grants four domains— these are their primary domains. Some deities, however, have such expansive jurisdiction that more than four domains are appropriate for them. Many of these alternate domains are available only to characters who specialize in these areas, as they often fall outside of their deitys main purposes or areas of focus. This book lists alternate domains a deity may have. Followers of a deity do not initially have access to these alternate domains, but a cleric can take the Expanded Domain Initiate feat on the following page to gain access to one of their deitys alternate domains, and either a cleric or a champion from an unusual branch of their faith can take the Splinter Faith feat below to redefine the domains available to them. ","type":"Rules","url":"/Rules.aspx?ID=802","weakness":{}}},{"_index":"aon18","_id":"rules-803","_score":2.3741803,"_source":{"breadcrumbs":["Gods & Magic","Rules Elements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-803","markdown":"<title level=\"1\" right=\"Rules\">[Changing Faith](/Rules.aspx?ID=803)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 8 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhether dramatic or gradual, a character may have a crisis of faith or even a fall from grace. When this happens, the character is no longer able to use the spells, feats, and other class features tied to their now-lost faith. As reflects the genuine struggle within their soul, such characters may find themselves hobbled in their actions and interactions until they are restored to good standing via the [_atone_](/Rituals.aspx?ID=2) ritual—or, in the case of a more complete break, until they retrain.\n\n Retraining requires substantial downtime—in most cases, at least a month. A character who wishes to retrain into a different faith with similar concerns and domains requires less time to convert than a character moving into a radically divergent faith. Thus, a cleric of [Grandmother Spider](/Deities.aspx?ID=37) might move to the worship of [Calistria](/Deities.aspx?ID=3) with a months tutelage and service in one of her temples. However, that same cleric of Grandmother Spider could not so easily become a priest of [Asmodeus](/Deities.aspx?ID=2), even though both deities share the [trickery](/Domains.aspx?ID=31) domain—their longstanding animosity is reflected in their diametrically opposed doctrines and cultures. Such a conversion is not impossible but could take several months of downtime or happen piecemeal over months of in-game development. In some instances, particularly in the case of PCs or other high-profile targets of conversion, a new deity might send an emissary directly to a character struggling with a crisis of faith in order to tempt that character to righteousness or villainy. In these cases, the emissary might be able to offer a near-immediate transformation as an enticement, funneling vital and spiritual essence primed to the deitys philosophy into the converting character to remove the need for any downtime at all. Such a transformation is not without risks, however, and may come with complications down the line.\n\n At the GMs discretion, characters for whom divine patronage is essential but who lose faith completely can retrain into a new class. A champion might retrain as a fighter or a ranger, swapping out faith-based feats and class features for appropriate analogues. The length of downtime required in any of these cases is at the GMs discretion, though the player and GM are advised to work together to determine a suitable time frame that does not fully interrupt play and can help tell a satisfying story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Changing Faith","next_link":{"label":"Divine Intercession","url":"/Rules.aspx?ID=804"},"previous_link":{"label":"Alternate Domains","url":"/Rules.aspx?ID=802"},"rarity":"common","release_date":"2020-01-29","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 8 <sup>2.0</sup></row>\r\n\r\nGods &amp; Magic / Rules Elements\r\n</additional-info>","source":["Gods & Magic"],"source_raw":["Gods & Magic pg. 8"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Gods &amp; Magic](/Sources.aspx?ID=17) pg. 8 <sup>2.0</sup></row>","speed":{},"text":" Changing Faith Source Gods &amp; Magic pg. 8 2.0 Whether dramatic or gradual, a character may have a crisis of faith or even a fall from grace. When this happens, the character is no longer able to use the spells, feats, and other class features tied to their now-lost faith. As reflects the genuine struggle within their soul, such characters may find themselves hobbled in their actions and interactions until they are restored to good standing via the atone ritual—or, in the case of a more complete break, until they retrain. Retraining requires substantial downtime—in most cases, at least a month. A character who wishes to retrain into a different faith with similar concerns and domains requires less time to convert than a character moving into a radically divergent faith. Thus, a cleric of Grandmother Spider might move to the worship of Calistria with a months tutelage and service in one of her temples. However, that same cleric of Grandmother Spider could not so easily become a priest of Asmodeus, even though both deities share the trickery domain—their longstanding animosity is reflected in their diametrically opposed doctrines and cultures. Such a conversion is not impossible but could take several months of downtime or happen piecemeal over months of in-game development. In some instances, particularly in the case of PCs or other high-profile targets of conversion, a new deity might send an emissary directly to a character struggling with a crisis of faith in order to tempt that character to righteousness or villainy. In these cases, the emissary might be able to offer a near-immediate transformation as an enticement, funneling vital and spiritual essence primed to the deitys philosophy into the converting character to remove the need for any downtime at all. Such a transformation is not without risks, however, and may come with complications down the line. At the GMs discretion, characters for whom divine patronage is essential but who lose faith completely can retrain into a new class. A champion might retrain as a fighter or a ranger, swapping out faith-based feats and class features for appropriate analogues. The length of downtime required in any of these cases is at the GMs discretion, though the player and GM are advised to work together to determine a suitable time frame that does not fully interrupt play and can help tell a satisfying story. ","type":"Rules","url":"/Rules.aspx?ID=803","weakness":{}}},{"_index":"aon18","_id":"rules-804","_score":2.3741803,"_source":{"breadcrumbs":["Gods & Magic","Rules Elements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-804","markdown":"<title level=\"1\" right=\"Rules\">[Divine Intercession](/Rules.aspx?ID=804)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 9 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo make their influence on Golarion felt directly—but without manifesting on the planet in all their divine glory—each god has the tool of divine intercession. Divine intercession manifests as a boon or a curse, of varying duration and power, visited upon a mortal. Curses are not triggered simply by doing something a god does not like, or everyone in Golarion would be cursed all the time; they are often reserved for followers of the god who commit anathema that arent strong enough to warrant ejection from the faith, or those who have committed shocking blasphemies. Conversely, an unaffiliated worshipper embroiled in high-profile actions that are anathema to a god could earn a curse. Similarly, boons are not automatically granted to anyone petitioning the god. Certainly, someone who upholds a deitys edicts could earn a boon, especially when acting under adverse circumstances. Most often, as befits their inscrutable nature, a deity will bestow a boon or a curse for their own reasons. Perhaps a mission is of dire importance to a gods plan for a specific place or people, or perhaps the survival of a particular character figures in their plans decades from now.\n\n The divine intercessions provided in each entry are examples, and the GM can have any deity grant a different effect than the intercessions provided. These intercessions are special and are always at the deitys, and thus the GMs, direct discretion, with the GM deciding when a boon or curse goes into effect. The GM is also at liberty to remove a boon or curse as is appropriate for the games story. A PC or NPC can never select a feat, spell, or other rules option that entitles them to a divine boon or bestows a divine curse upon foes. Minor intercessions are memorable for the recipient, providing either a relatively modest and long-lasting effect or a spectacular but fleeting one. Moderate intercessions are hugely significant events that typically come with permanent consequences, and major intercessions can pivotally reshape a recipients life, granting powers wildly beyond their innate abilities or inflicting life-changing curses.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Divine Intercession","next_link":{"label":"Favored Weapon","url":"/Rules.aspx?ID=805"},"previous_link":{"label":"Changing Faith","url":"/Rules.aspx?ID=803"},"rarity":"common","release_date":"2020-01-29","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 9 <sup>2.0</sup></row>\r\n\r\nGods &amp; Magic / Rules Elements\r\n</additional-info>","source":["Gods & Magic"],"source_raw":["Gods & Magic pg. 9"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Gods &amp; Magic](/Sources.aspx?ID=17) pg. 9 <sup>2.0</sup></row>","speed":{},"text":" Divine Intercession Source Gods &amp; Magic pg. 9 2.0 To make their influence on Golarion felt directly—but without manifesting on the planet in all their divine glory—each god has the tool of divine intercession. Divine intercession manifests as a boon or a curse, of varying duration and power, visited upon a mortal. Curses are not triggered simply by doing something a god does not like, or everyone in Golarion would be cursed all the time; they are often reserved for followers of the god who commit anathema that arent strong enough to warrant ejection from the faith, or those who have committed shocking blasphemies. Conversely, an unaffiliated worshipper embroiled in high-profile actions that are anathema to a god could earn a curse. Similarly, boons are not automatically granted to anyone petitioning the god. Certainly, someone who upholds a deitys edicts could earn a boon, especially when acting under adverse circumstances. Most often, as befits their inscrutable nature, a deity will bestow a boon or a curse for their own reasons. Perhaps a mission is of dire importance to a gods plan for a specific place or people, or perhaps the survival of a particular character figures in their plans decades from now. The divine intercessions provided in each entry are examples, and the GM can have any deity grant a different effect than the intercessions provided. These intercessions are special and are always at the deitys, and thus the GMs, direct discretion, with the GM deciding when a boon or curse goes into effect. The GM is also at liberty to remove a boon or curse as is appropriate for the games story. A PC or NPC can never select a feat, spell, or other rules option that entitles them to a divine boon or bestows a divine curse upon foes. Minor intercessions are memorable for the recipient, providing either a relatively modest and long-lasting effect or a spectacular but fleeting one. Moderate intercessions are hugely significant events that typically come with permanent consequences, and major intercessions can pivotally reshape a recipients life, granting powers wildly beyond their innate abilities or inflicting life-changing curses. ","type":"Rules","url":"/Rules.aspx?ID=804","weakness":{}}},{"_index":"aon18","_id":"rules-805","_score":2.3741803,"_source":{"breadcrumbs":["Gods & Magic","Rules Elements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-805","markdown":"<title level=\"1\" right=\"Rules\">[Favored Weapon](/Rules.aspx?ID=805)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 9 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach deity has a favored weapon. These weapons are not restricted for use by their clerics and champions alone; lay worshippers often train with and wield them in battle as another way to show their devotion. Each of the favored weapons detailed in this book is available to any character with access to it. The same is true of the divine items included in this book.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Favored Weapon","next_link":{"label":"Theme Template","url":"/Rules.aspx?ID=806"},"previous_link":{"label":"Divine Intercession","url":"/Rules.aspx?ID=804"},"rarity":"common","release_date":"2020-01-29","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 9 <sup>2.0</sup></row>\r\n\r\nGods &amp; Magic / Rules Elements\r\n</additional-info>","source":["Gods & Magic"],"source_raw":["Gods & Magic pg. 9"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Gods &amp; Magic](/Sources.aspx?ID=17) pg. 9 <sup>2.0</sup></row>","speed":{},"text":" Favored Weapon Source Gods &amp; Magic pg. 9 2.0 Each deity has a favored weapon. These weapons are not restricted for use by their clerics and champions alone; lay worshippers often train with and wield them in battle as another way to show their devotion. Each of the favored weapons detailed in this book is available to any character with access to it. The same is true of the divine items included in this book. ","type":"Rules","url":"/Rules.aspx?ID=805","weakness":{}}},{"_index":"aon18","_id":"rules-806","_score":2.3741803,"_source":{"breadcrumbs":["Gods & Magic","Rules Elements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-806","markdown":"<title level=\"1\" right=\"Rules\">[Theme Template](/Rules.aspx?ID=806)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 9 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTheme templates (introduced in the _Lost Omens Character Guide_) allow a GM to replicate creatures and NPCs that worship specific deities. When you add a theme template that grants many additional abilities, you should consider removing one or more of the creatures original abilities to compensate, or raising the creatures level by 1 and adjusting its statistics accordingly so as to add the templates abilities without taking anything away. Either way, a template adds abilities based on the creatures final level; for example, if you raised a 6th-level creature to 7th level, adjusted its numbers, and added a template, it would gain the 7th-level or higher template abilities. A deitys theme template works as follows. \n\n**All Creatures**: Add any traits in the deitys alignment. Remove any alignment traits not in the deitys alignment. \n\n**1st Level or Higher**: Add the deitys favored weapon and a wooden religious symbol of the deity to the creatures items. Add a favored weapon Strike with an attack bonus equal to the creatures highest melee or ranged Strike (whichever is appropriate). If the favored weapon is simple, increase the damage die of that Strike by one step. \n\n**4th Level or Higher**: The creature can cast the initial domain spell of one of the deitys domains and gains a pool of 1 Focus Point. \n\n**7th Level or Higher**: The creature can cast the 1st-level spell the deity grants clerics three times per day as a divine innate spell. \n\n**12th Level or Higher**: The creature can cast the advanced domain spell of the domain you chose for 4th level or higher, and its focus pool increases to 2 Focus Points. \n\n**17th Level or Higher**: The creature has been truly blessed. Either the creature can cast the deitys other deity spells of up to 7th level once per day each as divine innate spells, or, at the GMs discretion, the creature gains the benefits of one of the deitys boons.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Theme Template","next_link":{"label":"Demigods and Other Divinities","url":"/Rules.aspx?ID=807"},"previous_link":{"label":"Favored Weapon","url":"/Rules.aspx?ID=805"},"rarity":"common","release_date":"2020-01-29","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 9 <sup>2.0</sup></row>\r\n\r\nGods &amp; Magic / Rules Elements\r\n</additional-info>","source":["Gods & Magic"],"source_raw":["Gods & Magic pg. 9"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Gods &amp; Magic](/Sources.aspx?ID=17) pg. 9 <sup>2.0</sup></row>","speed":{},"text":" Theme Template Source Gods &amp; Magic pg. 9 2.0 Theme templates (introduced in the Lost Omens Character Guide ) allow a GM to replicate creatures and NPCs that worship specific deities. When you add a theme template that grants many additional abilities, you should consider removing one or more of the creatures original abilities to compensate, or raising the creatures level by 1 and adjusting its statistics accordingly so as to add the templates abilities without taking anything away. Either way, a template adds abilities based on the creatures final level; for example, if you raised a 6th-level creature to 7th level, adjusted its numbers, and added a template, it would gain the 7th-level or higher template abilities. A deitys theme template works as follows. All Creatures : Add any traits in the deitys alignment. Remove any alignment traits not in the deitys alignment. 1st Level or Higher : Add the deitys favored weapon and a wooden religious symbol of the deity to the creatures items. Add a favored weapon Strike with an attack bonus equal to the creatures highest melee or ranged Strike (whichever is appropriate). If the favored weapon is simple, increase the damage die of that Strike by one step. 4th Level or Higher : The creature can cast the initial domain spell of one of the deitys domains and gains a pool of 1 Focus Point. 7th Level or Higher : The creature can cast the 1st-level spell the deity grants clerics three times per day as a divine innate spell. 12th Level or Higher : The creature can cast the advanced domain spell of the domain you chose for 4th level or higher, and its focus pool increases to 2 Focus Points. 17th Level or Higher : The creature has been truly blessed. Either the creature can cast the deitys other deity spells of up to 7th level once per day each as divine innate spells, or, at the GMs discretion, the creature gains the benefits of one of the deitys boons. ","type":"Rules","url":"/Rules.aspx?ID=806","weakness":{}}},{"_index":"aon18","_id":"rules-807","_score":2.3741803,"_source":{"breadcrumbs":["Gods & Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-807","markdown":"<title level=\"1\" right=\"Rules\">[Demigods and Other Divinities](/Rules.aspx?ID=807)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 72 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAway from the temple districts of major cities, places of pilgrimage, and mass celebrations of holidays and religious festivals, smaller cults, cabals, and sects pursue their own rites and codes of conduct across the Inner Sea and beyond. While many faithful primarily worship more mainstream and well-known deities, others dedicate themselves to less conventional paths of devotion. This calling from a higher power comes in many forms, whether its the potent voice of the fey embodied in the Eldest of the First World; the raw power of fire, air, earth, and water exemplified by the elemental lords; or even paragons of the aligned outer planes such as empyreal lords, archdevils, and monitor demigods. Some mortals even worship the inscrutable and incomprehensible entities from beyond reality known as the Outer Gods, extraordinarily powerful beings that are nonetheless so alien to mortalkind that their followings impact fills a similar niche to the worship of demigods.\n\n Though rarely invested with the full strength of a true god, some powerful, unique extraplanar creatures nevertheless carry a spark of the divine that empowers their followers to perform miracles and call upon divine aid in times of need. To the everyday resident of the Inner Sea, such a difference in power is largely academic, as the only ones with the strength to subdue or even slay such a being are largely gods themselves, or figures of myth and legend. These entities are collectively referred to as “demigods.” Some demigods are children of the true gods, others are mortals who have achieved a spark of divinity that allows them to influence the world much like other traditional deities, and still others are powerful divine servitors. Regardless of their origin or true nature, the term has expanded over time to include any of the myriad of powerful entities from the Great Beyond who take an interest in Golarion and answer the prayers of their followers, from divine entities who truly went through a sort of ascension to exemplars of already powerful types of outsiders.\n\n Many demigods are allied with or directly serve other gods, such as the fealty owed to Asmodeus by the archdevils of Hell, but their divinity is not granted to them by their allied deities. The source of these demigods power is a matter of ongoing debate among scholars; some theorize that demigods siphon off power from the gods related to their own concerns, while others posit that these demigods are fragments of true deities or concepts given life, and argue that their power may come from the Great Beyond itself. Some particularly fanatical philosophers, largely focused on the study of the Outer Gods and the Great Old Ones, insist that demigods like the Great Old Ones are instead the pale shadows of even greater powers that exist outside of the fabric of the Great Beyond itself, though such theories have very little evidence beyond the musings of these individuals.\n\n Worshippers of these demigods have many motivations in pursuing their faith beyond the mainstream gods of the Inner Sea. Many worship demigods for the more narrowly defined concepts and beliefs they represent relative to the gods. A paladin devoted to crusading against the evil influence of devils and demons might don the crimson and gold of the empyreal lord [Ragathiel](/Deities.aspx?ID=126), favoring his gospel of vengeance over [Iomedaes](/Deities.aspx?ID=9) more idealistic view of the battle between good and evil, while a particularly greedy aristocrat might choose the archdevil [Mammon](/Deities.aspx?ID=68) as a patron out of a specific belief in the power of money to perpetuate power, rather than [Asmodeuss](/Deities.aspx?ID=2) more general portfolio of power and control.\n\n Others may have cultural attachments to a particular demigod through particular relevance to an ancestry or locale, such as the widespread worship of [Kabriri](/Deities.aspx?ID=76) among ghouls and ghasts, the veneration that many fey offer to the Eldest in acknowledgment of the demigods power over the First World, and [Nurgals](/Deities.aspx?ID=78) influence in the deserts of Golarion due to his mastery over the unforgiving sun. Many of these faiths live on through countless decades or centuries, passed on from generation to generation, even in places where more mainstream faiths are prevalent. Some even see these lesser-known demigods as faster or easier paths to power, prestige, or wealth than the avenues available to worshippers of the true gods, through either greater affinity with their tenets or the smaller and potentially less entrenched structure of their clergy. Regardless of their reasons, the faith of a demigod worshipper is no less real than any other. Demigods inspire the same fervor and depth of belief as any other deity, and a [_flame strike_](/Spells.aspx?ID=120) spell cast by a follower of [Kerkamoth](/Deities.aspx?ID=140) burns just as hot as one from a follower of [Sarenrae](/Deities.aspx?ID=16), though such abilities may have different appearances between different faiths.\n\n The following pages describe many of the demigods whose followers can be found in the Inner Sea region. Many more demigods exist than are detailed here, including ones whose worship is common in other parts of Golarion, demigods who have ascended from obscure types of planar beings rarely encountered on Golarion, beings of lesser power with very limited presences in Golarion, and those that have fully devoted their attentions to other planes altogether. Additionally, the ranks of the demigods are constantly changing as their jockeying for power—their alliances, betrayals, and competitions with one another— and the distant but ever-present possibility of true apotheosis lead to realignments, declines in stature, and occasional deaths that reverberate through the fabric of the Great Beyond.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Demigods and Other Divinities","next_link":{"label":"Philosophies and Spirituality","url":"/Rules.aspx?ID=1385"},"previous_link":{"label":"Rules Elements","url":"/Rules.aspx?ID=801"},"rarity":"common","release_date":"2020-01-29","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 72 <sup>2.0</sup></row>\r\n\r\nGods &amp; Magic\r\n</additional-info>","source":["Gods & Magic"],"source_raw":["Gods & Magic pg. 72"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Gods &amp; Magic](/Sources.aspx?ID=17) pg. 72 <sup>2.0</sup></row>","speed":{},"text":" Demigods and Other Divinities Source Gods &amp; Magic pg. 72 2.0 Away from the temple districts of major cities, places of pilgrimage, and mass celebrations of holidays and religious festivals, smaller cults, cabals, and sects pursue their own rites and codes of conduct across the Inner Sea and beyond. While many faithful primarily worship more mainstream and well-known deities, others dedicate themselves to less conventional paths of devotion. This calling from a higher power comes in many forms, whether its the potent voice of the fey embodied in the Eldest of the First World; the raw power of fire, air, earth, and water exemplified by the elemental lords; or even paragons of the aligned outer planes such as empyreal lords, archdevils, and monitor demigods. Some mortals even worship the inscrutable and incomprehensible entities from beyond reality known as the Outer Gods, extraordinarily powerful beings that are nonetheless so alien to mortalkind that their followings impact fills a similar niche to the worship of demigods. Though rarely invested with the full strength of a true god, some powerful, unique extraplanar creatures nevertheless carry a spark of the divine that empowers their followers to perform miracles and call upon divine aid in times of need. To the everyday resident of the Inner Sea, such a difference in power is largely academic, as the only ones with the strength to subdue or even slay such a being are largely gods themselves, or figures of myth and legend. These entities are collectively referred to as “demigods.” Some demigods are children of the true gods, others are mortals who have achieved a spark of divinity that allows them to influence the world much like other traditional deities, and still others are powerful divine servitors. Regardless of their origin or true nature, the term has expanded over time to include any of the myriad of powerful entities from the Great Beyond who take an interest in Golarion and answer the prayers of their followers, from divine entities who truly went through a sort of ascension to exemplars of already powerful types of outsiders. Many demigods are allied with or directly serve other gods, such as the fealty owed to Asmodeus by the archdevils of Hell, but their divinity is not granted to them by their allied deities. The source of these demigods power is a matter of ongoing debate among scholars; some theorize that demigods siphon off power from the gods related to their own concerns, while others posit that these demigods are fragments of true deities or concepts given life, and argue that their power may come from the Great Beyond itself. Some particularly fanatical philosophers, largely focused on the study of the Outer Gods and the Great Old Ones, insist that demigods like the Great Old Ones are instead the pale shadows of even greater powers that exist outside of the fabric of the Great Beyond itself, though such theories have very little evidence beyond the musings of these individuals. Worshippers of these demigods have many motivations in pursuing their faith beyond the mainstream gods of the Inner Sea. Many worship demigods for the more narrowly defined concepts and beliefs they represent relative to the gods. A paladin devoted to crusading against the evil influence of devils and demons might don the crimson and gold of the empyreal lord Ragathiel, favoring his gospel of vengeance over Iomedaes more idealistic view of the battle between good and evil, while a particularly greedy aristocrat might choose the archdevil Mammon as a patron out of a specific belief in the power of money to perpetuate power, rather than Asmodeuss more general portfolio of power and control. Others may have cultural attachments to a particular demigod through particular relevance to an ancestry or locale, such as the widespread worship of Kabriri among ghouls and ghasts, the veneration that many fey offer to the Eldest in acknowledgment of the demigods power over the First World, and Nurgals influence in the deserts of Golarion due to his mastery over the unforgiving sun. Many of these faiths live on through countless decades or centuries, passed on from generation to generation, even in places where more mainstream faiths are prevalent. Some even see these lesser-known demigods as faster or easier paths to power, prestige, or wealth than the avenues available to worshippers of the true gods, through either greater affinity with their tenets or the smaller and potentially less entrenched structure of their clergy. Regardless of their reasons, the faith of a demigod worshipper is no less real than any other. Demigods inspire the same fervor and depth of belief as any other deity, and a flame strike spell cast by a follower of Kerkamoth burns just as hot as one from a follower of Sarenrae, though such abilities may have different appearances between different faiths. The following pages describe many of the demigods whose followers can be found in the Inner Sea region. Many more demigods exist than are detailed here, including ones whose worship is common in other parts of Golarion, demigods who have ascended from obscure types of planar beings rarely encountered on Golarion, beings of lesser power with very limited presences in Golarion, and those that have fully devoted their attentions to other planes altogether. Additionally, the ranks of the demigods are constantly changing as their jockeying for power—their alliances, betrayals, and competitions with one another— and the distant but ever-present possibility of true apotheosis lead to realignments, declines in stature, and occasional deaths that reverberate through the fabric of the Great Beyond. ","type":"Rules","url":"/Rules.aspx?ID=807","weakness":{}}},{"_index":"aon18","_id":"rules-808","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-808","markdown":"<title level=\"1\" right=\"Rules\">[Introduction](/Rules.aspx?ID=808)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 4</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe focus of every Pathfinder game is the players—their characters are the stars of the show and appear in every scene that plays out in game. But what about those scenes? What stories are being told? What old legends are being discovered, and what new ones are being forged? Who are the villains, the allies, the traitors, the lovers, the monsters, and the gods? Who runs the world? When youre the Game Master, thats all up to you!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-809\" />\r\n\r\n<document level=\"2\" id=\"rules-810\" />\r\n\r\n<document level=\"2\" id=\"rules-811\" />","name":"Introduction","next_link":{"label":"Chapter 1: Gamemastery Basics","url":"/Rules.aspx?ID=813"},"previous_link":{"label":"Gods & Magic","url":"/Rules.aspx?ID=798"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 4</row>\n\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 4"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 4</row>","speed":{},"text":" Introduction Source Gamemastery Guide pg. 4 The focus of every Pathfinder game is the players—their characters are the stars of the show and appear in every scene that plays out in game. But what about those scenes? What stories are being told? What old legends are being discovered, and what new ones are being forged? Who are the villains, the allies, the traitors, the lovers, the monsters, and the gods? Who runs the world? When youre the Game Master, thats all up to you! ","type":"Rules","url":"/Rules.aspx?ID=808","weakness":{}}},{"_index":"aon18","_id":"rules-809","_score":2.3741803,"_source":{"breadcrumbs":["Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-809","markdown":"<title level=\"1\" right=\"Rules\">[The Gamemaster](/Rules.aspx?ID=809)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 4</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn a game of Pathfinder, the Game Master (often abbreviated GM) is the player in charge of the story and the world the other players are exploring with their characters. As the GM, you set the stage for the adventure, show how the rest of the world responds to the player characters actions, and guide the action along an engaging storyline. It falls to you to describe the characters surroundings, the threats facing them, and the creatures they interact with. Youre presenting the challenges the heroes must overcome, whether thats a deadly trap of haunted blades in a lost tomb full of ancient treasures or a vicious troll threatening the heroes home village. It also comes to you to interpret and adjudicate the rules. Game Mastering involves many more components than playing a character, but its a fun and tremendously rewarding experience.\n\n Though the word “master” is in the GMs title, its not a role that requires or even benefits from absolutism. Pathfinder is a collaborative experience, and while your role as the Game Master is one of an adjudicator or a moderator, it doesnt mean you control everything at the table—especially not the players and their characters. Nor does the role require mastery, either of the rules or the setting. Youll need to understand the game, but you dont need to have every rule memorized. When everyone shares the goal of having fun and telling a story together, the details will fall into place.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Gamemaster","next_link":{"label":"How to Use This Book","url":"/Rules.aspx?ID=810"},"previous_link":{"label":"Gods & Magic","url":"/Rules.aspx?ID=798"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 4</row>\r\n\r\nIntroduction\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 4"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 4</row>","speed":{},"text":" The Gamemaster Source Gamemastery Guide pg. 4 In a game of Pathfinder, the Game Master (often abbreviated GM) is the player in charge of the story and the world the other players are exploring with their characters. As the GM, you set the stage for the adventure, show how the rest of the world responds to the player characters actions, and guide the action along an engaging storyline. It falls to you to describe the characters surroundings, the threats facing them, and the creatures they interact with. Youre presenting the challenges the heroes must overcome, whether thats a deadly trap of haunted blades in a lost tomb full of ancient treasures or a vicious troll threatening the heroes home village. It also comes to you to interpret and adjudicate the rules. Game Mastering involves many more components than playing a character, but its a fun and tremendously rewarding experience. Though the word “master” is in the GMs title, its not a role that requires or even benefits from absolutism. Pathfinder is a collaborative experience, and while your role as the Game Master is one of an adjudicator or a moderator, it doesnt mean you control everything at the table—especially not the players and their characters. Nor does the role require mastery, either of the rules or the setting. Youll need to understand the game, but you dont need to have every rule memorized. When everyone shares the goal of having fun and telling a story together, the details will fall into place. ","type":"Rules","url":"/Rules.aspx?ID=809","weakness":{}}},{"_index":"aon18","_id":"rules-810","_score":2.3741803,"_source":{"breadcrumbs":["Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-810","markdown":"<title level=\"1\" right=\"Rules\">[How to Use This Book](/Rules.aspx?ID=810)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 4</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe _Gamemastery Guide_ is one of the central rule books for Pathfinder. Its not required to play the game, but it builds upon the basic guidelines provided in the [Game Mastering](/Rules.aspx?ID=480) chapter of the _Pathfinder Core Rulebook_, and youll find it helpful to read that chapter before delving into this book. This book provides more detail on those topics, as well as many more tools to help you make your game a fun and memorable experience for everyone involved.\n\n Throughout most of this book, “you” refers to the Game Master. In some sections of player-facing material, however, such as some player-focused variant rules and the actions for certain subsystems, “you” instead refers to the player using that material.\n\n Pathfinder as a game is all about customization, and this book provides you as the Game Master ways to customize your game just as a player customizes their character. The toolbox nature of the _Gamemastery Guide_ makes it easy to take and use whatever components you need for the game youre running at any time. As with any toolbox, you wont need to use everything at once!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"How to Use This Book","next_link":{"label":"Choosing Your Tools","url":"/Rules.aspx?ID=811"},"previous_link":{"label":"The Gamemaster","url":"/Rules.aspx?ID=809"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 4</row>\r\n\r\nIntroduction\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 4"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 4</row>","speed":{},"text":" How to Use This Book Source Gamemastery Guide pg. 4 The Gamemastery Guide is one of the central rule books for Pathfinder. Its not required to play the game, but it builds upon the basic guidelines provided in the Game Mastering chapter of the Pathfinder Core Rulebook , and youll find it helpful to read that chapter before delving into this book. This book provides more detail on those topics, as well as many more tools to help you make your game a fun and memorable experience for everyone involved. Throughout most of this book, “you” refers to the Game Master. In some sections of player-facing material, however, such as some player-focused variant rules and the actions for certain subsystems, “you” instead refers to the player using that material. Pathfinder as a game is all about customization, and this book provides you as the Game Master ways to customize your game just as a player customizes their character. The toolbox nature of the Gamemastery Guide makes it easy to take and use whatever components you need for the game youre running at any time. As with any toolbox, you wont need to use everything at once! ","type":"Rules","url":"/Rules.aspx?ID=810","weakness":{}}},{"_index":"aon18","_id":"rules-811","_score":2.3741803,"_source":{"breadcrumbs":["Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-811","markdown":"<title level=\"1\" right=\"Rules\">[Choosing Your Tools](/Rules.aspx?ID=811)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe tools of this book youll use most depend on what kind of Game Master you are, what your players want, and the story youre telling together.\n\n No two Game Masters are the same. Perhaps youre a veteran Game Master whos looking for new ways to customize the game and tailor it to suit your interests and those of your players. Or perhaps youre a brand new GM and looking for guidance to feel comfortable leading a game of your own. Maybe youve been a Game Master for years, but this is your first time running a Pathfinder game. No matter where you are as a Game Master, this book is a valuable tool that can help you tell the stories you want to tell with your players.\n\n If youre a newer Game Master, youll find a wealth of information to help you feel confident in running your games. Chapter 1 in particular can help you better understand how to run a game in the different modes of play, how to adjudicate the rules quickly and fairly, and what to do when special circumstances or problems crop up at your table. This chapter also contains advice on using and determining rarity in your game, working with your players to create a collaborative story, and adapting your game to meet the needs of the players at your table. Youll also find the NPC Gallery in Chapter 5 useful as a source of stock NPCs to play a role in your game and also for examples to compare against when using the rules in Chapter 2 to [build your own monsters](/Rules.aspx?ID=995) and NPCs.\n\n If youre a Game Master running a published Pathfinder adventure, youll find guidance in Chapter 1 specifically for running published adventures, and much of the advice in that chapter about running a game applies to published adventures. A number of adventures— especially scenarios in the Pathfinder Society Organized Play campaign and Pathfinder Adventure Path volumes— use the subsystems in Chapter 3. The Victory Points subsystem is the most fundamental of these, but many adventures also use the other subsystems found here, such as [vehicles](/Rules.aspx?ID=1278), [chases](/Rules.aspx?ID=1210), and [influence](/Rules.aspx?ID=1201).\n\n If you are looking to create your own Pathfinder adventures, Chapter 1 provides you design guidance ranging from the broad strokes of an entire campaign, to individual adventures, and then to the particular considerations of any given encounter. Chapter 2 is a veritable toolbox you can use to build the creatures, hazards, items, and other elements you want to use in your adventures. If you plan to set your adventures in a world of your own design, the world-building section of Chapter 2 can guide that process and help you establish the details youll need to ensure your setting is a vibrant backdrop for fantastic adventure. The NPC Gallery in Chapter 5 can help populate your story and world so that you dont have to create every element from scratch.\n\n If youre an experienced Game Master, you will find a wealth of customization options to tailor your games to the needs of players. The advice in Chapter 1, such as the guidance to make encounters more dynamic, can help you fine-tune your GM skills and enrich your game. Using the tools in Chapter 2, youll be able to build precisely the option you need for any game. Chapter 3 offers a variety of rules subsystems that provide a framework for specific endeavors and situations, from chases and duels to social influence and overland exploration. In Chapter 4, youll find variant rules options that let you tweak specific elements of the game, from backgrounds to the entire mathematical underpinning of the game, to suit your preferences or the needs of a particular setting or story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-812\" />","name":"Choosing Your Tools","next_link":{"label":"Chapter 1: Gamemastery Basics","url":"/Rules.aspx?ID=813"},"previous_link":{"label":"How to Use This Book","url":"/Rules.aspx?ID=810"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 5</row>\r\n\r\nIntroduction\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 5"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 5</row>","speed":{},"text":" Choosing Your Tools Source Gamemastery Guide pg. 5 The tools of this book youll use most depend on what kind of Game Master you are, what your players want, and the story youre telling together. No two Game Masters are the same. Perhaps youre a veteran Game Master whos looking for new ways to customize the game and tailor it to suit your interests and those of your players. Or perhaps youre a brand new GM and looking for guidance to feel comfortable leading a game of your own. Maybe youve been a Game Master for years, but this is your first time running a Pathfinder game. No matter where you are as a Game Master, this book is a valuable tool that can help you tell the stories you want to tell with your players. If youre a newer Game Master, youll find a wealth of information to help you feel confident in running your games. Chapter 1 in particular can help you better understand how to run a game in the different modes of play, how to adjudicate the rules quickly and fairly, and what to do when special circumstances or problems crop up at your table. This chapter also contains advice on using and determining rarity in your game, working with your players to create a collaborative story, and adapting your game to meet the needs of the players at your table. Youll also find the NPC Gallery in Chapter 5 useful as a source of stock NPCs to play a role in your game and also for examples to compare against when using the rules in Chapter 2 to build your own monsters and NPCs. If youre a Game Master running a published Pathfinder adventure, youll find guidance in Chapter 1 specifically for running published adventures, and much of the advice in that chapter about running a game applies to published adventures. A number of adventures— especially scenarios in the Pathfinder Society Organized Play campaign and Pathfinder Adventure Path volumes— use the subsystems in Chapter 3. The Victory Points subsystem is the most fundamental of these, but many adventures also use the other subsystems found here, such as vehicles, chases, and influence. If you are looking to create your own Pathfinder adventures, Chapter 1 provides you design guidance ranging from the broad strokes of an entire campaign, to individual adventures, and then to the particular considerations of any given encounter. Chapter 2 is a veritable toolbox you can use to build the creatures, hazards, items, and other elements you want to use in your adventures. If you plan to set your adventures in a world of your own design, the world-building section of Chapter 2 can guide that process and help you establish the details youll need to ensure your setting is a vibrant backdrop for fantastic adventure. The NPC Gallery in Chapter 5 can help populate your story and world so that you dont have to create every element from scratch. If youre an experienced Game Master, you will find a wealth of customization options to tailor your games to the needs of players. The advice in Chapter 1, such as the guidance to make encounters more dynamic, can help you fine-tune your GM skills and enrich your game. Using the tools in Chapter 2, youll be able to build precisely the option you need for any game. Chapter 3 offers a variety of rules subsystems that provide a framework for specific endeavors and situations, from chases and duels to social influence and overland exploration. In Chapter 4, youll find variant rules options that let you tweak specific elements of the game, from backgrounds to the entire mathematical underpinning of the game, to suit your preferences or the needs of a particular setting or story. ","type":"Rules","url":"/Rules.aspx?ID=811","weakness":{}}},{"_index":"aon18","_id":"rules-812","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","Choosing Your Tools"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-812","markdown":"<title level=\"1\" right=\"Rules\">[Remember the First Rule](/Rules.aspx?ID=812)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe first rule of Pathfinder is that this game is yours. The rest of the rules exist for you to use to tell the stories you want to tell and share exciting adventures with your friends. There are plenty of rules in this book, but none of them overrule that first rule. Take the rules that help you make the game you want, change those that dont do quite what you need them to, and leave the ones that arent helping. Its your game. Theres no right or wrong way to GM so long as everyone is having fun—and that includes you!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Remember the First Rule","next_link":{"label":"Chapter 1: Gamemastery Basics","url":"/Rules.aspx?ID=813"},"previous_link":{"label":"How to Use This Book","url":"/Rules.aspx?ID=810"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 5</row>\r\n\r\nIntroduction / Choosing Your Tools\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 5"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 5</row>","speed":{},"text":" Remember the First Rule Source Gamemastery Guide pg. 5 The first rule of Pathfinder is that this game is yours. The rest of the rules exist for you to use to tell the stories you want to tell and share exciting adventures with your friends. There are plenty of rules in this book, but none of them overrule that first rule. Take the rules that help you make the game you want, change those that dont do quite what you need them to, and leave the ones that arent helping. Its your game. Theres no right or wrong way to GM so long as everyone is having fun—and that includes you! ","type":"Rules","url":"/Rules.aspx?ID=812","weakness":{}}},{"_index":"aon18","_id":"rules-813","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-813","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 1: Gamemastery Basics](/Rules.aspx?ID=813)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe role of a GM can be complex, challenging, and sometimes difficult, but ultimately rewarding. Luckily, youre not on your own! Not only will the other players at your game table help you tell collaborative stories, but you can use the advice here to make your games run more smoothly and feel more exciting.\n\n The information presented here provides helpful guidance on how to be a dynamic and engaging GM, and supplements the GM advice found in Chapter 10 of the Core Rulebook. Some sections either refer back to that chapter or repeat some of that information for convenience. This chapter begins with general advice, then covers the following topics. \n<ul><li>**[Running Encounters](/Rules.aspx?ID=829)** is the first of three sections that explains the three modes of play in more detail. Youll find help on tracking initiative, improving the speed of play, running special battles, and more. </li><li>**[Running Exploration](/Rules.aspx?ID=858)** gives details on making exploration activities more interesting, creating an evocative environment, lost PCs, and more. </li><li>**[Running Downtime](/Rules.aspx?ID=870)** covers ways the PCs can set goals, explains how to make good downtime events, provides sample downtime tasks, and more. </li><li>**[Adjudicating Rules](/Rules.aspx?ID=884)** offers guidance on how to make effective rules calls and create house rules. </li><li>**[Resolving Problems](/Rules.aspx?ID=894)** presents advice on total party kills, problem players, and power imbalances. </li><li>**[Narrative Collaboration](/Rules.aspx?ID=900)** includes tools for players to control the story more directly. </li><li>**[Special Circumstances](/Rules.aspx?ID=906)** discusses organized play, odd-sized groups, and players with different needs. </li><li>**[Rarity in Your Game](/Rules.aspx?ID=914)** details how rarity can enrich the theme and story of your game. </li><li>**[Campaign Structure](/Rules.aspx?ID=921)** clarifies what makes a good campaign and describes how to determine its scope and make enemies and treasure more compelling. </li><li>**[Adventure Design](/Rules.aspx?ID=944)** includes tools for building your own adventures. </li><li>**[Encounter Design](/Rules.aspx?ID=969)** explains how to build entertaining encounters and navigate the challenges that can arise when designing complex encounters. </li><li>**[Drawing Maps](/Rules.aspx?ID=989)** describes useful steps for making maps and commonly used map symbols.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-814\" />\r\n\r\n<document level=\"2\" id=\"rules-829\" />\r\n\r\n<document level=\"2\" id=\"rules-858\" />\r\n\r\n<document level=\"2\" id=\"rules-870\" />\r\n\r\n<document level=\"2\" id=\"rules-884\" />\r\n\r\n<document level=\"2\" id=\"rules-894\" />\r\n\r\n<document level=\"2\" id=\"rules-900\" />\r\n\r\n<document level=\"2\" id=\"rules-906\" />\r\n\r\n<document level=\"2\" id=\"rules-914\" />\r\n\r\n<document level=\"2\" id=\"rules-921\" />\r\n\r\n<document level=\"2\" id=\"rules-944\" />\r\n\r\n<document level=\"2\" id=\"rules-969\" />\r\n\r\n<document level=\"2\" id=\"rules-989\" />","name":"Chapter 1: Gamemastery Basics","next_link":{"label":"Chapter 2: Tools\r\n","url":"/Rules.aspx?ID=994"},"previous_link":{"label":"Introduction","url":"/Rules.aspx?ID=808"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>\n\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>","speed":{},"text":" Chapter 1: Gamemastery Basics Source Gamemastery Guide pg. 7 The role of a GM can be complex, challenging, and sometimes difficult, but ultimately rewarding. Luckily, youre not on your own! Not only will the other players at your game table help you tell collaborative stories, but you can use the advice here to make your games run more smoothly and feel more exciting. The information presented here provides helpful guidance on how to be a dynamic and engaging GM, and supplements the GM advice found in Chapter 10 of the Core Rulebook. Some sections either refer back to that chapter or repeat some of that information for convenience. This chapter begins with general advice, then covers the following topics. Running Encounters is the first of three sections that explains the three modes of play in more detail. Youll find help on tracking initiative, improving the speed of play, running special battles, and more. Running Exploration gives details on making exploration activities more interesting, creating an evocative environment, lost PCs, and more. Running Downtime covers ways the PCs can set goals, explains how to make good downtime events, provides sample downtime tasks, and more. Adjudicating Rules offers guidance on how to make effective rules calls and create house rules. Resolving Problems presents advice on total party kills, problem players, and power imbalances. Narrative Collaboration includes tools for players to control the story more directly. Special Circumstances discusses organized play, odd-sized groups, and players with different needs. Rarity in Your Game details how rarity can enrich the theme and story of your game. Campaign Structure clarifies what makes a good campaign and describes how to determine its scope and make enemies and treasure more compelling. Adventure Design includes tools for building your own adventures. Encounter Design explains how to build entertaining encounters and navigate the challenges that can arise when designing complex encounters. Drawing Maps describes useful steps for making maps and commonly used map symbols. ","type":"Rules","url":"/Rules.aspx?ID=813","weakness":{}}},{"_index":"aon18","_id":"rules-814","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-814","markdown":"<title level=\"1\" right=\"Rules\">[General Advice](/Rules.aspx?ID=814)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section covers topics related to running the game. If you want to know how to build specific types of new content, this information can be found throughout Chapter 2 in sections such as [Building Creatures](/Rules.aspx?ID=995), [Building Worlds](/Rules.aspx?ID=1117), and [Settlements](/Rules.aspx?ID=1157).\n\n Both the _Core Rulebook_ and this book explore many topics, but dont feel like you have to master them all to be a good GM! Its important to remember youre not perfect, and the other players wont expect you to be. Trial and error, mistakes and triumphs—theyre all part of running any game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-815\" />\r\n\r\n<document level=\"2\" id=\"rules-816\" />\r\n\r\n<document level=\"2\" id=\"rules-817\" />\r\n\r\n<document level=\"2\" id=\"rules-819\" />\r\n\r\n<document level=\"2\" id=\"rules-821\" />\r\n\r\n<document level=\"2\" id=\"rules-822\" />\r\n\r\n<document level=\"2\" id=\"rules-823\" />\r\n\r\n<document level=\"2\" id=\"rules-824\" />","name":"General Advice","next_link":{"label":"Running Encounters","url":"/Rules.aspx?ID=829"},"previous_link":{"label":"Introduction","url":"/Rules.aspx?ID=808"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>\r\n\r\nChapter 1: Gamemastery Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>","speed":{},"text":" General Advice Source Gamemastery Guide pg. 7 This section covers topics related to running the game. If you want to know how to build specific types of new content, this information can be found throughout Chapter 2 in sections such as Building Creatures, Building Worlds, and Settlements. Both the Core Rulebook and this book explore many topics, but dont feel like you have to master them all to be a good GM! Its important to remember youre not perfect, and the other players wont expect you to be. Trial and error, mistakes and triumphs—theyre all part of running any game. ","type":"Rules","url":"/Rules.aspx?ID=814","weakness":{}}},{"_index":"aon18","_id":"rules-815","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-815","markdown":"<title level=\"1\" right=\"Rules\">[Session Zero](/Rules.aspx?ID=815)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome groups prefer to have everyone create their characters in advance and show up ready to play. However, getting the group together to make characters can be fun, and can benefit your game down the line. A session for building characters is commonly called “session zero.” Session zero is typically shorter than other game sessions, so you might plan a short introductory scene for after everyones finished building their characters, or just hang out and do something else after youve planned your characters.\n\n Having a session zero lets players share character details, making it easier for their characters to have links and relationships with one another before the adventure starts, and gives players the chance to become invested in each others characters by organically learning what decisions other players made. These sessions also give veterans the chance to help less experienced players through character creation. Lastly, session zero can give you a better understanding of the characters and help the players integrate them into the adventure in interesting ways.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Session Zero","next_link":{"label":"Pacing Game Session","url":"/Rules.aspx?ID=816"},"previous_link":{"label":"Introduction","url":"/Rules.aspx?ID=808"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>","speed":{},"text":" Session Zero Source Gamemastery Guide pg. 7 Some groups prefer to have everyone create their characters in advance and show up ready to play. However, getting the group together to make characters can be fun, and can benefit your game down the line. A session for building characters is commonly called “session zero.” Session zero is typically shorter than other game sessions, so you might plan a short introductory scene for after everyones finished building their characters, or just hang out and do something else after youve planned your characters. Having a session zero lets players share character details, making it easier for their characters to have links and relationships with one another before the adventure starts, and gives players the chance to become invested in each others characters by organically learning what decisions other players made. These sessions also give veterans the chance to help less experienced players through character creation. Lastly, session zero can give you a better understanding of the characters and help the players integrate them into the adventure in interesting ways. ","type":"Rules","url":"/Rules.aspx?ID=815","weakness":{}}},{"_index":"aon18","_id":"rules-816","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-816","markdown":"<title level=\"1\" right=\"Rules\">[Pacing Game Session](/Rules.aspx?ID=816)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Chapter 10](/Rules.aspx?ID=501) of the _Core Rulebook_ explains how to structure, start, and run a game session. This is all part of pacing your game. Most sessions should have lulls in the action punctuated by challenges such as intense encounters, puzzle-based exploration, and investigation. Presenting players with a variety of such obstacles can help them feel more engaged at the table. Information flow matters, too. If the group meets a large number of NPCs in short order, that can make it harder for them to remember individuals. It helps to break things up into smaller scenes and memorable moments.\n\n Knowing when to end a session takes practice. About 20 minutes before a play session is scheduled to conclude, it can be beneficial to figure out how youd like to end. It can be memorable to end with a cliffhanger—a moment so curious and abrupt it raises questions about what happens next. Examples include ending play before combat, when the PCs find vital information, or as they discover treasure. Doing so can inspire the PCs to discuss the game between sessions. Note anything that could be satisfying to resolve over media, such as email. This could include divvying up treasure, leveling up, or completing downtime tasks.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Pacing Game Session","next_link":{"label":"Stakes and Consequences","url":"/Rules.aspx?ID=817"},"previous_link":{"label":"Session Zero","url":"/Rules.aspx?ID=815"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>","speed":{},"text":" Pacing Game Session Source Gamemastery Guide pg. 7 Chapter 10 of the Core Rulebook explains how to structure, start, and run a game session. This is all part of pacing your game. Most sessions should have lulls in the action punctuated by challenges such as intense encounters, puzzle-based exploration, and investigation. Presenting players with a variety of such obstacles can help them feel more engaged at the table. Information flow matters, too. If the group meets a large number of NPCs in short order, that can make it harder for them to remember individuals. It helps to break things up into smaller scenes and memorable moments. Knowing when to end a session takes practice. About 20 minutes before a play session is scheduled to conclude, it can be beneficial to figure out how youd like to end. It can be memorable to end with a cliffhanger—a moment so curious and abrupt it raises questions about what happens next. Examples include ending play before combat, when the PCs find vital information, or as they discover treasure. Doing so can inspire the PCs to discuss the game between sessions. Note anything that could be satisfying to resolve over media, such as email. This could include divvying up treasure, leveling up, or completing downtime tasks. ","type":"Rules","url":"/Rules.aspx?ID=816","weakness":{}}},{"_index":"aon18","_id":"rules-817","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-817","markdown":"<title level=\"1\" right=\"Rules\">[Stakes and Consequences](/Rules.aspx?ID=817)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA GM should always convey a clear picture of the stakes and consequences of the PCs actions or inaction. What horrible things will happen if the PCs fail? What can they achieve if they go beyond whats expected of them? A well-constructed adventure conveys the stakes at the outset, but its also important to remind the players of those stakes throughout play. The _Core Rulebook_ summarizes the scale of the stakes for each mode of play, and these are varied on purpose. A game where the stakes are extremely high all the time cuts out the opportunity for low-key scenes, and can be overwhelming or even monotonous. In most games, players enjoy having some scenes where their characters can relax and socialize with low stakes as well.\n\n Consequences should be specific and evocative. Dont just tell the players what happened after their characters success or failure; let their characters witness it in the world. Are they greeted as heroes by townsfolk? Does the bastion of evil crack and shudder, falling apart as the PCs escape? Does a failure lead to the death of an ally and a somber funeral? Its usually best if the PCs can foresee the consequences, at least in a general sense. If a villain demonstrates their intention to conquer a city, and the PCs dont stop them, then the city gets conquered. Its OK if you have an idea for an interesting subversion occasionally, but keep those to a minimum or the chain of cause and effect will become too muddy.\n\n You can emphasize consequences by awarding PCs [accomplishment XP](/Rules.aspx?ID=577). It serves as a good reminder to the players, reinforcing their success.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-818\" />","name":"Stakes and Consequences","next_link":{"label":"Improvisation","url":"/Rules.aspx?ID=819"},"previous_link":{"label":"Pacing Game Session","url":"/Rules.aspx?ID=816"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 7</row>","speed":{},"text":" Stakes and Consequences Source Gamemastery Guide pg. 7 A GM should always convey a clear picture of the stakes and consequences of the PCs actions or inaction. What horrible things will happen if the PCs fail? What can they achieve if they go beyond whats expected of them? A well-constructed adventure conveys the stakes at the outset, but its also important to remind the players of those stakes throughout play. The Core Rulebook summarizes the scale of the stakes for each mode of play, and these are varied on purpose. A game where the stakes are extremely high all the time cuts out the opportunity for low-key scenes, and can be overwhelming or even monotonous. In most games, players enjoy having some scenes where their characters can relax and socialize with low stakes as well. Consequences should be specific and evocative. Dont just tell the players what happened after their characters success or failure; let their characters witness it in the world. Are they greeted as heroes by townsfolk? Does the bastion of evil crack and shudder, falling apart as the PCs escape? Does a failure lead to the death of an ally and a somber funeral? Its usually best if the PCs can foresee the consequences, at least in a general sense. If a villain demonstrates their intention to conquer a city, and the PCs dont stop them, then the city gets conquered. Its OK if you have an idea for an interesting subversion occasionally, but keep those to a minimum or the chain of cause and effect will become too muddy. You can emphasize consequences by awarding PCs accomplishment XP. It serves as a good reminder to the players, reinforcing their success. ","type":"Rules","url":"/Rules.aspx?ID=817","weakness":{}}},{"_index":"aon18","_id":"rules-818","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice","Stakes and Consequences"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-818","markdown":"<title level=\"1\" right=\"Rules\">[Failing Forward](/Rules.aspx?ID=818)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 8</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn unexpected failure can bring the game to a halt, particularly during exploration. “Failing forward” means finding a way to progress the story instead of just saying, “That didnt work.” This doesnt mean that the group cant fail, or that the PCs should get what they wanted despite failing. Rather, it means that a failure might still impart more information, reveal a way to improve their chances next time, or even cause unforeseen difficulties. Doing so means the players choice to attempt a check _mattered_, even if the results werent what they wanted. Allowing the PCs to fail forward means fewer dead ends and perfunctory checks. Its important however, not to put unnecessary pressure on yourself to do so all the time. Sometimes you wont know immediately how a PC can fail forward, and in those cases, its usually best to just move on.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Failing Forward","next_link":{"label":"Improvisation","url":"/Rules.aspx?ID=819"},"previous_link":{"label":"Pacing Game Session","url":"/Rules.aspx?ID=816"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 8</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice / Stakes and Consequences\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 8"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 8</row>","speed":{},"text":" Failing Forward Source Gamemastery Guide pg. 8 An unexpected failure can bring the game to a halt, particularly during exploration. “Failing forward” means finding a way to progress the story instead of just saying, “That didnt work.” This doesnt mean that the group cant fail, or that the PCs should get what they wanted despite failing. Rather, it means that a failure might still impart more information, reveal a way to improve their chances next time, or even cause unforeseen difficulties. Doing so means the players choice to attempt a check mattered , even if the results werent what they wanted. Allowing the PCs to fail forward means fewer dead ends and perfunctory checks. Its important however, not to put unnecessary pressure on yourself to do so all the time. Sometimes you wont know immediately how a PC can fail forward, and in those cases, its usually best to just move on. ","type":"Rules","url":"/Rules.aspx?ID=818","weakness":{}}},{"_index":"aon18","_id":"rules-819","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-819","markdown":"<title level=\"1\" right=\"Rules\">[Improvisation](/Rules.aspx?ID=819)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 8</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs a GM, you often make things up on the fly. You can find tips for improvising rules on [page 491 of the _Core Rulebook_](/Rules.aspx?ID=507) and within the [Adjudicating Rules](/Rules.aspx?ID=884) section of this book. When an issue seems to pertains to the story instead of the rules, ask yourself the following questions. \n<ul><li>Does something already established in our story so far tell me what should happen here? </li><li>If an NPC is involved, what would their personality lead them to do? </li><li>What does the player expect to happen? </li><li>What would best fit the themes of our story?</li></ul> You might not have a good answer for every question, but asking them can inspire useful solutions. If what you need to invent is significant in the storyline or world, theres nothing wrong with asking the group to take a little break while you fill in the gap. If its not particularly significant and you cant come up with anything more compelling, its also okay to say, “Nothing happens,” and move on.\n\n Often, a player will ask, “What happens when I do that?” This is a good indicator that the player expects that what theyve done will draw a reaction from an NPC or the environment. Unless the player is way off base, provide an in-game response, even if its minor. The player has telegraphed what matters to them, and the perceived importance of their action can draw them into the game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-820\" />","name":"Improvisation","next_link":{"label":"Secret Checks","url":"/Rules.aspx?ID=821"},"previous_link":{"label":"Stakes and Consequences","url":"/Rules.aspx?ID=817"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 8</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 8"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 8</row>","speed":{},"text":" Improvisation Source Gamemastery Guide pg. 8 As a GM, you often make things up on the fly. You can find tips for improvising rules on page 491 of the Core Rulebook and within the Adjudicating Rules section of this book. When an issue seems to pertains to the story instead of the rules, ask yourself the following questions. Does something already established in our story so far tell me what should happen here? If an NPC is involved, what would their personality lead them to do? What does the player expect to happen? What would best fit the themes of our story? You might not have a good answer for every question, but asking them can inspire useful solutions. If what you need to invent is significant in the storyline or world, theres nothing wrong with asking the group to take a little break while you fill in the gap. If its not particularly significant and you cant come up with anything more compelling, its also okay to say, “Nothing happens,” and move on. Often, a player will ask, “What happens when I do that?” This is a good indicator that the player expects that what theyve done will draw a reaction from an NPC or the environment. Unless the player is way off base, provide an in-game response, even if its minor. The player has telegraphed what matters to them, and the perceived importance of their action can draw them into the game. ","type":"Rules","url":"/Rules.aspx?ID=819","weakness":{}}},{"_index":"aon18","_id":"rules-820","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice","Improvisation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-820","markdown":"<title level=\"1\" right=\"Rules\">[False Information](/Rules.aspx?ID=820)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 8</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA critical failure to [Recall Knowledge](/Actions.aspx?ID=26) can result in you needing to convey false information, requiring some improvisation. If you arent careful, this information can be perceived by the PCs as too silly, or could derail the game. For example, if a PC misinterpreted text about the god of commerce, [Abadar](/Deities.aspx?ID=1), saying they believe the god is an incompetent chaotic spendthrift whos bad with money is absurd. Similarly, if they incorrectly believe Abadar will reward them with great wealth if they ring bells in four different temple corners, this could send them on a tangent.\n\n Providing false information can cause the PCs to make mistakes, but the consequences should typically be immediate rather than continual or far in the future. Avoid dispensing false information that might not be used for hours or entire sessions, after the check is forgotten. If youre unsure, the safest form of false information is information thats wrong but not in a way that causes major consequences. Remember that a critical failure says you get incorrect information, not that you get important-seeming false information. Erroneously believing Abadars symbol is a set of scales instead of a key might lead to a miscommunication, but one thats not dangerous, pretty easy to clear up, and only a little embarrassing for the PC.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"False Information","next_link":{"label":"Secret Checks","url":"/Rules.aspx?ID=821"},"previous_link":{"label":"Stakes and Consequences","url":"/Rules.aspx?ID=817"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 8</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice / Improvisation\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 8"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 8</row>","speed":{},"text":" False Information Source Gamemastery Guide pg. 8 A critical failure to Recall Knowledge can result in you needing to convey false information, requiring some improvisation. If you arent careful, this information can be perceived by the PCs as too silly, or could derail the game. For example, if a PC misinterpreted text about the god of commerce, Abadar, saying they believe the god is an incompetent chaotic spendthrift whos bad with money is absurd. Similarly, if they incorrectly believe Abadar will reward them with great wealth if they ring bells in four different temple corners, this could send them on a tangent. Providing false information can cause the PCs to make mistakes, but the consequences should typically be immediate rather than continual or far in the future. Avoid dispensing false information that might not be used for hours or entire sessions, after the check is forgotten. If youre unsure, the safest form of false information is information thats wrong but not in a way that causes major consequences. Remember that a critical failure says you get incorrect information, not that you get important-seeming false information. Erroneously believing Abadars symbol is a set of scales instead of a key might lead to a miscommunication, but one thats not dangerous, pretty easy to clear up, and only a little embarrassing for the PC. ","type":"Rules","url":"/Rules.aspx?ID=820","weakness":{}}},{"_index":"aon18","_id":"rules-821","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-821","markdown":"<title level=\"1\" right=\"Rules\">[Secret Checks](/Rules.aspx?ID=821)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 8</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDuring play, you roll some checks in secret instead of allowing the player to do so, as explained in the [Secret Checks](/Rules.aspx?ID=334) section of the _Core Rulebook_. This rule helps ensure that a player remains uncertain at times when their character is unsure of how a situation may resolve, immersing the player in their characters perspective. It can be handy to keep a list of the PCs modifiers on hand to help you roll secret checks more quickly. At least, you should record each players Perception modifier, their saving throw modifiers (especially Will), and the skill modifiers of any skills they often use to [Recall Knowledge](/Actions.aspx?ID=26). Check in anytime the PCs level up, and consider asking the players to update you when any of these modifiers change.\n\n You can still have the players roll the checks even if an action has the [secret](/Traits.aspx?ID=142) trait. This is usually best done when the results are going to be immediate or when stakes are low, like when the PC is trying to recall something during downtime that theyll see is false through the course of their research. You can instead have the players handle all their rolls, secret or otherwise. This works best when the group is interested in leaning into the dramatic irony of knowing a PC is wrong and playing up their characters mistakes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Secret Checks","next_link":{"label":"Hero Points","url":"/Rules.aspx?ID=822"},"previous_link":{"label":"Improvisation","url":"/Rules.aspx?ID=819"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 8</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 8"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 8</row>","speed":{},"text":" Secret Checks Source Gamemastery Guide pg. 8 During play, you roll some checks in secret instead of allowing the player to do so, as explained in the Secret Checks section of the Core Rulebook . This rule helps ensure that a player remains uncertain at times when their character is unsure of how a situation may resolve, immersing the player in their characters perspective. It can be handy to keep a list of the PCs modifiers on hand to help you roll secret checks more quickly. At least, you should record each players Perception modifier, their saving throw modifiers (especially Will), and the skill modifiers of any skills they often use to Recall Knowledge. Check in anytime the PCs level up, and consider asking the players to update you when any of these modifiers change. You can still have the players roll the checks even if an action has the secret trait. This is usually best done when the results are going to be immediate or when stakes are low, like when the PC is trying to recall something during downtime that theyll see is false through the course of their research. You can instead have the players handle all their rolls, secret or otherwise. This works best when the group is interested in leaning into the dramatic irony of knowing a PC is wrong and playing up their characters mistakes. ","type":"Rules","url":"/Rules.aspx?ID=821","weakness":{}}},{"_index":"aon18","_id":"rules-822","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-822","markdown":"<title level=\"1\" right=\"Rules\">[Hero Points](/Rules.aspx?ID=822)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPage [507 of the _Core Rulebook_](/Rules.aspx?ID=573) offers guidelines for determining how many Hero Points to award and when to do so. These recommendations are flexible. Consider Hero Points a way to reinforce your personal style of Game Mastering and to reward what you value during play. The toughest part of awarding Hero Points can be remembering to do it! Keeping a Hero Point token on hand in front of you can provide a visual and tactile reminder. You can also solicit help from your players by asking them to remind you when they think a PCs action merits a Hero Point.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hero Points","next_link":{"label":"Metagaming","url":"/Rules.aspx?ID=823"},"previous_link":{"label":"Secret Checks","url":"/Rules.aspx?ID=821"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 9"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>","speed":{},"text":" Hero Points Source Gamemastery Guide pg. 9 Page 507 of the Core Rulebook offers guidelines for determining how many Hero Points to award and when to do so. These recommendations are flexible. Consider Hero Points a way to reinforce your personal style of Game Mastering and to reward what you value during play. The toughest part of awarding Hero Points can be remembering to do it! Keeping a Hero Point token on hand in front of you can provide a visual and tactile reminder. You can also solicit help from your players by asking them to remind you when they think a PCs action merits a Hero Point. ","type":"Rules","url":"/Rules.aspx?ID=822","weakness":{}}},{"_index":"aon18","_id":"rules-823","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-823","markdown":"<title level=\"1\" right=\"Rules\">[Metagaming](/Rules.aspx?ID=823)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nKnowledge the players have that their characters dont is called “metagame knowledge,” and using it to influence characters decisions is called “metagaming.” Some metagaming results naturally from play and is wise to disregard. The wizard aiming a [_fireball_](/Spells.aspx?ID=119) precisely enough to include three enemies in the very edge of the spells area is probably unrealistic, but isnt that disruptive to play. Things get more questionable if the player says, “Thats a rakshasa, so dont use divine spells against it,” regardless of whether their character has encountered a rakshasa before or identified the creature. Each group is different, and the assumption of what the characters know varies. If metagaming starts to get out of hand, you might just use some gentle reminders, like, “Im not sure your characters aware of that,” or, “Can you explain your characters thinking when they do that?” If the problem persists, see the guidelines mentioned in the [Problematic Players](/Rules.aspx?ID=896) section.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Metagaming","next_link":{"label":"Portraying NPCs","url":"/Rules.aspx?ID=824"},"previous_link":{"label":"Hero Points","url":"/Rules.aspx?ID=822"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 9"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>","speed":{},"text":" Metagaming Source Gamemastery Guide pg. 9 Knowledge the players have that their characters dont is called “metagame knowledge,” and using it to influence characters decisions is called “metagaming.” Some metagaming results naturally from play and is wise to disregard. The wizard aiming a fireball precisely enough to include three enemies in the very edge of the spells area is probably unrealistic, but isnt that disruptive to play. Things get more questionable if the player says, “Thats a rakshasa, so dont use divine spells against it,” regardless of whether their character has encountered a rakshasa before or identified the creature. Each group is different, and the assumption of what the characters know varies. If metagaming starts to get out of hand, you might just use some gentle reminders, like, “Im not sure your characters aware of that,” or, “Can you explain your characters thinking when they do that?” If the problem persists, see the guidelines mentioned in the Problematic Players section. ","type":"Rules","url":"/Rules.aspx?ID=823","weakness":{}}},{"_index":"aon18","_id":"rules-824","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-824","markdown":"<title level=\"1\" right=\"Rules\">[Portraying NPCs](/Rules.aspx?ID=824)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlthough the PCs are the stars of the game, NPCs make the world around the PCs vibrant. They can become a part of the story, sometimes for years, weaving into the story right alongside the PCs. Portray NPCs however it works for you. Some GMs keep it simple, describing the NPCs simply by their looks, or their hook (see below). Others go into more detail, using accents, mannerisms, or acting.\n\n Because NPCs have smaller roles than PCs, imparting enough information to convey their identities while they interact with the party can be challenging. When you create an NPC, start by integrating a single “hook” into their concept: a widowed merchant, a refugee from a distant realm, or a child who constantly asks awkward questions. Each hints at a backstory but is easily described in a synopsis. If the NPC continues to interact with the party, you can then add to their backstory later.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-825\" />\r\n\r\n<document level=\"2\" id=\"rules-826\" />\r\n\r\n<document level=\"2\" id=\"rules-827\" />\r\n\r\n<document level=\"2\" id=\"rules-828\" />","name":"Portraying NPCs","next_link":{"label":"Running Encounters","url":"/Rules.aspx?ID=829"},"previous_link":{"label":"Metagaming","url":"/Rules.aspx?ID=823"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 9"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>","speed":{},"text":" Portraying NPCs Source Gamemastery Guide pg. 9 Although the PCs are the stars of the game, NPCs make the world around the PCs vibrant. They can become a part of the story, sometimes for years, weaving into the story right alongside the PCs. Portray NPCs however it works for you. Some GMs keep it simple, describing the NPCs simply by their looks, or their hook (see below). Others go into more detail, using accents, mannerisms, or acting. Because NPCs have smaller roles than PCs, imparting enough information to convey their identities while they interact with the party can be challenging. When you create an NPC, start by integrating a single “hook” into their concept: a widowed merchant, a refugee from a distant realm, or a child who constantly asks awkward questions. Each hints at a backstory but is easily described in a synopsis. If the NPC continues to interact with the party, you can then add to their backstory later. ","type":"Rules","url":"/Rules.aspx?ID=824","weakness":{}}},{"_index":"aon18","_id":"rules-825","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice","Portraying NPCs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-825","markdown":"<title level=\"1\" right=\"Rules\">[NPC Limitations](/Rules.aspx?ID=825)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlways remember that the PCs have the greatest role in your story. Avoid including allied NPCs who could easily solve any problem the PCs get assigned. An extremely powerful NPC should be engaged with matters beyond what the PCs are tasked with or have some limitation that necessitates the PCs involvement. Remember that an NPC is not “your character” in the way each player has a character. Though NPCs who travel with the party can be effective and fun when handled with caution, an NPC who effectively acts as the GMs character is often called a GMPC (Game Master Player Character) and can contribute to a feeling that the players are being coerced into making certain decisions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"NPC Limitations","next_link":{"label":"Betrayal","url":"/Rules.aspx?ID=826"},"previous_link":{"label":"Metagaming","url":"/Rules.aspx?ID=823"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice / Portraying NPCs\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 9"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>","speed":{},"text":" NPC Limitations Source Gamemastery Guide pg. 9 Always remember that the PCs have the greatest role in your story. Avoid including allied NPCs who could easily solve any problem the PCs get assigned. An extremely powerful NPC should be engaged with matters beyond what the PCs are tasked with or have some limitation that necessitates the PCs involvement. Remember that an NPC is not “your character” in the way each player has a character. Though NPCs who travel with the party can be effective and fun when handled with caution, an NPC who effectively acts as the GMs character is often called a GMPC (Game Master Player Character) and can contribute to a feeling that the players are being coerced into making certain decisions. ","type":"Rules","url":"/Rules.aspx?ID=825","weakness":{}}},{"_index":"aon18","_id":"rules-826","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice","Portraying NPCs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-826","markdown":"<title level=\"1\" right=\"Rules\">[Betrayal](/Rules.aspx?ID=826)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNPCs, even allies, can shift allegiances. They might betray, fail, or sell out their companions, which can make for a meaningful story event. If an NPC is betraying the party in some way, lay groundwork early on so the players dont feel ambushed by the twist. If the players can look back and see a clear path to this result, it is likely theyll feel the decision makes sense in the context of the story. Try to give the NPC a “tell” or a paper trail they can detect.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Betrayal","next_link":{"label":"Respecting the Character","url":"/Rules.aspx?ID=827"},"previous_link":{"label":"NPC Limitations","url":"/Rules.aspx?ID=825"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice / Portraying NPCs\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 9"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>","speed":{},"text":" Betrayal Source Gamemastery Guide pg. 9 NPCs, even allies, can shift allegiances. They might betray, fail, or sell out their companions, which can make for a meaningful story event. If an NPC is betraying the party in some way, lay groundwork early on so the players dont feel ambushed by the twist. If the players can look back and see a clear path to this result, it is likely theyll feel the decision makes sense in the context of the story. Try to give the NPC a “tell” or a paper trail they can detect. ","type":"Rules","url":"/Rules.aspx?ID=826","weakness":{}}},{"_index":"aon18","_id":"rules-827","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice","Portraying NPCs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-827","markdown":"<title level=\"1\" right=\"Rules\">[Respecting the Character](/Rules.aspx?ID=827)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes, when creating characters, a GM can unintentionally play into themes that can be harmful or hurtful. For example, an NPC with a background of abuse, a former or current slave, or a character with disabilities requires respectful handling. This is particularly true if you, as the GM, do not have the same life experience as the NPC in question. If you want to include these themes for an NPC, you should probably bring it up with your players beforehand and set expectations. You dont need to spoil the character, but sitting down and checking in with your players can help prevent unpleasant surprises and is better than assuming. To keep the representation respectful, avoid clichés and dont use the hook as a joke. Your groups guidelines for [objectionable content](/Rules.aspx?ID=486) can also help you portray NPCs respectfully.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Respecting the Character","next_link":{"label":"A Proper End","url":"/Rules.aspx?ID=828"},"previous_link":{"label":"Betrayal","url":"/Rules.aspx?ID=826"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice / Portraying NPCs\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 9"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>","speed":{},"text":" Respecting the Character Source Gamemastery Guide pg. 9 Sometimes, when creating characters, a GM can unintentionally play into themes that can be harmful or hurtful. For example, an NPC with a background of abuse, a former or current slave, or a character with disabilities requires respectful handling. This is particularly true if you, as the GM, do not have the same life experience as the NPC in question. If you want to include these themes for an NPC, you should probably bring it up with your players beforehand and set expectations. You dont need to spoil the character, but sitting down and checking in with your players can help prevent unpleasant surprises and is better than assuming. To keep the representation respectful, avoid clichés and dont use the hook as a joke. Your groups guidelines for objectionable content can also help you portray NPCs respectfully. ","type":"Rules","url":"/Rules.aspx?ID=827","weakness":{}}},{"_index":"aon18","_id":"rules-828","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","General Advice","Portraying NPCs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-828","markdown":"<title level=\"1\" right=\"Rules\">[A Proper End](/Rules.aspx?ID=828)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn NPCs story should have a satisfying ending. The NPC might leave your story when they achieve a major goal, go on to other adventures, give up their dream, or die. The death of a beloved NPC should have weight. Make it sympathetic and powerful, and ideally have it take place “on stage” with the PCs present. Be prepared that NPC deaths might stir up strong emotions within the group, and be prepared to cut the session short or to fade to black to mitigate the full brunt of the event if necessary. An NPCs death should matter beyond the PCs emotions or search for revenge, too—maybe the NPCs sacrifice saved a village or inspired others. Let players see that legacy carried on.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"A Proper End","next_link":{"label":"Running Encounters","url":"/Rules.aspx?ID=829"},"previous_link":{"label":"Respecting the Character","url":"/Rules.aspx?ID=827"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>\r\n\r\nChapter 1: Gamemastery Basics / General Advice / Portraying NPCs\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 9"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 9</row>","speed":{},"text":" A Proper End Source Gamemastery Guide pg. 9 An NPCs story should have a satisfying ending. The NPC might leave your story when they achieve a major goal, go on to other adventures, give up their dream, or die. The death of a beloved NPC should have weight. Make it sympathetic and powerful, and ideally have it take place “on stage” with the PCs present. Be prepared that NPC deaths might stir up strong emotions within the group, and be prepared to cut the session short or to fade to black to mitigate the full brunt of the event if necessary. An NPCs death should matter beyond the PCs emotions or search for revenge, too—maybe the NPCs sacrifice saved a village or inspired others. Let players see that legacy carried on. ","type":"Rules","url":"/Rules.aspx?ID=828","weakness":{}}},{"_index":"aon18","_id":"rules-829","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-829","markdown":"<title level=\"1\" right=\"Rules\">[Running Encounters](/Rules.aspx?ID=829)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRunning engaging encounters can require you to track a lot of different information. Knowing what details to prioritize can make encounters easier to run and more fun to play. This section provides tips to help you run encounters that are fast and entertaining to play. \n\nThough the [_Core Rulebook_ discusses running encounters starting on page 493](/Rules.aspx?ID=512), this section supplements that information. Though this chapter contains detailed advice about many topics, its important to remember that, as a GM, you should primarily focus on the following tasks. \n<ul><li>Answering questions quickly and decisively whenever possible. </li><li>Building anticipation for what happens next. </li><li>Emphasizing thrilling action and setting a rapid pace. </li><li>Letting players know when theyre up, and preferably when theyre “on deck” to go next. </li><li>Showing the immediate consequences of actions.</li></ul> If youre interested in building on the topics in this section, [information on designing combat encounters appears on page 46](/Rules.aspx?ID=969). Additionally, Chapter 3 presents subsystems used in special types of encounters, such as the [influence](/Rules.aspx?ID=1201) subsystem.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-830\" />\r\n\r\n<document level=\"2\" id=\"rules-835\" />\r\n\r\n<document level=\"2\" id=\"rules-840\" />\r\n\r\n<document level=\"2\" id=\"rules-841\" />\r\n\r\n<document level=\"2\" id=\"rules-847\" />\r\n\r\n<document level=\"2\" id=\"rules-851\" />\r\n\r\n<document level=\"2\" id=\"rules-856\" />\r\n\r\n<document level=\"2\" id=\"rules-857\" />","name":"Running Encounters","next_link":{"label":"Running Exploration","url":"/Rules.aspx?ID=858"},"previous_link":{"label":"General Advice","url":"/Rules.aspx?ID=814"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>\r\n\r\nChapter 1: Gamemastery Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 10"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>","speed":{},"text":" Running Encounters Source Gamemastery Guide pg. 10 Running engaging encounters can require you to track a lot of different information. Knowing what details to prioritize can make encounters easier to run and more fun to play. This section provides tips to help you run encounters that are fast and entertaining to play. Though the Core Rulebook discusses running encounters starting on page 493, this section supplements that information. Though this chapter contains detailed advice about many topics, its important to remember that, as a GM, you should primarily focus on the following tasks. Answering questions quickly and decisively whenever possible. Building anticipation for what happens next. Emphasizing thrilling action and setting a rapid pace. Letting players know when theyre up, and preferably when theyre “on deck” to go next. Showing the immediate consequences of actions. If youre interested in building on the topics in this section, information on designing combat encounters appears on page 46. Additionally, Chapter 3 presents subsystems used in special types of encounters, such as the influence subsystem. ","type":"Rules","url":"/Rules.aspx?ID=829","weakness":{}}},{"_index":"aon18","_id":"rules-830","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-830","markdown":"<title level=\"1\" right=\"Rules\">[Speed of Play](/Rules.aspx?ID=830)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEncounters should move quickly, giving the PCs just enough time to savor successes and lament failures. This requires effort from everyone, but you can make it easier by running creatures and NPCs efficiently. First off, dont worry too much about little mistakes you make when running encounters. If you forgot to apply a creatures special bonus or didnt take an action that would have prevented the creature from taking damage, its not a big deal. Keep an eye on what you emphasize during the adventure, as well. Be quick when describing a normal attack, but spend a little more time on a critical hit or a big spell. This all boils down to significance. Its fine to slow down the game for something important, but its best to move briskly through anything less important. As you run the game, youll quickly develop a sense for whats significant and whats not.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-831\" />\r\n\r\n<document level=\"2\" id=\"rules-832\" />\r\n\r\n<document level=\"2\" id=\"rules-833\" />\r\n\r\n<document level=\"2\" id=\"rules-834\" />","name":"Speed of Play","next_link":{"label":"Initiative","url":"/Rules.aspx?ID=835"},"previous_link":{"label":"General Advice","url":"/Rules.aspx?ID=814"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 10"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>","speed":{},"text":" Speed of Play Source Gamemastery Guide pg. 10 Encounters should move quickly, giving the PCs just enough time to savor successes and lament failures. This requires effort from everyone, but you can make it easier by running creatures and NPCs efficiently. First off, dont worry too much about little mistakes you make when running encounters. If you forgot to apply a creatures special bonus or didnt take an action that would have prevented the creature from taking damage, its not a big deal. Keep an eye on what you emphasize during the adventure, as well. Be quick when describing a normal attack, but spend a little more time on a critical hit or a big spell. This all boils down to significance. Its fine to slow down the game for something important, but its best to move briskly through anything less important. As you run the game, youll quickly develop a sense for whats significant and whats not. ","type":"Rules","url":"/Rules.aspx?ID=830","weakness":{}}},{"_index":"aon18","_id":"rules-831","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Speed of Play"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-831","markdown":"<title level=\"1\" right=\"Rules\">[Looking Up Rules](/Rules.aspx?ID=831)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOne of the primary ways the game slows down is when you or another player needs to look up a rule. For something that isnt too impactful, its better to just make a ruling on the spot and move on. Tell the player they can look it up when its not their turn, and youll play it as written after that, but that the game needs to move on in the meantime. Its okay to look up something thats both significant and heavily rules-dependent, such as a spell description or the death and dying rules. Even then, reciting a full chunk of rules text can pull players out of the flow of play, so summarize. It also helps to train your players to look things up in advance if they think theyll need them, so theyre ready to go when their turns come around. This can be tough as a GM, since its essentially always your turn. However, you can ask a player to look something up for you, or, if you need to pause long enough to reference certain books, remind the players to plan for their next turns while youre busy.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Looking Up Rules","next_link":{"label":"Rewinding","url":"/Rules.aspx?ID=832"},"previous_link":{"label":"General Advice","url":"/Rules.aspx?ID=814"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Speed of Play\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 10"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>","speed":{},"text":" Looking Up Rules Source Gamemastery Guide pg. 10 One of the primary ways the game slows down is when you or another player needs to look up a rule. For something that isnt too impactful, its better to just make a ruling on the spot and move on. Tell the player they can look it up when its not their turn, and youll play it as written after that, but that the game needs to move on in the meantime. Its okay to look up something thats both significant and heavily rules-dependent, such as a spell description or the death and dying rules. Even then, reciting a full chunk of rules text can pull players out of the flow of play, so summarize. It also helps to train your players to look things up in advance if they think theyll need them, so theyre ready to go when their turns come around. This can be tough as a GM, since its essentially always your turn. However, you can ask a player to look something up for you, or, if you need to pause long enough to reference certain books, remind the players to plan for their next turns while youre busy. ","type":"Rules","url":"/Rules.aspx?ID=831","weakness":{}}},{"_index":"aon18","_id":"rules-832","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Speed of Play"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-832","markdown":"<title level=\"1\" right=\"Rules\">[Rewinding](/Rules.aspx?ID=832)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThough “rewinding” can happen in any mode of play, its usually most troublesome in encounters. Rewinding happens when a player forgot to add in a certain bonus or take a certain action, or wishes they had used their actions in a different order, and wants to rewind to account for what they missed. The best policy is usually to let them rewind as needed within their own turn but stop them before they intrude into someone elses. This keeps interruptions within reasonable bounds. You might find some adjustments are easy enough to make outside of a turn and can be allowed. For instance, if someone forgot to add the fire damage from a [_flaming_](/Equipment.aspx?ID=295) rune to one of their hits, its pretty easy to reduce the monsters HP on another turn, but if they realized their attack missed only because they forgot the bonus from [_bless_](/Spells.aspx?ID=25), that could be too much of an interruption. Your ruling should stand on such matters. Try to be consistent about what kinds of things you will rewind for and when.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rewinding","next_link":{"label":"Complex Rolls","url":"/Rules.aspx?ID=833"},"previous_link":{"label":"Looking Up Rules","url":"/Rules.aspx?ID=831"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Speed of Play\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 10"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>","speed":{},"text":" Rewinding Source Gamemastery Guide pg. 10 Though “rewinding” can happen in any mode of play, its usually most troublesome in encounters. Rewinding happens when a player forgot to add in a certain bonus or take a certain action, or wishes they had used their actions in a different order, and wants to rewind to account for what they missed. The best policy is usually to let them rewind as needed within their own turn but stop them before they intrude into someone elses. This keeps interruptions within reasonable bounds. You might find some adjustments are easy enough to make outside of a turn and can be allowed. For instance, if someone forgot to add the fire damage from a flaming rune to one of their hits, its pretty easy to reduce the monsters HP on another turn, but if they realized their attack missed only because they forgot the bonus from bless , that could be too much of an interruption. Your ruling should stand on such matters. Try to be consistent about what kinds of things you will rewind for and when. ","type":"Rules","url":"/Rules.aspx?ID=832","weakness":{}}},{"_index":"aon18","_id":"rules-833","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Speed of Play"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-833","markdown":"<title level=\"1\" right=\"Rules\">[Complex Rolls](/Rules.aspx?ID=833)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYoull often make multiple rolls at the same time, especially when attempting saving throws for multiple creatures against area or multi-target spells. This can sometimes take a considerable amount of time if youre resolving the result of each creatures save and then determining its degree of success. To do so quickly, you could use one of the following techniques. Each of the examples below uses a PCs spell as an example, but these recommendations also apply to similar rolls that arent caused by spells. \n<ul><li>Get the PCs Difficulty Class first, and have the player roll damage while you roll the saving throws. </li><li>Use separate colors of dice for the different types of foes, or arrange the dice in such a way that its easier for you to tell which creatures or NPCs are which. </li><li>Go in order from the best enemy results (the highest total) to the worst. This means youll need to ask for the results on a success only once, the damage on a failure once, and so on. It also means you only need to figure out when youre moving to a lower degree of success, rather than recalculating them each time.</li></ul> This can be more of a challenge when asking for PC rolls. Make sure you get the attention of every player whose PC is affected. Have them all roll but hold off on announcing their results. While they roll their saves, roll damage or other variable effects. Then, announce the DC. Say, “who critically succeeded?” “who succeeded?” and so on down the line, so you only have to share the results for each category once. You can choose not to announce the DC if you want and ask for results by multiples of 10 instead, but it typically takes longer, and its still possible that the players can determine or estimate the DC anyway.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Complex Rolls","next_link":{"label":"Enemy Tactics","url":"/Rules.aspx?ID=834"},"previous_link":{"label":"Rewinding","url":"/Rules.aspx?ID=832"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Speed of Play\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 10"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 10</row>","speed":{},"text":" Complex Rolls Source Gamemastery Guide pg. 10 Youll often make multiple rolls at the same time, especially when attempting saving throws for multiple creatures against area or multi-target spells. This can sometimes take a considerable amount of time if youre resolving the result of each creatures save and then determining its degree of success. To do so quickly, you could use one of the following techniques. Each of the examples below uses a PCs spell as an example, but these recommendations also apply to similar rolls that arent caused by spells. Get the PCs Difficulty Class first, and have the player roll damage while you roll the saving throws. Use separate colors of dice for the different types of foes, or arrange the dice in such a way that its easier for you to tell which creatures or NPCs are which. Go in order from the best enemy results (the highest total) to the worst. This means youll need to ask for the results on a success only once, the damage on a failure once, and so on. It also means you only need to figure out when youre moving to a lower degree of success, rather than recalculating them each time. This can be more of a challenge when asking for PC rolls. Make sure you get the attention of every player whose PC is affected. Have them all roll but hold off on announcing their results. While they roll their saves, roll damage or other variable effects. Then, announce the DC. Say, “who critically succeeded?” “who succeeded?” and so on down the line, so you only have to share the results for each category once. You can choose not to announce the DC if you want and ask for results by multiples of 10 instead, but it typically takes longer, and its still possible that the players can determine or estimate the DC anyway. ","type":"Rules","url":"/Rules.aspx?ID=833","weakness":{}}},{"_index":"aon18","_id":"rules-834","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Speed of Play"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-834","markdown":"<title level=\"1\" right=\"Rules\">[Enemy Tactics](/Rules.aspx?ID=834)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 11</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs noted on [page 493 of the _Core Rulebook_](/Rules.aspx?ID=513), enemies dont need to make perfect decisions. Its usually better to make a decision quickly than to pick the perfect enemy tactic. The chaos of combat, desperation, or ego could all cause a villain to make a poor decision, and thats something you can play up if you realize theyve done so, acting out the foes response to their own folly, or chiding them through the sarcastic remark of one of their allies.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Enemy Tactics","next_link":{"label":"Initiative","url":"/Rules.aspx?ID=835"},"previous_link":{"label":"Complex Rolls","url":"/Rules.aspx?ID=833"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 11</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Speed of Play\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 11"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 11</row>","speed":{},"text":" Enemy Tactics Source Gamemastery Guide pg. 11 As noted on page 493 of the Core Rulebook , enemies dont need to make perfect decisions. Its usually better to make a decision quickly than to pick the perfect enemy tactic. The chaos of combat, desperation, or ego could all cause a villain to make a poor decision, and thats something you can play up if you realize theyve done so, acting out the foes response to their own folly, or chiding them through the sarcastic remark of one of their allies. ","type":"Rules","url":"/Rules.aspx?ID=834","weakness":{}}},{"_index":"aon18","_id":"rules-835","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-835","markdown":"<title level=\"1\" right=\"Rules\">[Initiative](/Rules.aspx?ID=835)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 11</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe rules for rolling initiative can be found on [page 468 of the _Core Rulebook_](/Rules.aspx?ID=431), and the [GM guidelines on 498](/Rules.aspx?ID=530). Below youll find specifics on how to run certain types of initiative or deal with problems. These are guidelines, and you might prefer to execute initiative in a different way at your table.\n\n When do you ask players to roll initiative? In most cases, its pretty simple: you call for the roll as soon as one participant intends to attack (or issue a challenge, draw a weapon, cast a preparatory spell, start a social encounter such as a debate, or otherwise begin to use an action that their foes cant help but notice). A player will tell you if their character intends to start a conflict, and youll determine when the actions of NPCs and other creatures initiate combat. Occasionally, two sides might stumble across one another. In this case, theres not much time to decide, but you should still ask if anyone intends to attack. If the PCs and NPCs alike just want to talk or negotiate, there is no reason to roll initiative only to drop out of combat immediately!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Setting the Scene</title>\r\n\r\nWhen an encounter begins, spend a moment to describe the location if you havent already. Use some of the description tips found in [Evocative Environments](/Rules.aspx?ID=859). It can help to describe where enemies are within the environment, to better ground them in the location. You can also use the enemies expressions to better convey the location. Is an enemy in a wary stance as they stand near a pit? Is another irritated by water dripping on it from the ceiling? Does a glowing glyph illuminate an enemy with a sinister red light?\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-836\" />\r\n\r\n<document level=\"2\" id=\"rules-837\" />\r\n\r\n<document level=\"2\" id=\"rules-838\" />\r\n\r\n<document level=\"2\" id=\"rules-839\" />","name":"Initiative","next_link":{"label":"Ad Hoc Bonuses and Penalties","url":"/Rules.aspx?ID=840"},"previous_link":{"label":"Speed of Play","url":"/Rules.aspx?ID=830"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 11</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 11"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 11</row>","speed":{},"text":" Initiative Source Gamemastery Guide pg. 11 The rules for rolling initiative can be found on page 468 of the Core Rulebook , and the GM guidelines on 498. Below youll find specifics on how to run certain types of initiative or deal with problems. These are guidelines, and you might prefer to execute initiative in a different way at your table. When do you ask players to roll initiative? In most cases, its pretty simple: you call for the roll as soon as one participant intends to attack (or issue a challenge, draw a weapon, cast a preparatory spell, start a social encounter such as a debate, or otherwise begin to use an action that their foes cant help but notice). A player will tell you if their character intends to start a conflict, and youll determine when the actions of NPCs and other creatures initiate combat. Occasionally, two sides might stumble across one another. In this case, theres not much time to decide, but you should still ask if anyone intends to attack. If the PCs and NPCs alike just want to talk or negotiate, there is no reason to roll initiative only to drop out of combat immediately! Setting the Scene When an encounter begins, spend a moment to describe the location if you havent already. Use some of the description tips found in Evocative Environments. It can help to describe where enemies are within the environment, to better ground them in the location. You can also use the enemies expressions to better convey the location. Is an enemy in a wary stance as they stand near a pit? Is another irritated by water dripping on it from the ceiling? Does a glowing glyph illuminate an enemy with a sinister red light? ","type":"Rules","url":"/Rules.aspx?ID=835","weakness":{}}},{"_index":"aon18","_id":"rules-836","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Initiative"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-836","markdown":"<title level=\"1\" right=\"Rules\">[Initiative and Stealth](/Rules.aspx?ID=836)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 11</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen one or both sides of an impending battle are being stealthy, youll need to deal with the impacts of Stealth on the start of the encounter. Anyone whos [Avoiding Notice](/Actions.aspx?ID=511) should attempt a [Stealth](/Skills.aspx?ID=15) check for their initiative. All the normal bonuses and penalties apply, including any bonus for having cover. You can give them the option to roll Perception instead, but if they do they forsake their Stealth and are definitely going to be detected.\n\n To determine whether someone is undetected by other participants in the encounter, you still compare their Stealth check for initiative to the Perception DC of their enemies. Theyre undetected by anyone whose DC they meet or exceed. So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their Perception DC? Well, all the enemies are undetected, but not unnoticed. That means the participant who rolled high still knows someone is around, and can start moving about, [Seeking](/Actions.aspx?ID=84), and otherwise preparing to fight. The characters Avoiding Notice still have a significant advantage, since that character needs to spend actions and attempt additional checks in order to find them. What if both sides are sneaking about? They might just sneak past each other entirely, or they might suddenly run into one another if theyre heading into the same location.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Initiative and Stealth","next_link":{"label":"Batch Initiative","url":"/Rules.aspx?ID=837"},"previous_link":{"label":"Speed of Play","url":"/Rules.aspx?ID=830"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 11</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Initiative\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 11"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 11</row>","speed":{},"text":" Initiative and Stealth Source Gamemastery Guide pg. 11 When one or both sides of an impending battle are being stealthy, youll need to deal with the impacts of Stealth on the start of the encounter. Anyone whos Avoiding Notice should attempt a Stealth check for their initiative. All the normal bonuses and penalties apply, including any bonus for having cover. You can give them the option to roll Perception instead, but if they do they forsake their Stealth and are definitely going to be detected. To determine whether someone is undetected by other participants in the encounter, you still compare their Stealth check for initiative to the Perception DC of their enemies. Theyre undetected by anyone whose DC they meet or exceed. So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their Perception DC? Well, all the enemies are undetected, but not unnoticed. That means the participant who rolled high still knows someone is around, and can start moving about, Seeking, and otherwise preparing to fight. The characters Avoiding Notice still have a significant advantage, since that character needs to spend actions and attempt additional checks in order to find them. What if both sides are sneaking about? They might just sneak past each other entirely, or they might suddenly run into one another if theyre heading into the same location. ","type":"Rules","url":"/Rules.aspx?ID=836","weakness":{}}},{"_index":"aon18","_id":"rules-837","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Initiative"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-837","markdown":"<title level=\"1\" right=\"Rules\">[Batch Initiative](/Rules.aspx?ID=837)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you have multiple enemies of the same type, such as four [goblin warriors](/Monsters.aspx?ID=232), you might want to have them act on the same initiative for simplicity. If you do, you can roll just one initiative check for all of them. They still take individual turns and can still individually change their initiative by [Delaying](/Actions.aspx?ID=77). Note that a lucky initiative check could mean the batched creatures can easily gang up on the PCs, and a terrible roll could mean they all get struck down before they can do anything, so use this technique only when necessary to keep the game moving.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Batch Initiative","next_link":{"label":"Placing Characters on the Map","url":"/Rules.aspx?ID=838"},"previous_link":{"label":"Initiative and Stealth","url":"/Rules.aspx?ID=836"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Initiative\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>","speed":{},"text":" Batch Initiative Source Gamemastery Guide pg. 12 If you have multiple enemies of the same type, such as four goblin warriors, you might want to have them act on the same initiative for simplicity. If you do, you can roll just one initiative check for all of them. They still take individual turns and can still individually change their initiative by Delaying. Note that a lucky initiative check could mean the batched creatures can easily gang up on the PCs, and a terrible roll could mean they all get struck down before they can do anything, so use this technique only when necessary to keep the game moving. ","type":"Rules","url":"/Rules.aspx?ID=837","weakness":{}}},{"_index":"aon18","_id":"rules-838","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Initiative"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-838","markdown":"<title level=\"1\" right=\"Rules\">[Placing Characters on the Map](/Rules.aspx?ID=838)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf the PCs are already moving on a grid, as often happens in small dungeons, you already know where they are when they roll initiative. If theyre moving in free-form exploration, place them on the map when they roll initiative. The fastest way is to have the players set up their miniatures in a basic marching order ahead of time, then just move them onto the map in that formation. When that doesnt work, such as when one or more PCs were in a different location or the map doesnt fit the marching order, you can either set up the PC minis yourself, then ask if everybody is happy with where they are, or have the players place their own minis. If you find having the players do it themselves causes too much indecision (especially if they try to count out distances in advance), you can switch methods. Remember to place characters using Stealth in reasonable places to hide, even if that means you have to adjust the marching order to do so.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Placing Characters on the Map","next_link":{"label":"Inappropriate Skills","url":"/Rules.aspx?ID=839"},"previous_link":{"label":"Batch Initiative","url":"/Rules.aspx?ID=837"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Initiative\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>","speed":{},"text":" Placing Characters on the Map Source Gamemastery Guide pg. 12 If the PCs are already moving on a grid, as often happens in small dungeons, you already know where they are when they roll initiative. If theyre moving in free-form exploration, place them on the map when they roll initiative. The fastest way is to have the players set up their miniatures in a basic marching order ahead of time, then just move them onto the map in that formation. When that doesnt work, such as when one or more PCs were in a different location or the map doesnt fit the marching order, you can either set up the PC minis yourself, then ask if everybody is happy with where they are, or have the players place their own minis. If you find having the players do it themselves causes too much indecision (especially if they try to count out distances in advance), you can switch methods. Remember to place characters using Stealth in reasonable places to hide, even if that means you have to adjust the marching order to do so. ","type":"Rules","url":"/Rules.aspx?ID=838","weakness":{}}},{"_index":"aon18","_id":"rules-839","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Initiative"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-839","markdown":"<title level=\"1\" right=\"Rules\">[Inappropriate Skills](/Rules.aspx?ID=839)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs described in the [_Core Rulebook_ on page 498](/Rules.aspx?ID=532), you can allow PCs to roll skills other than Perception (or [Stealth](/Skills.aspx?ID=15) when [Avoiding Notice](/Actions.aspx?ID=511)) for initiative. You might find that once a player gets to use a stronger skill for initiative, theyll keep trying to use it for future encounters. As long as the narrative plays out in a reasonable manner, its fine to allow the skill. If you find that they start making up odd circumstances to use their pet skill, or that their justifications for using the skill take too long at the table, just tell them youd like them to go back to using Perception for a while.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Inappropriate Skills","next_link":{"label":"Ad Hoc Bonuses and Penalties","url":"/Rules.aspx?ID=840"},"previous_link":{"label":"Placing Characters on the Map","url":"/Rules.aspx?ID=838"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Initiative\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>","speed":{},"text":" Inappropriate Skills Source Gamemastery Guide pg. 12 As described in the Core Rulebook on page 498, you can allow PCs to roll skills other than Perception (or Stealth when Avoiding Notice) for initiative. You might find that once a player gets to use a stronger skill for initiative, theyll keep trying to use it for future encounters. As long as the narrative plays out in a reasonable manner, its fine to allow the skill. If you find that they start making up odd circumstances to use their pet skill, or that their justifications for using the skill take too long at the table, just tell them youd like them to go back to using Perception for a while. ","type":"Rules","url":"/Rules.aspx?ID=839","weakness":{}}},{"_index":"aon18","_id":"rules-840","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-840","markdown":"<title level=\"1\" right=\"Rules\">[Ad Hoc Bonuses and Penalties](/Rules.aspx?ID=840)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section covers a few ground rules for how to best respond to PC tactics, when to apply ad hoc bonuses and penalties, and when to use certain tactics for NPCs. When PCs put effort into getting advantages against their foes, there should be some payoff provided their tactics make sense in the narrative. Ad hoc bonuses and penalties give you some mechanical tools to emphasize that. Also keep in mind that you can change the flow of the story to respond to tactics as well. Changing an enemys behavior can be a more satisfying consequence than just getting a bonus. When youre determining whether to grant a special bonus thats not defined in the rules, including when a player asks you whether they get a bonus for doing something, ask yourself the following questions. \n<ul><li>Is this the result of an interesting, surprising, or novel strategy by the character? </li><li>Did this take effort or smart thinking to set up? </li><li>Is this easy to replicate in pretty much every battle?</li></ul> If you answered yes to any of the first two, its more likely you should assign a bonus—typically a +1 or +2 circumstance bonus. However, if you answered yes to the third, you probably shouldnt unless you really do want to see that tactic used over and over again. Try to use ad hoc bonuses a little more often than ad hoc penalties. If you do think a penalty might be appropriate, ask yourself the following. \n<ul><li>Does the environment or terrain create any applicable disadvantages for the character? </li><li>Should the character have expected this would be more difficult based on what they already knew? </li><li>Was this circumstance caused by a bad decision on the part of the one taking the penalty? </li><li>Is this negative circumstance easy to replicate in pretty much every battle?</li></ul> Once again, answering yes to most of these questions means it is more likely you should apply a penalty, and answering yes to the final question means it less likely you should do so.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ad Hoc Bonuses and Penalties","next_link":{"label":"Adjudicating Actions","url":"/Rules.aspx?ID=841"},"previous_link":{"label":"Initiative","url":"/Rules.aspx?ID=835"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>","speed":{},"text":" Ad Hoc Bonuses and Penalties Source Gamemastery Guide pg. 12 This section covers a few ground rules for how to best respond to PC tactics, when to apply ad hoc bonuses and penalties, and when to use certain tactics for NPCs. When PCs put effort into getting advantages against their foes, there should be some payoff provided their tactics make sense in the narrative. Ad hoc bonuses and penalties give you some mechanical tools to emphasize that. Also keep in mind that you can change the flow of the story to respond to tactics as well. Changing an enemys behavior can be a more satisfying consequence than just getting a bonus. When youre determining whether to grant a special bonus thats not defined in the rules, including when a player asks you whether they get a bonus for doing something, ask yourself the following questions. Is this the result of an interesting, surprising, or novel strategy by the character? Did this take effort or smart thinking to set up? Is this easy to replicate in pretty much every battle? If you answered yes to any of the first two, its more likely you should assign a bonus—typically a +1 or +2 circumstance bonus. However, if you answered yes to the third, you probably shouldnt unless you really do want to see that tactic used over and over again. Try to use ad hoc bonuses a little more often than ad hoc penalties. If you do think a penalty might be appropriate, ask yourself the following. Does the environment or terrain create any applicable disadvantages for the character? Should the character have expected this would be more difficult based on what they already knew? Was this circumstance caused by a bad decision on the part of the one taking the penalty? Is this negative circumstance easy to replicate in pretty much every battle? Once again, answering yes to most of these questions means it is more likely you should apply a penalty, and answering yes to the final question means it less likely you should do so. ","type":"Rules","url":"/Rules.aspx?ID=840","weakness":{}}},{"_index":"aon18","_id":"rules-841","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-841","markdown":"<title level=\"1\" right=\"Rules\">[Adjudicating Actions](/Rules.aspx?ID=841)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome of the basic actions of the game require you to interpret how a rule should apply. Here, youll find advice the types of rules calls that can occur frequently. For rules decisions that are either/or (such as whether a creature can [Aid](/Actions.aspx?ID=75) or [Take Cover](/Actions.aspx?ID=90)), a PC can usually determine before they take the action whether doing so is viable; if it isnt viable for some reason, alert them that it wont work before they spend time, actions or resources trying. There are some exceptions, especially if the reason an action wouldnt work is something a character wouldnt know. For example, if a character tries to Take Cover behind a wall, not realizing its illusory, you shouldnt reveal the deception prematurely.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-842\" />\r\n\r\n<document level=\"2\" id=\"rules-843\" />\r\n\r\n<document level=\"2\" id=\"rules-844\" />\r\n\r\n<document level=\"2\" id=\"rules-845\" />\r\n\r\n<document level=\"2\" id=\"rules-846\" />","name":"Adjudicating Actions","next_link":{"label":"Maps and Miniatures","url":"/Rules.aspx?ID=847"},"previous_link":{"label":"Ad Hoc Bonuses and Penalties","url":"/Rules.aspx?ID=840"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 12</row>","speed":{},"text":" Adjudicating Actions Source Gamemastery Guide pg. 12 Some of the basic actions of the game require you to interpret how a rule should apply. Here, youll find advice the types of rules calls that can occur frequently. For rules decisions that are either/or (such as whether a creature can Aid or Take Cover), a PC can usually determine before they take the action whether doing so is viable; if it isnt viable for some reason, alert them that it wont work before they spend time, actions or resources trying. There are some exceptions, especially if the reason an action wouldnt work is something a character wouldnt know. For example, if a character tries to Take Cover behind a wall, not realizing its illusory, you shouldnt reveal the deception prematurely. ","type":"Rules","url":"/Rules.aspx?ID=841","weakness":{}}},{"_index":"aon18","_id":"rules-842","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Adjudicating Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-842","markdown":"<title level=\"1\" right=\"Rules\">[Aid](/Rules.aspx?ID=842)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIt's up to you whether someone's preparation is enough to let them [Aid](/Actions.aspx?ID=75) an ally. The preparation should be specific to the task at hand. Helping someone hold a lockpick steady might be enough preparation to Aid an attempt to [Pick a Lock](/Actions.aspx?ID=70), but just saying you're going to “encourage” them likely wouldn't. Second, the character who is attempting to Aid needs to be in a proper position to help, and able to convey any necessary information. Helping a character [Climb](/Actions.aspx?ID=33) a wall is pretty tough if the character a PC wishes to Aid is nowhere near them. Similarly, a character usually needs to be next to their ally or a foe to Aid the ally in attacking the foe. You'll also need to determine how long the preparation takes. Typically, a single action is sufficient to help with a task that's completed in a single round, but to help someone perform a long-term task, like research, the character has to help until the task is finished.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Aid","next_link":{"label":"Ready","url":"/Rules.aspx?ID=843"},"previous_link":{"label":"Ad Hoc Bonuses and Penalties","url":"/Rules.aspx?ID=840"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Adjudicating Actions\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>","speed":{},"text":" Aid Source Gamemastery Guide pg. 13 It's up to you whether someone's preparation is enough to let them Aid an ally. The preparation should be specific to the task at hand. Helping someone hold a lockpick steady might be enough preparation to Aid an attempt to Pick a Lock, but just saying you're going to “encourage” them likely wouldn't. Second, the character who is attempting to Aid needs to be in a proper position to help, and able to convey any necessary information. Helping a character Climb a wall is pretty tough if the character a PC wishes to Aid is nowhere near them. Similarly, a character usually needs to be next to their ally or a foe to Aid the ally in attacking the foe. You'll also need to determine how long the preparation takes. Typically, a single action is sufficient to help with a task that's completed in a single round, but to help someone perform a long-term task, like research, the character has to help until the task is finished. ","type":"Rules","url":"/Rules.aspx?ID=842","weakness":{}}},{"_index":"aon18","_id":"rules-843","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Adjudicating Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-843","markdown":"<title level=\"1\" right=\"Rules\">[Ready](/Rules.aspx?ID=843)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe [Ready](/Actions.aspx?ID=82) activity lets the acting person choose the trigger for their readied action. However, you might sometimes need to put limits on what they can choose. Notably, the trigger must be something that happens in the game world and is observable by the character rather than a rules concept that doesnt exist in world. For instance, if a player says, “I Ready to shoot an arrow at her if she uses a [concentrate](/Traits.aspx?ID=32) action,” or “I Ready to attack him if he has fewer than 47 Hit Points,” find out what their character is trying to specifically observe. If they dont have a clear answer for that, they need to adjust their action.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ready","next_link":{"label":"Seek","url":"/Rules.aspx?ID=844"},"previous_link":{"label":"Aid","url":"/Rules.aspx?ID=842"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Adjudicating Actions\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>","speed":{},"text":" Ready Source Gamemastery Guide pg. 13 The Ready activity lets the acting person choose the trigger for their readied action. However, you might sometimes need to put limits on what they can choose. Notably, the trigger must be something that happens in the game world and is observable by the character rather than a rules concept that doesnt exist in world. For instance, if a player says, “I Ready to shoot an arrow at her if she uses a concentrate action,” or “I Ready to attack him if he has fewer than 47 Hit Points,” find out what their character is trying to specifically observe. If they dont have a clear answer for that, they need to adjust their action. ","type":"Rules","url":"/Rules.aspx?ID=843","weakness":{}}},{"_index":"aon18","_id":"rules-844","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Adjudicating Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-844","markdown":"<title level=\"1\" right=\"Rules\">[Seek](/Rules.aspx?ID=844)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe [Seek](/Actions.aspx?ID=84) action leaves it up to you how long a search should take. Use common sense. Most of the time, just trying to spot a creature hiding in a small area, or something else you could find with a simple Seek action rather than a long-term Search exploration activity, should default to a single action. The biggest distinction is whether something uses 3 actions or fewer—and can therefore be accomplished in a single turn—or requires more than that and cant be accomplished in an encounter at all. Consider whether it makes sense for the character to pull this off during the encounter or not, and whether that could be an interesting wrinkle in the story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Seek","next_link":{"label":"Sense Motive","url":"/Rules.aspx?ID=845"},"previous_link":{"label":"Ready","url":"/Rules.aspx?ID=843"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Adjudicating Actions\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>","speed":{},"text":" Seek Source Gamemastery Guide pg. 13 The Seek action leaves it up to you how long a search should take. Use common sense. Most of the time, just trying to spot a creature hiding in a small area, or something else you could find with a simple Seek action rather than a long-term Search exploration activity, should default to a single action. The biggest distinction is whether something uses 3 actions or fewer—and can therefore be accomplished in a single turn—or requires more than that and cant be accomplished in an encounter at all. Consider whether it makes sense for the character to pull this off during the encounter or not, and whether that could be an interesting wrinkle in the story. ","type":"Rules","url":"/Rules.aspx?ID=844","weakness":{}}},{"_index":"aon18","_id":"rules-845","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Adjudicating Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-845","markdown":"<title level=\"1\" right=\"Rules\">[Sense Motive](/Rules.aspx?ID=845)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen someone tries to [Sense the Motive](/Actions.aspx?ID=85) of an NPC, youll need to figure out how to convey the information they receive. Its best to try to convey this indirectly, such as by describing a lying targets body language, odd word choices, sweating, or other details rather than saying, “They arent behaving normally.” However, sometimes dropping a punchy, “Oh, she is 100% lying about this!” on a critical success can be satisfying. You also might need to determine when the situation changes enough for someone to try to Sense Motive again. Usually, this means either the behavior of the subject needs to change, or the person attempting the check needs to receive new evidence that something is out of the ordinary. If another PC tries to Sense Motive, gets different information about the target, and shares it, that doesnt really count as new information for a PC who tried previously. Rather, its up to the players to roleplay out any changes in their thinking as a result.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sense Motive","next_link":{"label":"Take Cover","url":"/Rules.aspx?ID=846"},"previous_link":{"label":"Seek","url":"/Rules.aspx?ID=844"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Adjudicating Actions\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>","speed":{},"text":" Sense Motive Source Gamemastery Guide pg. 13 When someone tries to Sense the Motive of an NPC, youll need to figure out how to convey the information they receive. Its best to try to convey this indirectly, such as by describing a lying targets body language, odd word choices, sweating, or other details rather than saying, “They arent behaving normally.” However, sometimes dropping a punchy, “Oh, she is 100% lying about this!” on a critical success can be satisfying. You also might need to determine when the situation changes enough for someone to try to Sense Motive again. Usually, this means either the behavior of the subject needs to change, or the person attempting the check needs to receive new evidence that something is out of the ordinary. If another PC tries to Sense Motive, gets different information about the target, and shares it, that doesnt really count as new information for a PC who tried previously. Rather, its up to the players to roleplay out any changes in their thinking as a result. ","type":"Rules","url":"/Rules.aspx?ID=845","weakness":{}}},{"_index":"aon18","_id":"rules-846","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Adjudicating Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-846","markdown":"<title level=\"1\" right=\"Rules\">[Take Cover](/Rules.aspx?ID=846)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYoull often need to determine whether someone can [Take Cover](/Actions.aspx?ID=90). They usually just need a large enough object to hide behind. Imagine the character crouching, and picture whether the object could almost entirely cover up their silhouette. Taking Cover might also require them to Drop Prone, such as if they want to take cover under a table. Most of the time, you can let them combine this with the Take Cover action instead of using 2 separate actions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Take Cover","next_link":{"label":"Maps and Miniatures","url":"/Rules.aspx?ID=847"},"previous_link":{"label":"Sense Motive","url":"/Rules.aspx?ID=845"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Adjudicating Actions\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>","speed":{},"text":" Take Cover Source Gamemastery Guide pg. 13 Youll often need to determine whether someone can Take Cover. They usually just need a large enough object to hide behind. Imagine the character crouching, and picture whether the object could almost entirely cover up their silhouette. Taking Cover might also require them to Drop Prone, such as if they want to take cover under a table. Most of the time, you can let them combine this with the Take Cover action instead of using 2 separate actions. ","type":"Rules","url":"/Rules.aspx?ID=846","weakness":{}}},{"_index":"aon18","_id":"rules-847","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-847","markdown":"<title level=\"1\" right=\"Rules\">[Maps and Miniatures](/Rules.aspx?ID=847)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA grid and miniatures can make it easier to visualize combat for players and give a visual centerpiece for the players to focus on. Some advice for drawing maps appears on pages 5253. A setup can range from a basic grid with some hasty marker lines and coins for miniatures to a full-color Flip- Mat with official prepainted minis or cardboard pawns, all the way to a set of 3-D dungeon terrain and hand-painted minis for each character. Many online tabletops have preset maps, token packs, and built-in functions for movement and line of sight. All these are fun to play on! Your setup should match your time commitment, budget, and the aesthetics you want.\n\n You can also bring the setting alive by describing sensory details like sounds, smells, temperature, and 3-D elements that arent represented on your map. Including the echoing ring of a sword striking a shield, an errant [_ray of frost_](/Spells.aspx?ID=245) freezing solid an apple in a bowl of fruit on the table, and the like makes the game feel more alive.\n\n Placing miniatures on a grid can make it feel like you need to be exacting with the rules, but theres still room for improvisation! You might give another 5 feet of movement to someone running downhill if it will make their turn more dramatic. Youre empowered to give players minor boosts that fit the story you want to tell, and to fill in nuances of the location beyond the elements covered in the _Core Rulebook_.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Variant Rules on the Grid</title>\r\n\r\nThese two variants can change up how distance and movement work in your game. \n\n### Uniform Diagonals\n If you like, your group can count all diagonals as 5 feet instead of counting every other diagonal as 10 feet. This speeds up play, but some people find it breaks their suspension of disbelief. This is most noticeable when someone moves a long distance along a diagonal all at once or when characters start moving diagonally as much as possible to cover more distance. Using this variant requires thinking of the game map in more abstract terms, and less like a real physical environment where the map is accurately reflecting the size of the room or encounter area. You can choose whether you measure radius-based areas of spells in the same way or visualize them as circles or other round shapes. The latter works best if you have templates to use. \n\n### Hex Grids\n Some of the challenges of diagonal movement can be fixed by using a hex grid instead of a square grid, or by using a grid with offset squares, which works similarly. This allows you to count movement the same in all directions. However, it makes flanking a bit harder to pull off, requires you to arrange standard Large and larger miniatures differently, and causes challenges when drawing maps that consist primarily of rectangular structures, since youll have a lot of partially occupied hexes.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-848\" />\r\n\r\n<document level=\"2\" id=\"rules-849\" />\r\n\r\n<document level=\"2\" id=\"rules-850\" />","name":"Maps and Miniatures","next_link":{"label":"Special Battles and Movement","url":"/Rules.aspx?ID=851"},"previous_link":{"label":"Adjudicating Actions","url":"/Rules.aspx?ID=841"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>","speed":{},"text":" Maps and Miniatures Source Gamemastery Guide pg. 13 A grid and miniatures can make it easier to visualize combat for players and give a visual centerpiece for the players to focus on. Some advice for drawing maps appears on pages 5253. A setup can range from a basic grid with some hasty marker lines and coins for miniatures to a full-color Flip- Mat with official prepainted minis or cardboard pawns, all the way to a set of 3-D dungeon terrain and hand-painted minis for each character. Many online tabletops have preset maps, token packs, and built-in functions for movement and line of sight. All these are fun to play on! Your setup should match your time commitment, budget, and the aesthetics you want. You can also bring the setting alive by describing sensory details like sounds, smells, temperature, and 3-D elements that arent represented on your map. Including the echoing ring of a sword striking a shield, an errant ray of frost freezing solid an apple in a bowl of fruit on the table, and the like makes the game feel more alive. Placing miniatures on a grid can make it feel like you need to be exacting with the rules, but theres still room for improvisation! You might give another 5 feet of movement to someone running downhill if it will make their turn more dramatic. Youre empowered to give players minor boosts that fit the story you want to tell, and to fill in nuances of the location beyond the elements covered in the Core Rulebook . Variant Rules on the Grid These two variants can change up how distance and movement work in your game. ### Uniform Diagonals If you like, your group can count all diagonals as 5 feet instead of counting every other diagonal as 10 feet. This speeds up play, but some people find it breaks their suspension of disbelief. This is most noticeable when someone moves a long distance along a diagonal all at once or when characters start moving diagonally as much as possible to cover more distance. Using this variant requires thinking of the game map in more abstract terms, and less like a real physical environment where the map is accurately reflecting the size of the room or encounter area. You can choose whether you measure radius-based areas of spells in the same way or visualize them as circles or other round shapes. The latter works best if you have templates to use. ### Hex Grids Some of the challenges of diagonal movement can be fixed by using a hex grid instead of a square grid, or by using a grid with offset squares, which works similarly. This allows you to count movement the same in all directions. However, it makes flanking a bit harder to pull off, requires you to arrange standard Large and larger miniatures differently, and causes challenges when drawing maps that consist primarily of rectangular structures, since youll have a lot of partially occupied hexes. ","type":"Rules","url":"/Rules.aspx?ID=847","weakness":{}}},{"_index":"aon18","_id":"rules-848","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Maps and Miniatures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-848","markdown":"<title level=\"1\" right=\"Rules\">[Cover](/Rules.aspx?ID=848)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou determine whether a character has cover. The rules for drawing lines found in the _Core Rulebook_ are useful in simple cases, but in more complicated situations, use your own discretion to make the call. Consider the details of the environment and 3-D space beyond whats on the battle mat. For instance, hanging banners might give cover, or a PC who has climbed onto a ledge might have a clear shot at an enemy standing behind a short wall. Be generous to PCs who use creativity to get into smart positions, especially if they spend valuable actions to move or [Take Cover](/Actions.aspx?ID=90).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Cover","next_link":{"label":"Splitting and Combining Movement","url":"/Rules.aspx?ID=849"},"previous_link":{"label":"Adjudicating Actions","url":"/Rules.aspx?ID=841"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Maps and Miniatures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 13"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 13</row>","speed":{},"text":" Cover Source Gamemastery Guide pg. 13 You determine whether a character has cover. The rules for drawing lines found in the Core Rulebook are useful in simple cases, but in more complicated situations, use your own discretion to make the call. Consider the details of the environment and 3-D space beyond whats on the battle mat. For instance, hanging banners might give cover, or a PC who has climbed onto a ledge might have a clear shot at an enemy standing behind a short wall. Be generous to PCs who use creativity to get into smart positions, especially if they spend valuable actions to move or Take Cover. ","type":"Rules","url":"/Rules.aspx?ID=848","weakness":{}}},{"_index":"aon18","_id":"rules-849","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Maps and Miniatures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-849","markdown":"<title level=\"1\" right=\"Rules\">[Splitting and Combining Movement](/Rules.aspx?ID=849)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe different types of actions representing movement are split up for convenience of understanding how the rules work with a creatures actions. However, you can end up in odd situations, such as when a creature wants to jump vertically to get something and needs to move just a bit to get in range, then [Leap](/Actions.aspx?ID=81), then continue moving. This can end up feeling like theyre losing a lot of their movement to make this happen. At your discretion, you can allow the PCs to essentially combine these into one fluid movement as a 2-action activity: moving into range for a Leap, then Leaping, then using the rest of their Speed.\n\n This typically works only for chaining types of movement together. Doing something like Interacting to open a door or making a Strike usually arrests movement long enough that doing so in the middle of movement isnt practical.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Splitting and Combining Movement","next_link":{"label":"Going Gridless","url":"/Rules.aspx?ID=850"},"previous_link":{"label":"Cover","url":"/Rules.aspx?ID=848"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Maps and Miniatures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 14"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>","speed":{},"text":" Splitting and Combining Movement Source Gamemastery Guide pg. 14 The different types of actions representing movement are split up for convenience of understanding how the rules work with a creatures actions. However, you can end up in odd situations, such as when a creature wants to jump vertically to get something and needs to move just a bit to get in range, then Leap, then continue moving. This can end up feeling like theyre losing a lot of their movement to make this happen. At your discretion, you can allow the PCs to essentially combine these into one fluid movement as a 2-action activity: moving into range for a Leap, then Leaping, then using the rest of their Speed. This typically works only for chaining types of movement together. Doing something like Interacting to open a door or making a Strike usually arrests movement long enough that doing so in the middle of movement isnt practical. ","type":"Rules","url":"/Rules.aspx?ID=849","weakness":{}}},{"_index":"aon18","_id":"rules-850","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Maps and Miniatures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-850","markdown":"<title level=\"1\" right=\"Rules\">[Going Gridless](/Rules.aspx?ID=850)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs described on [page 494 of the _Core Rulebook_](/Rules.aspx?ID=512), you can play encounters without a grid. This is best for groups who can easily imagine their surroundings without a visual aid, and for battles that dont require understanding a complex physical space. Your game doesnt have to be entirely on or entirely off maps—you might decide to play out most simple fights without a grid, then use one for highly tactical fights or major set pieces. As noted in the Core Rulebook, the 3-action structure is your best friend. You might find yourself answering a lot of questions about actions and space, like “Can I get there this turn,” or “How many of the gnolls can I catch in a [_fireball_](/Spells.aspx?ID=119)?” If you find yourself needing to repeatedly remind players of the physical features of the environment or enemy positioning, that might mean youre making your encounters too tactical for what a gridless game supports. This style works better to encourage imaginative, cinematic action and quick play without getting too hung up on details.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Going Gridless","next_link":{"label":"Special Battles and Movement","url":"/Rules.aspx?ID=851"},"previous_link":{"label":"Splitting and Combining Movement","url":"/Rules.aspx?ID=849"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Maps and Miniatures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 14"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>","speed":{},"text":" Going Gridless Source Gamemastery Guide pg. 14 As described on page 494 of the Core Rulebook , you can play encounters without a grid. This is best for groups who can easily imagine their surroundings without a visual aid, and for battles that dont require understanding a complex physical space. Your game doesnt have to be entirely on or entirely off maps—you might decide to play out most simple fights without a grid, then use one for highly tactical fights or major set pieces. As noted in the Core Rulebook, the 3-action structure is your best friend. You might find yourself answering a lot of questions about actions and space, like “Can I get there this turn,” or “How many of the gnolls can I catch in a fireball ?” If you find yourself needing to repeatedly remind players of the physical features of the environment or enemy positioning, that might mean youre making your encounters too tactical for what a gridless game supports. This style works better to encourage imaginative, cinematic action and quick play without getting too hung up on details. ","type":"Rules","url":"/Rules.aspx?ID=850","weakness":{}}},{"_index":"aon18","_id":"rules-851","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-851","markdown":"<title level=\"1\" right=\"Rules\">[Special Battles and Movement](/Rules.aspx?ID=851)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe _Core Rulebook_ covers the [essential rules for mounted, aerial, and aquatic combat on page 478](/Rules.aspx?ID=462), but more complex battles can require specialized rules.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-852\" />\r\n\r\n<document level=\"2\" id=\"rules-854\" />\r\n\r\n<document level=\"2\" id=\"rules-855\" />","name":"Special Battles and Movement","next_link":{"label":"Unexpected Difficulty","url":"/Rules.aspx?ID=856"},"previous_link":{"label":"Maps and Miniatures","url":"/Rules.aspx?ID=847"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 14"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>","speed":{},"text":" Special Battles and Movement Source Gamemastery Guide pg. 14 The Core Rulebook covers the essential rules for mounted, aerial, and aquatic combat on page 478, but more complex battles can require specialized rules. ","type":"Rules","url":"/Rules.aspx?ID=851","weakness":{}}},{"_index":"aon18","_id":"rules-852","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Special Battles and Movement"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-852","markdown":"<title level=\"1\" right=\"Rules\">[Mounted Combat](/Rules.aspx?ID=852)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe logistics of mounted combat take some extra work. If you know one is coming up, make sure the fight takes place in a location with plenty of space to move, since youll likely be dealing with multiple larger creatures. For a fight in which only one side has mounts, you might want an environment with a few areas too small for mounts, so the side on foot can get a tactical advantage there to offset the other sides greater mobility.\n\n When the PCs are mounted, their enemies should focus most of their attacks on the PCs, not their mounts. Having foes target PCs mounts too often gets really annoying, so have the enemies remember who the real threat is! When PCs fight mounted enemies, try to keep the mounts level fairly close to the PCs, rather than putting a 13th-level enemy on a 2nd-level war horse, use an 11th-level [greater nightmare](/Monsters.aspx?ID=309) or something similar. This will fit better thematically and prevent the enemy from being dismounted too easily. If a mount is knocked out, the rider might be able to dismount without trouble if the mount was stationary, but if they were in motion, you should probably have the rider attempt a Reflex save. If they fail, the rider is thrown a short distance and falls prone. Setting a simple expert DC of 20 often works well for such checks.\n\n Mounted combat on a grid is difficult for a running fight with both sides racing at full speed. For something like that, it can be better to no grid at all, though miniatures can still help for relative positioning and distances for ranged attacks. For such a race, consider using the [chase subsystem](/Rules.aspx?ID=1210) instead.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-853\" />","name":"Mounted Combat","next_link":{"label":"Aerial Combat","url":"/Rules.aspx?ID=854"},"previous_link":{"label":"Maps and Miniatures","url":"/Rules.aspx?ID=847"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Special Battles and Movement\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 14"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>","speed":{},"text":" Mounted Combat Source Gamemastery Guide pg. 14 The logistics of mounted combat take some extra work. If you know one is coming up, make sure the fight takes place in a location with plenty of space to move, since youll likely be dealing with multiple larger creatures. For a fight in which only one side has mounts, you might want an environment with a few areas too small for mounts, so the side on foot can get a tactical advantage there to offset the other sides greater mobility. When the PCs are mounted, their enemies should focus most of their attacks on the PCs, not their mounts. Having foes target PCs mounts too often gets really annoying, so have the enemies remember who the real threat is! When PCs fight mounted enemies, try to keep the mounts level fairly close to the PCs, rather than putting a 13th-level enemy on a 2nd-level war horse, use an 11th-level greater nightmare or something similar. This will fit better thematically and prevent the enemy from being dismounted too easily. If a mount is knocked out, the rider might be able to dismount without trouble if the mount was stationary, but if they were in motion, you should probably have the rider attempt a Reflex save. If they fail, the rider is thrown a short distance and falls prone. Setting a simple expert DC of 20 often works well for such checks. Mounted combat on a grid is difficult for a running fight with both sides racing at full speed. For something like that, it can be better to no grid at all, though miniatures can still help for relative positioning and distances for ranged attacks. For such a race, consider using the chase subsystem instead. ","type":"Rules","url":"/Rules.aspx?ID=852","weakness":{}}},{"_index":"aon18","_id":"rules-853","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Special Battles and Movement","Mounted Combat"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-853","markdown":"<title level=\"1\" right=\"Rules\">[Different Types of Mounts](/Rules.aspx?ID=853)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe mount rules are for common cases: humanoids riding quadrupedal animals. However, you might allow someone to ride a beast or other type of creature by making a few adjustments. For an intelligent mount (such as a [pegasus](/Monsters.aspx?ID=329) or [unicorn](/Monsters.aspx?ID=397)), use the standard rules for mounted combat, but instead of attempting a check to [Command an Animal](/Actions.aspx?ID=58), the rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether [Diplomacy](/Skills.aspx?ID=6) checks or the like are needed. Its recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Different Types of Mounts","next_link":{"label":"Aerial Combat","url":"/Rules.aspx?ID=854"},"previous_link":{"label":"Maps and Miniatures","url":"/Rules.aspx?ID=847"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Special Battles and Movement / Mounted Combat\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 14"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 14</row>","speed":{},"text":" Different Types of Mounts Source Gamemastery Guide pg. 14 The mount rules are for common cases: humanoids riding quadrupedal animals. However, you might allow someone to ride a beast or other type of creature by making a few adjustments. For an intelligent mount (such as a pegasus or unicorn), use the standard rules for mounted combat, but instead of attempting a check to Command an Animal, the rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether Diplomacy checks or the like are needed. Its recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted. ","type":"Rules","url":"/Rules.aspx?ID=853","weakness":{}}},{"_index":"aon18","_id":"rules-854","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Special Battles and Movement"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-854","markdown":"<title level=\"1\" right=\"Rules\">[Aerial Combat](/Rules.aspx?ID=854)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 15</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDetermining positioning in the air can be tricky, and its often best to be more relaxed with movement rules, flanking, and so forth than you would be on a flat grid. Note that battles can get more spread out with flight. If any creature is flying, its important to establish the height of potential obstacles in the area early. This way, no ones surprised to suddenly find out the ceiling is lower than they thought or tall trees create a barrier. Be careful about using aerial combat before PCs have magic that lets them fly. Be especially careful with flying foes who use ranged attacks, because PCs might have few good tools to fight them.\n\n The rules for flight say that a creature might need to attempt an Acrobatics check to Maneuver in Flight to pull off tricky maneuvers. You can generally use the same judgment you would for calling for Acrobatics checks when someones moving on the ground. Trying to dive through a narrow space, make a sharp turn, or the like might require checks, usually with a simple DC.\n\n Falls can be deadly, and often happen when [_fly_](/Spells.aspx?ID=125) or a similar spell gets dispelled. This is part of the risk of flying! Flying enemies might keep closer to the ground to avoid this danger, or have the [_feather fall_](/Spells.aspx?ID=111) spell to prevent the damage or a [_jade cat_](/Equipment.aspx?ID=223) talisman to reduce it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Aerial Combat","next_link":{"label":"Aquatic Combat","url":"/Rules.aspx?ID=855"},"previous_link":{"label":"Mounted Combat","url":"/Rules.aspx?ID=852"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 15</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Special Battles and Movement\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 15"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 15</row>","speed":{},"text":" Aerial Combat Source Gamemastery Guide pg. 15 Determining positioning in the air can be tricky, and its often best to be more relaxed with movement rules, flanking, and so forth than you would be on a flat grid. Note that battles can get more spread out with flight. If any creature is flying, its important to establish the height of potential obstacles in the area early. This way, no ones surprised to suddenly find out the ceiling is lower than they thought or tall trees create a barrier. Be careful about using aerial combat before PCs have magic that lets them fly. Be especially careful with flying foes who use ranged attacks, because PCs might have few good tools to fight them. The rules for flight say that a creature might need to attempt an Acrobatics check to Maneuver in Flight to pull off tricky maneuvers. You can generally use the same judgment you would for calling for Acrobatics checks when someones moving on the ground. Trying to dive through a narrow space, make a sharp turn, or the like might require checks, usually with a simple DC. Falls can be deadly, and often happen when fly or a similar spell gets dispelled. This is part of the risk of flying! Flying enemies might keep closer to the ground to avoid this danger, or have the feather fall spell to prevent the damage or a jade cat talisman to reduce it. ","type":"Rules","url":"/Rules.aspx?ID=854","weakness":{}}},{"_index":"aon18","_id":"rules-855","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters","Special Battles and Movement"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-855","markdown":"<title level=\"1\" right=\"Rules\">[Aquatic Combat](/Rules.aspx?ID=855)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 15</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe rules in the _Core Rulebook_ are fairly generous to allow high-action battles underwater. Two significant challenges for non-aquatic creatures are breathing underwater (or holding their breath) and lacking a swim Speed. Its often best to save aquatic adventure until higher levels when PCs can get magical solutions for these problems, but you can instead give out such magic early, since its not easy to exploit in land-based adventures the way flight magic can be. As with flight, dispelling can be deadly if someone relies on magic to breathe underwater. Its generally best to avoid having enemies who can breathe underwater dispel the water-breathing magic aiding PCs. Though PCs might be able to use [_air bubble_](/Spells.aspx?ID=5) and quickly cast [_water breathing_](/Spells.aspx?ID=370) again, having this happen repeatedly can be frustrating, and being forced to prepare an extremely high-level _water breathing_ spell to avoid it isnt much fun either. Lacking a swim Speed is easier to deal with, except for characters with poor Athletics, who might need to strategize around their shortcomings. The DC to Swim underwater shouldnt be very high—typically 15, or 13 in calm water.\n\n When someone gets knocked out underwater, they usually float up or sink down. You decide based on their buoyancy; most adventurers carry a heavy enough load to sink.\n\n When one group is in water and another outside it, note that the aquatic combat rules for attacks apply when either party is in water. You might judge that a character in the water is [concealed](/Conditions.aspx?ID=4) against someone outside it due to distortion, and vice versa.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Aquatic Combat","next_link":{"label":"Unexpected Difficulty","url":"/Rules.aspx?ID=856"},"previous_link":{"label":"Aerial Combat","url":"/Rules.aspx?ID=854"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 15</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters / Special Battles and Movement\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 15"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 15</row>","speed":{},"text":" Aquatic Combat Source Gamemastery Guide pg. 15 The rules in the Core Rulebook are fairly generous to allow high-action battles underwater. Two significant challenges for non-aquatic creatures are breathing underwater (or holding their breath) and lacking a swim Speed. Its often best to save aquatic adventure until higher levels when PCs can get magical solutions for these problems, but you can instead give out such magic early, since its not easy to exploit in land-based adventures the way flight magic can be. As with flight, dispelling can be deadly if someone relies on magic to breathe underwater. Its generally best to avoid having enemies who can breathe underwater dispel the water-breathing magic aiding PCs. Though PCs might be able to use air bubble and quickly cast water breathing again, having this happen repeatedly can be frustrating, and being forced to prepare an extremely high-level water breathing spell to avoid it isnt much fun either. Lacking a swim Speed is easier to deal with, except for characters with poor Athletics, who might need to strategize around their shortcomings. The DC to Swim underwater shouldnt be very high—typically 15, or 13 in calm water. When someone gets knocked out underwater, they usually float up or sink down. You decide based on their buoyancy; most adventurers carry a heavy enough load to sink. When one group is in water and another outside it, note that the aquatic combat rules for attacks apply when either party is in water. You might judge that a character in the water is concealed against someone outside it due to distortion, and vice versa. ","type":"Rules","url":"/Rules.aspx?ID=855","weakness":{}}},{"_index":"aon18","_id":"rules-856","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-856","markdown":"<title level=\"1\" right=\"Rules\">[Unexpected Difficulty](/Rules.aspx?ID=856)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 16</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhat do you do when an encounter ends up being far more or less challenging than you anticipated? If the encounter is unlikely to kill all the characters, it might be best to roll with it, unless the fight is so frustrating that no one really wants to continue it. If it is likely to kill everyone, strongly consider ways to end the encounter differently. The villain might offer the PCs the chance to surrender, consider their task complete and leave, or use their advantage to get something else they want. If the worst does happen, [suggestions for dealing with a total party kill can be found on page 30](/Rules.aspx?ID=895).\n\n If a battle is too easy, its often best to let the players enjoy their dominance. However, if you intended this to be a centerpiece battle, that might feel anticlimactic. Look for ways the enemy might escape or bring in reinforcements, but the PCs success should still matter. Make sure the PCs feel the enemys desperation—possibly have the enemy sacrifice something important to them to secure their escape.\n\n In both these cases, consider whether the discrepancy from your expectations is due to luck. One side benefiting from extreme luck is to be expected from time to time. However, if the challenge comes down to a factor you had control over as a GM—like unfavorable terrain making things hard for the PCs or a monster with an overpowered ability—its more likely you should make adjustments.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Threats in Published Adventures</title>\r\n\r\nWhen you reach an encounter in a published adventure, it will give you an indication of the expected party level and what threat the encounter is for that level of party, such as “moderate 3” for an encounter thats a moderate threat to a 3rd-level party. If your party reaches the encounter at a different level, you could recalculate the XP for each enemy individually, or you can estimate the threat posed by adjusting a step down or up per level difference. For example, the moderate 3 encounter would be severe 2, extreme 1, low 4, or trivial 5. If you still think the group can take it on as-is, you can use that estimation for determining XP, maybe giving a little extra if it ended up being tougher than you expected. Or, if you think it would be better, you can adapt the particulars of the encounter to be a more reasonable challenge to your party, usually by adjusting the number of monsters or using the elite and weak adjustments.\r\n</aside>","name":"Unexpected Difficulty","next_link":{"label":"Social Encounters","url":"/Rules.aspx?ID=857"},"previous_link":{"label":"Special Battles and Movement","url":"/Rules.aspx?ID=851"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 16</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 16</row>","speed":{},"text":" Unexpected Difficulty Source Gamemastery Guide pg. 16 What do you do when an encounter ends up being far more or less challenging than you anticipated? If the encounter is unlikely to kill all the characters, it might be best to roll with it, unless the fight is so frustrating that no one really wants to continue it. If it is likely to kill everyone, strongly consider ways to end the encounter differently. The villain might offer the PCs the chance to surrender, consider their task complete and leave, or use their advantage to get something else they want. If the worst does happen, suggestions for dealing with a total party kill can be found on page 30. If a battle is too easy, its often best to let the players enjoy their dominance. However, if you intended this to be a centerpiece battle, that might feel anticlimactic. Look for ways the enemy might escape or bring in reinforcements, but the PCs success should still matter. Make sure the PCs feel the enemys desperation—possibly have the enemy sacrifice something important to them to secure their escape. In both these cases, consider whether the discrepancy from your expectations is due to luck. One side benefiting from extreme luck is to be expected from time to time. However, if the challenge comes down to a factor you had control over as a GM—like unfavorable terrain making things hard for the PCs or a monster with an overpowered ability—its more likely you should make adjustments. Threats in Published Adventures When you reach an encounter in a published adventure, it will give you an indication of the expected party level and what threat the encounter is for that level of party, such as “moderate 3” for an encounter thats a moderate threat to a 3rd-level party. If your party reaches the encounter at a different level, you could recalculate the XP for each enemy individually, or you can estimate the threat posed by adjusting a step down or up per level difference. For example, the moderate 3 encounter would be severe 2, extreme 1, low 4, or trivial 5. If you still think the group can take it on as-is, you can use that estimation for determining XP, maybe giving a little extra if it ended up being tougher than you expected. Or, if you think it would be better, you can adapt the particulars of the encounter to be a more reasonable challenge to your party, usually by adjusting the number of monsters or using the elite and weak adjustments. ","type":"Rules","url":"/Rules.aspx?ID=856","weakness":{}}},{"_index":"aon18","_id":"rules-857","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-857","markdown":"<title level=\"1\" right=\"Rules\">[Social Encounters](/Rules.aspx?ID=857)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 16</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes youll want to run a social conflict in encounter mode. The basic guidelines on how to do so appear on [page 494 of the _Core Rulebook_](/Rules.aspx?ID=517), and this section expands on them with additional advice and examples. Social encounters still require opposition—typically an adversary arguing against you, but sometimes institutional opposition or strongly held beliefs. Its important to note that some NPCs are much more adept at certain types of social encounters than at combat. You can find [guidelines on creating such NPCs](/Rules.aspx?ID=1040), and some examples in the NPC Gallery chapter. The _Core Rulebook_ suggests a few means of measuring success and progress in social encounters. If you want something more detailed, look at [Victory Points](/Rules.aspx?ID=1189), or the more specific rules for [Influence](/Rules.aspx?ID=1201).\n\n As noted in the _Core Rulebook_, social encounters dont usually use 6-second rounds. The time scale you use can be flexible. Usually, youll want a participant to go on just long enough to make one salient point and attempt one check before moving to the next character in the initiative order. Be flexible and encouraging as you run a social encounter, and dont worry about nitty-gritty details like character movement except in extreme cases. Allow the PCs to share information about as freely as the players can around the table. If one character is watching the opponent for signs theyre lying, assume they can easily convey that to other characters subtly. Its good to remind players of things their characters might know or be likely to notice even if the players, in the moment, dont have them in mind. Describe NPCs mental states and ask for clarification about the PCs attitudes when needed. The following list describes various types of social encounters that PCs may find themselves in. \n<ul><li>Besting a rival bard in a battle of wits </li><li>Brokering peace between warring groups </li><li>Convincing a dragon not to eat the party </li><li>Convincing a monarch to defend against an invasion </li><li>Disproving a rivals scientific theories before an alchemists guild assembly </li><li>Ending a tense standoff </li><li>Exposing a slippery villains deception before a court of nobles </li><li>Getting a desperate criminal to free a hostage </li><li>Persuading a clan to trust their ancient rivals </li><li>Petitioning for admittance to a magical academy </li><li>Proving someones innocence in front of a judge </li><li>Securing a major contract over a rival </li><li>Quelling an angry mob </li><li>Swaying a fallen priest to return to the faith </li><li>Tricking a charlatan into contradicting their past lies </li><li>Turning a leader against their corrupted advisor </li><li>Turning a low-ranking cultists against their leader </li><li>Urging a lawmaker to grant clemency or a stay of execution </li><li>Wining a debate about a contentious topic</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Social Encounters","next_link":{"label":"Running Exploration","url":"/Rules.aspx?ID=858"},"previous_link":{"label":"Unexpected Difficulty","url":"/Rules.aspx?ID=856"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 16</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 16"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 16</row>","speed":{},"text":" Social Encounters Source Gamemastery Guide pg. 16 Sometimes youll want to run a social conflict in encounter mode. The basic guidelines on how to do so appear on page 494 of the Core Rulebook , and this section expands on them with additional advice and examples. Social encounters still require opposition—typically an adversary arguing against you, but sometimes institutional opposition or strongly held beliefs. Its important to note that some NPCs are much more adept at certain types of social encounters than at combat. You can find guidelines on creating such NPCs, and some examples in the NPC Gallery chapter. The Core Rulebook suggests a few means of measuring success and progress in social encounters. If you want something more detailed, look at Victory Points, or the more specific rules for Influence. As noted in the Core Rulebook , social encounters dont usually use 6-second rounds. The time scale you use can be flexible. Usually, youll want a participant to go on just long enough to make one salient point and attempt one check before moving to the next character in the initiative order. Be flexible and encouraging as you run a social encounter, and dont worry about nitty-gritty details like character movement except in extreme cases. Allow the PCs to share information about as freely as the players can around the table. If one character is watching the opponent for signs theyre lying, assume they can easily convey that to other characters subtly. Its good to remind players of things their characters might know or be likely to notice even if the players, in the moment, dont have them in mind. Describe NPCs mental states and ask for clarification about the PCs attitudes when needed. The following list describes various types of social encounters that PCs may find themselves in. Besting a rival bard in a battle of wits Brokering peace between warring groups Convincing a dragon not to eat the party Convincing a monarch to defend against an invasion Disproving a rivals scientific theories before an alchemists guild assembly Ending a tense standoff Exposing a slippery villains deception before a court of nobles Getting a desperate criminal to free a hostage Persuading a clan to trust their ancient rivals Petitioning for admittance to a magical academy Proving someones innocence in front of a judge Securing a major contract over a rival Quelling an angry mob Swaying a fallen priest to return to the faith Tricking a charlatan into contradicting their past lies Turning a leader against their corrupted advisor Turning a low-ranking cultists against their leader Urging a lawmaker to grant clemency or a stay of execution Wining a debate about a contentious topic ","type":"Rules","url":"/Rules.aspx?ID=857","weakness":{}}},{"_index":"aon18","_id":"rules-858","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-858","markdown":"<title level=\"1\" right=\"Rules\">[Running Exploration](/Rules.aspx?ID=858)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 17</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nExploration covers a wide variety of situations, letting the groups creativity and storytelling shine. You can also use it to control the pace of the game, guided by the number of interesting locations and phenomena in the area being explored and the level of detail you want to go into.\n\n The _Core Rulebook_ [discusses running exploration mode starting on page 496 of that book](/Rules.aspx?ID=521), and this section supplements that information. If you want to run a session or adventure specifically focused on exploring and mapping uncharted wilds, consider using the [hexploration subsystem](/Rules.aspx?ID=1265). If youre looking for guidelines on managing initiative, [see page 11 in the Running Encounters section](/Rules.aspx?ID=835). As you run exploration, keep the following basic goals in mind. Youll find more advice on many of these points in the sections ahead. \n<ul><li>Evoke the setting with sensory details. </li><li>Shift the passage of time to emphasize tension and uncertainty, and speed past uneventful intervals. </li><li>Get players to add details by asking for their reactions. </li><li>Present small-scale mysteries to intrigue players and spur investigation. </li><li>When rolls are needed, look for ways to move the action forward or add interesting wrinkles on a failure. </li><li>Plan effective transitions to encounters.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-859\" />\r\n\r\n<document level=\"2\" id=\"rules-860\" />\r\n\r\n<document level=\"2\" id=\"rules-861\" />\r\n\r\n<document level=\"2\" id=\"rules-865\" />\r\n\r\n<document level=\"2\" id=\"rules-868\" />\r\n\r\n<document level=\"2\" id=\"rules-869\" />","name":"Running Exploration","next_link":{"label":"Running Downtime","url":"/Rules.aspx?ID=870"},"previous_link":{"label":"Running Encounters","url":"/Rules.aspx?ID=829"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 17</row>\r\n\r\nChapter 1: Gamemastery Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 17"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 17</row>","speed":{},"text":" Running Exploration Source Gamemastery Guide pg. 17 Exploration covers a wide variety of situations, letting the groups creativity and storytelling shine. You can also use it to control the pace of the game, guided by the number of interesting locations and phenomena in the area being explored and the level of detail you want to go into. The Core Rulebook discusses running exploration mode starting on page 496 of that book, and this section supplements that information. If you want to run a session or adventure specifically focused on exploring and mapping uncharted wilds, consider using the hexploration subsystem. If youre looking for guidelines on managing initiative, see page 11 in the Running Encounters section. As you run exploration, keep the following basic goals in mind. Youll find more advice on many of these points in the sections ahead. Evoke the setting with sensory details. Shift the passage of time to emphasize tension and uncertainty, and speed past uneventful intervals. Get players to add details by asking for their reactions. Present small-scale mysteries to intrigue players and spur investigation. When rolls are needed, look for ways to move the action forward or add interesting wrinkles on a failure. Plan effective transitions to encounters. ","type":"Rules","url":"/Rules.aspx?ID=858","weakness":{}}},{"_index":"aon18","_id":"rules-859","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-859","markdown":"<title level=\"1\" right=\"Rules\">[Evocative Environments](/Rules.aspx?ID=859)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 17</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs the PCs explore, convey their surroundings by appealing to the players senses. This sets the scene, gives them a better sense of their environment, and can be used to foreshadow what they might find ahead. When determining which details to cover, think about whats familiar versus novel. A new dungeon might have similar architecture to previous ones but feature ancient structures that set it apart. You can use the PCs familiarity as a tool to single out whats new. When preparing for a game, imagine yourself in the environment and jot down a few notes about what you would sense. Conveying these details keeps the players on the same page about what they sense, even if each character responds to it differently.\n\n Keep in mind that the more you explain something, the more important it seems. This is valuable for you to drive interest, but can also be a mixed blessing, since describing something inconsequential to set the mood can lead players off on a tangent. Sometimes, the best solution is to find a way to make that unimportant thing as important as the players think it is!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Quick Environmental Details</title>\n\n### Aquatic\n **Sights** choppy water, rolling waves, sunlight glinting, the curve of the horizon, driftwood <br />**Sounds** waves lapping against a ship, seabirds cries, fluttering sails, creatures breaching the surface <br />**Smells** salt water, crisp fresh air, dead fish <br />**Textures** frigid water, slimy seaweed, crusty salt collecting on surfaces <br />**Weather** powerful winds, oncoming storms \n\n### Arctic\n <br />**Sights** blinding reflected sunlight, snowy plains, distant glaciers, deep crevasses, rocky cliffs, ice floes and bergs, animal tracks in snow <br />**Sounds** howling winds, drips of melting ice, utter quiet <br />**Smells** clean air, half-frozen bog, lichen, seaweed <br />**Textures** crunching snow, hard ice <br />**Weather** frigid gales, light snowfall, pounding blizzard \n\n### Forest\n **Sights** towering trees, dense undergrowth, verdant canopies, colorful wildlife, dappled sunlight through the trees, mossy tree trunks, twisted roots <br />**Sounds** rustling leaves, snapping branches, animal calls <br />**Smells** decomposing vegetation, flowering plants, pine trees, earthy mushrooms <br />**Textures** leaves crunching underfoot, scraping branches, water dripping from above, rough bark <br />**Weather** still air, cool shade, sporadic breeze, rain on the canopy, branches coated in thick snow \n\n### Mountain\n **Sights** bare cliffs, snow caps, hardy trees, slopes littered with scree, fallen rocks, birds flying on currents, fog among the peaks <br />**Sounds** howling wind, falling rocks, clear echoes, crunch of rocks underfoot, distant avalanche <br />**Smells** blowing dust, pine trees, fresh snow <br />**Textures** rough stone, powdery snow, unstable rubble <br />**Weather** swirling clouds, chill of high altitude, direct sunlight, powerful wind and rain \n\n### Plains\n **Sights** grass waving gently, scattered wildflowers, rocky outcroppings or boulders, the curve of the horizon <br />**Sounds** rustling wind, birdsong, distant sounds carried far <br />**Smells** fresh air, earthy soil, distant carcasses <br />**Textures** touch of tall grass, rasp of scrub brush, crunch of dry dirt <br />**Weather** cooling of gentle wind, heat of direct sunlight, massive black thunderclouds \n\n### Swamp\n **Sights** lush leaves, clouds of gnats, algae-coated water, shacks on stilts, darting fish <br />**Sounds** croaking frogs, chirping insects, bubbling, splashing <br />**Smells** rich moss and algae, pungent swamp gases <br />**Textures** pushing through floating detritus, tangling creepers, thick mud <br />**Weather** oppressive humidity, still air, pouring rain, rays of sunlight \n\n### Underground\n **Sights** winding passages, sputtering yellow torchlight, uneven or cracked floors, ancient writings or architecture, stalagmites and stalactites <br />**Sounds** dripping condensation, scurrying rats or insects, distant clunks of machinery, tinny echoes of your voices and footsteps <br />**Smells** staleness of still air, sulfur, tang of metal deposits <br />**Textures** rough rock walls, erosion-smoothed stone, cobwebs <br />**Weather** chill of underground air, geothermal heat\r\n</aside>","name":"Evocative Environments","next_link":{"label":"Flow of Time","url":"/Rules.aspx?ID=860"},"previous_link":{"label":"Running Encounters","url":"/Rules.aspx?ID=829"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 17</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Exploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 17"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 17</row>","speed":{},"text":" Evocative Environments Source Gamemastery Guide pg. 17 As the PCs explore, convey their surroundings by appealing to the players senses. This sets the scene, gives them a better sense of their environment, and can be used to foreshadow what they might find ahead. When determining which details to cover, think about whats familiar versus novel. A new dungeon might have similar architecture to previous ones but feature ancient structures that set it apart. You can use the PCs familiarity as a tool to single out whats new. When preparing for a game, imagine yourself in the environment and jot down a few notes about what you would sense. Conveying these details keeps the players on the same page about what they sense, even if each character responds to it differently. Keep in mind that the more you explain something, the more important it seems. This is valuable for you to drive interest, but can also be a mixed blessing, since describing something inconsequential to set the mood can lead players off on a tangent. Sometimes, the best solution is to find a way to make that unimportant thing as important as the players think it is! Quick Environmental Details ### Aquatic Sights choppy water, rolling waves, sunlight glinting, the curve of the horizon, driftwood Sounds waves lapping against a ship, seabirds cries, fluttering sails, creatures breaching the surface Smells salt water, crisp fresh air, dead fish Textures frigid water, slimy seaweed, crusty salt collecting on surfaces Weather powerful winds, oncoming storms ### Arctic Sights blinding reflected sunlight, snowy plains, distant glaciers, deep crevasses, rocky cliffs, ice floes and bergs, animal tracks in snow Sounds howling winds, drips of melting ice, utter quiet Smells clean air, half-frozen bog, lichen, seaweed Textures crunching snow, hard ice Weather frigid gales, light snowfall, pounding blizzard ### Forest Sights towering trees, dense undergrowth, verdant canopies, colorful wildlife, dappled sunlight through the trees, mossy tree trunks, twisted roots Sounds rustling leaves, snapping branches, animal calls Smells decomposing vegetation, flowering plants, pine trees, earthy mushrooms Textures leaves crunching underfoot, scraping branches, water dripping from above, rough bark Weather still air, cool shade, sporadic breeze, rain on the canopy, branches coated in thick snow ### Mountain Sights bare cliffs, snow caps, hardy trees, slopes littered with scree, fallen rocks, birds flying on currents, fog among the peaks Sounds howling wind, falling rocks, clear echoes, crunch of rocks underfoot, distant avalanche Smells blowing dust, pine trees, fresh snow Textures rough stone, powdery snow, unstable rubble Weather swirling clouds, chill of high altitude, direct sunlight, powerful wind and rain ### Plains Sights grass waving gently, scattered wildflowers, rocky outcroppings or boulders, the curve of the horizon Sounds rustling wind, birdsong, distant sounds carried far Smells fresh air, earthy soil, distant carcasses Textures touch of tall grass, rasp of scrub brush, crunch of dry dirt Weather cooling of gentle wind, heat of direct sunlight, massive black thunderclouds ### Swamp Sights lush leaves, clouds of gnats, algae-coated water, shacks on stilts, darting fish Sounds croaking frogs, chirping insects, bubbling, splashing Smells rich moss and algae, pungent swamp gases Textures pushing through floating detritus, tangling creepers, thick mud Weather oppressive humidity, still air, pouring rain, rays of sunlight ### Underground Sights winding passages, sputtering yellow torchlight, uneven or cracked floors, ancient writings or architecture, stalagmites and stalactites Sounds dripping condensation, scurrying rats or insects, distant clunks of machinery, tinny echoes of your voices and footsteps Smells staleness of still air, sulfur, tang of metal deposits Textures rough rock walls, erosion-smoothed stone, cobwebs Weather chill of underground air, geothermal heat ","type":"Rules","url":"/Rules.aspx?ID=859","weakness":{}}},{"_index":"aon18","_id":"rules-860","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-860","markdown":"<title level=\"1\" right=\"Rules\">[Flow of Time](/Rules.aspx?ID=860)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 17</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs noted in the _Core Rulebook_, you rarely measure exploration down to the second or minute. If someone asks how long something takes, the nearest 10-minute increment typically does the job. (For long voyages, the nearest hour might be more appropriate.) You convey the passage of time through your descriptions, but not just by addressing it outright. In a roleplaying game, information and time are linked. Time will seem to slow down the more detail you give. Think cinematically! A long voyage through a series of tunnels works well as a montage, whereas progress searching a statue for traps could be a relayed as a series of distressing details in quick succession, and would feel more tense due to that precision.\n\n With that in mind, when is it best to speed up or slow down the passage of game time? Usually, youll slow down and give more description when youre establishing something or progressing the story. When the PCs enter a dungeon or a new area, describe how it feels, slowing down to give the players a sense of whats ahead. When a PC stops to do something important or makes a key decision, and slowing down gives that moment its desired weight. You can also adjust the flow of time to reflect PCs mental states. As a PC returns home after decades away, you might pause to ask the player what their PC is feeling, matching time to the rush of memories and emotions filling that PCs thoughts.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Flow of Time","next_link":{"label":"Exploration Activities","url":"/Rules.aspx?ID=861"},"previous_link":{"label":"Evocative Environments","url":"/Rules.aspx?ID=859"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 17</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Exploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 17"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 17</row>","speed":{},"text":" Flow of Time Source Gamemastery Guide pg. 17 As noted in the Core Rulebook , you rarely measure exploration down to the second or minute. If someone asks how long something takes, the nearest 10-minute increment typically does the job. (For long voyages, the nearest hour might be more appropriate.) You convey the passage of time through your descriptions, but not just by addressing it outright. In a roleplaying game, information and time are linked. Time will seem to slow down the more detail you give. Think cinematically! A long voyage through a series of tunnels works well as a montage, whereas progress searching a statue for traps could be a relayed as a series of distressing details in quick succession, and would feel more tense due to that precision. With that in mind, when is it best to speed up or slow down the passage of game time? Usually, youll slow down and give more description when youre establishing something or progressing the story. When the PCs enter a dungeon or a new area, describe how it feels, slowing down to give the players a sense of whats ahead. When a PC stops to do something important or makes a key decision, and slowing down gives that moment its desired weight. You can also adjust the flow of time to reflect PCs mental states. As a PC returns home after decades away, you might pause to ask the player what their PC is feeling, matching time to the rush of memories and emotions filling that PCs thoughts. ","type":"Rules","url":"/Rules.aspx?ID=860","weakness":{}}},{"_index":"aon18","_id":"rules-861","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-861","markdown":"<title level=\"1\" right=\"Rules\">[Exploration Activities](/Rules.aspx?ID=861)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 17</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs [described starting on page 479 of the _Core Rulebook_](/Rules.aspx?ID=471), PCs will undertake exploration activities while they explore. The purpose of these activities within the game is to clarify what a PC focuses on as they explore rather than being able to unrealistically do all things simultaneously. This adds variety within the groups behavior and can show you where players want the story to go. For example, a player whose PC is [Investigating](/Actions.aspx?ID=516) carvings on the walls shows you that the player wants those to be informative.\n\n Exploration activities that happen continually as the group explores are meant to be narrative first and foremost, with the player describing to you what theyre doing, and then you determining which an activity applies, plus any details or alterations for the situation. If a player says, “Im [Avoiding Notice](/Actions.aspx?ID=511),” add more detail by asking what precautions theyre taking or by telling them which passages they think are least guarded. Likewise, if a player says theyre looking for traps and keeping their shield raised and covering the groups tracks, ask them which is most important to narrow down the activity. Consider the advantages and disadvantages of an activity given current circumstances. For instance, someone [Scouting](/Actions.aspx?ID=518) might encounter thin ice and fall through before their group can reach them, or someone Investigating ancient hieroglyphs might critically fail and lead the party in the wrong direction. This does not apply for exploration activities that are discrete and occur when the group is taking a pause or zooming in on a particular action, such as Treat Wounds. Characters can always drop out of a continual exploration activity to perform a discrete one (even if they are fatigued and cant sustain an exploration activity as they travel), and they can change activities at any time. The _Core Rulebook_ covers how to adjudicate specific activities—[Detect Magic](/Rules.aspx?ID=523), [Follow the Expert](/Rules.aspx?ID=524), [Investigate](/Rules.aspx?ID=525), and [Search](/Rules.aspx?ID=526).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-862\" />\r\n\r\n<document level=\"2\" id=\"rules-863\" />\r\n\r\n<document level=\"2\" id=\"rules-864\" />","name":"Exploration Activities","next_link":{"label":"Scenes Within Exploration","url":"/Rules.aspx?ID=865"},"previous_link":{"label":"Flow of Time","url":"/Rules.aspx?ID=860"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 17</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Exploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 17"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 17</row>","speed":{},"text":" Exploration Activities Source Gamemastery Guide pg. 17 As described starting on page 479 of the Core Rulebook , PCs will undertake exploration activities while they explore. The purpose of these activities within the game is to clarify what a PC focuses on as they explore rather than being able to unrealistically do all things simultaneously. This adds variety within the groups behavior and can show you where players want the story to go. For example, a player whose PC is Investigating carvings on the walls shows you that the player wants those to be informative. Exploration activities that happen continually as the group explores are meant to be narrative first and foremost, with the player describing to you what theyre doing, and then you determining which an activity applies, plus any details or alterations for the situation. If a player says, “Im Avoiding Notice,” add more detail by asking what precautions theyre taking or by telling them which passages they think are least guarded. Likewise, if a player says theyre looking for traps and keeping their shield raised and covering the groups tracks, ask them which is most important to narrow down the activity. Consider the advantages and disadvantages of an activity given current circumstances. For instance, someone Scouting might encounter thin ice and fall through before their group can reach them, or someone Investigating ancient hieroglyphs might critically fail and lead the party in the wrong direction. This does not apply for exploration activities that are discrete and occur when the group is taking a pause or zooming in on a particular action, such as Treat Wounds. Characters can always drop out of a continual exploration activity to perform a discrete one (even if they are fatigued and cant sustain an exploration activity as they travel), and they can change activities at any time. The Core Rulebook covers how to adjudicate specific activities—Detect Magic, Follow the Expert, Investigate, and Search. ","type":"Rules","url":"/Rules.aspx?ID=861","weakness":{}}},{"_index":"aon18","_id":"rules-862","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Exploration","Exploration Activities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-862","markdown":"<title level=\"1\" right=\"Rules\">[More on Searching](/Rules.aspx?ID=862)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 18</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe rules for [Searching](/Actions.aspx?ID=519) deliberately avoid giving intricate detail on how long a search takes. Thats left in your hands because the circumstances of a search can vary widely. If the group isnt in any danger and has time for a really thorough search, thats a good time to allow them to automatically succeed, rather than bothering to roll, or you might have them roll to see how long it takes before they find what theyre looking for, ultimately finding it eventually no matter the result. Conversely, if they stop for a thorough search in the middle of a dungeon, thats a good time for their efforts to draw unwanted attention!\n\n PCs might get to attempt another check if their initial search is a bust. But when do you allow them to try again? Its best to tie this to taking a different tactic. Just saying “I search it again” isnt enough, but if a PC tries a different method or has other tools at their disposal, it could work. Be generous with what you allow, as long as the player puts thought into it! If you know a search isnt going to turn up anything useful, make that clear early on so the group doesnt waste too much time on it. If theyre determined to keep going—which they often are—you might have them find something useful but minor in the search.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"More on Searching","next_link":{"label":"More on Follow the Expert","url":"/Rules.aspx?ID=863"},"previous_link":{"label":"Flow of Time","url":"/Rules.aspx?ID=860"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 18</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Exploration / Exploration Activities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 18"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 18</row>","speed":{},"text":" More on Searching Source Gamemastery Guide pg. 18 The rules for Searching deliberately avoid giving intricate detail on how long a search takes. Thats left in your hands because the circumstances of a search can vary widely. If the group isnt in any danger and has time for a really thorough search, thats a good time to allow them to automatically succeed, rather than bothering to roll, or you might have them roll to see how long it takes before they find what theyre looking for, ultimately finding it eventually no matter the result. Conversely, if they stop for a thorough search in the middle of a dungeon, thats a good time for their efforts to draw unwanted attention! PCs might get to attempt another check if their initial search is a bust. But when do you allow them to try again? Its best to tie this to taking a different tactic. Just saying “I search it again” isnt enough, but if a PC tries a different method or has other tools at their disposal, it could work. Be generous with what you allow, as long as the player puts thought into it! If you know a search isnt going to turn up anything useful, make that clear early on so the group doesnt waste too much time on it. If theyre determined to keep going—which they often are—you might have them find something useful but minor in the search. ","type":"Rules","url":"/Rules.aspx?ID=862","weakness":{}}},{"_index":"aon18","_id":"rules-863","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Exploration","Exploration Activities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-863","markdown":"<title level=\"1\" right=\"Rules\">[More on Follow the Expert](/Rules.aspx?ID=863)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 19</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Follow the Expert](/Actions.aspx?ID=514) is a truly versatile activity that lets a PC whos lacking at a skill or exploration activity have a better chance to succeed. Its important that this doesnt become too rote. Let the players decide how one of them is helping out the other. The description can give you more to work with and add fun color to the exploration beyond just the mechanics. Also, if one PC helps another in the same way over and over, that could be a sign of the character being helped growing in a particular way. If the rogue has been helping the fighter [Avoid Notice](/Actions.aspx?ID=511) over and over, the fighter is essentially receiving training in [Stealth](/Skills.aspx?ID=15) at that point and might want to consider taking or retraining a skill increase to make that true. Connections like these can breathe life into the characters and their relationships, and it can help promote camaraderie and interactions between characters.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"More on Follow the Expert","next_link":{"label":"Improvising New Activities","url":"/Rules.aspx?ID=864"},"previous_link":{"label":"More on Searching","url":"/Rules.aspx?ID=862"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 19</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Exploration / Exploration Activities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 19"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 19</row>","speed":{},"text":" More on Follow the Expert Source Gamemastery Guide pg. 19 Follow the Expert is a truly versatile activity that lets a PC whos lacking at a skill or exploration activity have a better chance to succeed. Its important that this doesnt become too rote. Let the players decide how one of them is helping out the other. The description can give you more to work with and add fun color to the exploration beyond just the mechanics. Also, if one PC helps another in the same way over and over, that could be a sign of the character being helped growing in a particular way. If the rogue has been helping the fighter Avoid Notice over and over, the fighter is essentially receiving training in Stealth at that point and might want to consider taking or retraining a skill increase to make that true. Connections like these can breathe life into the characters and their relationships, and it can help promote camaraderie and interactions between characters. ","type":"Rules","url":"/Rules.aspx?ID=863","weakness":{}}},{"_index":"aon18","_id":"rules-864","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Exploration","Exploration Activities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-864","markdown":"<title level=\"1\" right=\"Rules\">[Improvising New Activities](/Rules.aspx?ID=864)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 19</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe list of exploration activities isnt exhaustive. More appear in special subsystems and adventures, and youll often need to create your own. When making your own, its usually fine to just consider whether the amount of effort the PC has to put in is comparable to the other exploration activities and go from there. If youre having trouble, try finding a comparable activity. For example, if the PC are [Swimming](/Actions.aspx?ID=39) as they explore, consider that travel speeds are based on the equivalent of 1 action per 6 seconds, and that other exploration activities the PCs can keep up without getting tired are generally based on alternating between 2 actions per 12 seconds, averaging to 1 action per 6 seconds. ([Defend](/Actions.aspx?ID=512), for example, is based on using 1 action to Stride then 1 to [Raise your Shield](/Actions.aspx?ID=98), which is why the PC moves at half Speed.) [Hustle](/Actions.aspx?ID=515) is a good example of an activity that cant be done indefinitely, so you can use it as a model for strenuous activities where the PCs are using the equivalent of 2 actions every 6 seconds. When improvising an exploration activity, have in mind some advantages and disadvantages of that activity to inspire you. What else might the PC be neglecting while doing this activity? How does it interplay with activities the rest of the party uses? If the new activity seems like its a better option than other activities all or nearly all the time, chances are you might want to adjust it so its more balanced. Eventually, youll start to find which exploration activities your group enjoys the most.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Improvising New Activities","next_link":{"label":"Scenes Within Exploration","url":"/Rules.aspx?ID=865"},"previous_link":{"label":"More on Follow the Expert","url":"/Rules.aspx?ID=863"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 19</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Exploration / Exploration Activities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 19"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 19</row>","speed":{},"text":" Improvising New Activities Source Gamemastery Guide pg. 19 The list of exploration activities isnt exhaustive. More appear in special subsystems and adventures, and youll often need to create your own. When making your own, its usually fine to just consider whether the amount of effort the PC has to put in is comparable to the other exploration activities and go from there. If youre having trouble, try finding a comparable activity. For example, if the PC are Swimming as they explore, consider that travel speeds are based on the equivalent of 1 action per 6 seconds, and that other exploration activities the PCs can keep up without getting tired are generally based on alternating between 2 actions per 12 seconds, averaging to 1 action per 6 seconds. (Defend, for example, is based on using 1 action to Stride then 1 to Raise your Shield, which is why the PC moves at half Speed.) Hustle is a good example of an activity that cant be done indefinitely, so you can use it as a model for strenuous activities where the PCs are using the equivalent of 2 actions every 6 seconds. When improvising an exploration activity, have in mind some advantages and disadvantages of that activity to inspire you. What else might the PC be neglecting while doing this activity? How does it interplay with activities the rest of the party uses? If the new activity seems like its a better option than other activities all or nearly all the time, chances are you might want to adjust it so its more balanced. Eventually, youll start to find which exploration activities your group enjoys the most. ","type":"Rules","url":"/Rules.aspx?ID=864","weakness":{}}},{"_index":"aon18","_id":"rules-865","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-865","markdown":"<title level=\"1\" right=\"Rules\">[Scenes Within Exploration](/Rules.aspx?ID=865)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 19</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIt can help you to think of exploration as a series of scenes, with encounters not just breaking up exploration, but functioning as subsections within it. Many of these are based on geography, for example, with exploring a series of dungeon corridors as one scene and entering the dungeons great hall another. Other times, youll break out of a scene at a point of interest. If the PCs decide to stop their travels and investigate a statue, think of that as a new scene.\n\n This gives you a good point to describe the transition between scenes. Describe what was happening to reinforce where the group was, then describe what they now face to show the change. For example, “Youve been making your way through this long hallway, but after a moment of debate, you stop, your footsteps and voices still echoing down the hall. The stone statue before you is seven feet high, adorned with rubies. It represents... maybe a god? Its face is damaged and broken. What do you do?”\n\n When playing out a scene, your initial description should set the expectation of what level of detail the scene might go into, with you and the players adjusting as needed as you play. Also, it can be useful to go from PC to PC to avoid everybody talking at once. Start with someone who instigated the scene change, if possible, or perhaps the PC using the most relevant exploration activity, like a PC [Investigating](/Actions.aspx?ID=516) artwork or [Searching](/Actions.aspx?ID=519) for secrets in the example above.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-866\" />\r\n\r\n<document level=\"2\" id=\"rules-867\" />","name":"Scenes Within Exploration","next_link":{"label":"Getting Lost","url":"/Rules.aspx?ID=868"},"previous_link":{"label":"Exploration Activities","url":"/Rules.aspx?ID=861"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 19</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Exploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 19"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 19</row>","speed":{},"text":" Scenes Within Exploration Source Gamemastery Guide pg. 19 It can help you to think of exploration as a series of scenes, with encounters not just breaking up exploration, but functioning as subsections within it. Many of these are based on geography, for example, with exploring a series of dungeon corridors as one scene and entering the dungeons great hall another. Other times, youll break out of a scene at a point of interest. If the PCs decide to stop their travels and investigate a statue, think of that as a new scene. This gives you a good point to describe the transition between scenes. Describe what was happening to reinforce where the group was, then describe what they now face to show the change. For example, “Youve been making your way through this long hallway, but after a moment of debate, you stop, your footsteps and voices still echoing down the hall. The stone statue before you is seven feet high, adorned with rubies. It represents... maybe a god? Its face is damaged and broken. What do you do?” When playing out a scene, your initial description should set the expectation of what level of detail the scene might go into, with you and the players adjusting as needed as you play. Also, it can be useful to go from PC to PC to avoid everybody talking at once. Start with someone who instigated the scene change, if possible, or perhaps the PC using the most relevant exploration activity, like a PC Investigating artwork or Searching for secrets in the example above. ","type":"Rules","url":"/Rules.aspx?ID=865","weakness":{}}},{"_index":"aon18","_id":"rules-866","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Exploration","Scenes Within Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-866","markdown":"<title level=\"1\" right=\"Rules\">[Hazards](/Rules.aspx?ID=866)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 20</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe task of looking for and disarming hazards comes up frequently in exploration and is an example of a type of exploration scene. Hazards dont usually appear out of nowhere. A trap might be on a doors lock, at a specific bend in a corridor, or so on. You could have a pit trap in the middle of a large room, but a surprise thats entirely unexpected can be pretty unsatisfying. The same pit trap appearing in the middle of a 10-foot-wide, suspiciously featureless hallway can make the players say, “Okay, we should have seen that coming,” with even that minimal amount of foreshadowing.\n\n When a complex hazard triggers, move to encounter mode. Simple hazards are usually dealt with in exploration mode, but that doesnt mean they should be glossed over. Give a clear picture of what action by a PC set off the hazard, what happens as the hazard activates, and any aftereffects. PCs have many ways to heal themselves, so keep in mind that a damaging hazard wont always have a huge effect. They tend to work best if their activation might alert creatures in the area, lock the PCs out of an area, or cause a similar setback beyond just damage.\n\n If a PC detects a hazard and wants to disable it, slow down a bit. Ask the player to describe what the PC is doing and give concrete details about how their efforts pan out to make it feel more real. Its good if the player sweats a little bit! Its supposed to be a tense situation, after all. If a hazard requires multiple checks to disable, its good to describe what happens with each success to show incremental progress.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hazards","next_link":{"label":"Investigations","url":"/Rules.aspx?ID=867"},"previous_link":{"label":"Exploration Activities","url":"/Rules.aspx?ID=861"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 20</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Exploration / Scenes Within Exploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 20"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 20</row>","speed":{},"text":" Hazards Source Gamemastery Guide pg. 20 The task of looking for and disarming hazards comes up frequently in exploration and is an example of a type of exploration scene. Hazards dont usually appear out of nowhere. A trap might be on a doors lock, at a specific bend in a corridor, or so on. You could have a pit trap in the middle of a large room, but a surprise thats entirely unexpected can be pretty unsatisfying. The same pit trap appearing in the middle of a 10-foot-wide, suspiciously featureless hallway can make the players say, “Okay, we should have seen that coming,” with even that minimal amount of foreshadowing. When a complex hazard triggers, move to encounter mode. Simple hazards are usually dealt with in exploration mode, but that doesnt mean they should be glossed over. Give a clear picture of what action by a PC set off the hazard, what happens as the hazard activates, and any aftereffects. PCs have many ways to heal themselves, so keep in mind that a damaging hazard wont always have a huge effect. They tend to work best if their activation might alert creatures in the area, lock the PCs out of an area, or cause a similar setback beyond just damage. If a PC detects a hazard and wants to disable it, slow down a bit. Ask the player to describe what the PC is doing and give concrete details about how their efforts pan out to make it feel more real. Its good if the player sweats a little bit! Its supposed to be a tense situation, after all. If a hazard requires multiple checks to disable, its good to describe what happens with each success to show incremental progress. ","type":"Rules","url":"/Rules.aspx?ID=866","weakness":{}}},{"_index":"aon18","_id":"rules-867","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Exploration","Scenes Within Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-867","markdown":"<title level=\"1\" right=\"Rules\">[Investigations](/Rules.aspx?ID=867)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 20</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe [Investigate](/Actions.aspx?ID=516) exploration activity is pretty broad and can lead into a more thorough investigation scene. Lead off with a definite clue that has details but clearly isnt the whole picture: “These runes look like ones used for arcane magic but are some kind of variant form,” “As you assess the architecture of the room, you see the pillar caps are all made of granite, except for one that appears to be painted plaster,” or “Each of the stained glass shows scenes of one of the god [Norgorbers](/Deities.aspx?ID=13) aspects, but there are only three windows, and Norgorber has four aspects.”\n\n Then, if this piques a players interest, you can go into a more detailed investigation. They might look at the runes more closely, chip away at the plaster, or search around for a representation of Norgorbers fourth aspect. Avoid calling for checks if its not necessary. In the last example, youd likely tell them which of the deitys aspects is missing without another [Religion](/Skills.aspx?ID=13) check, and if the aspect is represented as a statue in the room, asking for a Perception check to find it might short-circuit the investigation in an uninteresting way.\n\n To make the investigation feel real, it helps to talk the player through their characters thought processes by saying what clue inspired them to think of an important detail, explaining what the detail is, and possibly mentioning a further question that detail raises. Then let the player extrapolate rather than telling them their conclusion. Even if the investigation doesnt lead to a an unambiguous conclusion, the players should feel theyre more informed than when they started.\n\n Though one person starts the investigation, getting others involved can help them become more interested and bring different skills to bear to get other types of information. Reward collaboration and clever ideas.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Investigations","next_link":{"label":"Getting Lost","url":"/Rules.aspx?ID=868"},"previous_link":{"label":"Hazards","url":"/Rules.aspx?ID=866"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 20</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Exploration / Scenes Within Exploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 20"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 20</row>","speed":{},"text":" Investigations Source Gamemastery Guide pg. 20 The Investigate exploration activity is pretty broad and can lead into a more thorough investigation scene. Lead off with a definite clue that has details but clearly isnt the whole picture: “These runes look like ones used for arcane magic but are some kind of variant form,” “As you assess the architecture of the room, you see the pillar caps are all made of granite, except for one that appears to be painted plaster,” or “Each of the stained glass shows scenes of one of the god Norgorbers aspects, but there are only three windows, and Norgorber has four aspects.” Then, if this piques a players interest, you can go into a more detailed investigation. They might look at the runes more closely, chip away at the plaster, or search around for a representation of Norgorbers fourth aspect. Avoid calling for checks if its not necessary. In the last example, youd likely tell them which of the deitys aspects is missing without another Religion check, and if the aspect is represented as a statue in the room, asking for a Perception check to find it might short-circuit the investigation in an uninteresting way. To make the investigation feel real, it helps to talk the player through their characters thought processes by saying what clue inspired them to think of an important detail, explaining what the detail is, and possibly mentioning a further question that detail raises. Then let the player extrapolate rather than telling them their conclusion. Even if the investigation doesnt lead to a an unambiguous conclusion, the players should feel theyre more informed than when they started. Though one person starts the investigation, getting others involved can help them become more interested and bring different skills to bear to get other types of information. Reward collaboration and clever ideas. ","type":"Rules","url":"/Rules.aspx?ID=867","weakness":{}}},{"_index":"aon18","_id":"rules-868","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-868","markdown":"<title level=\"1\" right=\"Rules\">[Getting Lost](/Rules.aspx?ID=868)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 21</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen PCs are exploring the wilderness or twisting dungeon corridors, they might get lost. This is most likely if they fail to [Sense their Direction](/Actions.aspx?ID=64) using [Survival](/Skills.aspx?ID=16) but can also happen based on the story, such as if they drop out of a portal in some strange land or come up from an underground passageway into a forest. Playing through the process of wandering in the wilderness and trying to find their way can be fun for a party, provided its a fairly short interval. If a party is lost at the start of a session, they should usually have found their way and reached a significant destination by the end.\n\n The Sense Direction activity uses Survival to find north. You can combine this with [Recalling Knowledge](/Actions.aspx?ID=26) about the area—typically using [Nature](/Skills.aspx?ID=10) or [Society](/Skills.aspx?ID=14)—for the PCs to get their initial bearings. The DCs for these checks are normally trained or expert if the group is still fairly close to settlements or established nations but might be higher in deep wilderness. As the PCs try to find their way, think of ways to include notable landmarks they can seek out or stumble upon. Some of these might be useful, such as a great tree off in the distance they can climb to get a better vantage point or a mountain slope where multiple plumes of smoke billow up, indicating a settlement. Others might be mysterious or dangerous, such as haunted glades or animal hunting grounds. When the PCs first look around or scout, pick two or three landmarks to point out. Let the group decide on their course from there.\n\n If the trek takes multiple days, you can move through each day pretty quickly. You might need to have the group Subsist if they run out of food, and you might want to include some encounters if theyre in a dangerous area. For these encounters, choose creatures that live in that type of environment. Remember that not all creatures attack on sight. Friendly or cautious creatures might approach, resulting in more interactive scenes that might even help the PCs.\n\n If the PCs get unlucky or are just awful at Survival, you might end up stuck with no way for them to reorient themselves. In these cases, have someone come to them! They might get captured by local humanoids or monsters or stumble upon a dangerous location. Theyve figured out where they are, even if its not where they wanted to be!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Getting Lost","next_link":{"label":"Surprise Attacks","url":"/Rules.aspx?ID=869"},"previous_link":{"label":"Scenes Within Exploration","url":"/Rules.aspx?ID=865"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 21</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Exploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 21"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 21</row>","speed":{},"text":" Getting Lost Source Gamemastery Guide pg. 21 When PCs are exploring the wilderness or twisting dungeon corridors, they might get lost. This is most likely if they fail to Sense their Direction using Survival but can also happen based on the story, such as if they drop out of a portal in some strange land or come up from an underground passageway into a forest. Playing through the process of wandering in the wilderness and trying to find their way can be fun for a party, provided its a fairly short interval. If a party is lost at the start of a session, they should usually have found their way and reached a significant destination by the end. The Sense Direction activity uses Survival to find north. You can combine this with Recalling Knowledge about the area—typically using Nature or Society—for the PCs to get their initial bearings. The DCs for these checks are normally trained or expert if the group is still fairly close to settlements or established nations but might be higher in deep wilderness. As the PCs try to find their way, think of ways to include notable landmarks they can seek out or stumble upon. Some of these might be useful, such as a great tree off in the distance they can climb to get a better vantage point or a mountain slope where multiple plumes of smoke billow up, indicating a settlement. Others might be mysterious or dangerous, such as haunted glades or animal hunting grounds. When the PCs first look around or scout, pick two or three landmarks to point out. Let the group decide on their course from there. If the trek takes multiple days, you can move through each day pretty quickly. You might need to have the group Subsist if they run out of food, and you might want to include some encounters if theyre in a dangerous area. For these encounters, choose creatures that live in that type of environment. Remember that not all creatures attack on sight. Friendly or cautious creatures might approach, resulting in more interactive scenes that might even help the PCs. If the PCs get unlucky or are just awful at Survival, you might end up stuck with no way for them to reorient themselves. In these cases, have someone come to them! They might get captured by local humanoids or monsters or stumble upon a dangerous location. Theyve figured out where they are, even if its not where they wanted to be! ","type":"Rules","url":"/Rules.aspx?ID=868","weakness":{}}},{"_index":"aon18","_id":"rules-869","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Exploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-869","markdown":"<title level=\"1\" right=\"Rules\">[Surprise Attacks](/Rules.aspx?ID=869)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 21</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Page 499 of the _Core Rulebook_](/Rules.aspx?ID=535) covers the mechanics of how surprise attacks occur while PCs rest. Such surprise attacks should be used sparingly, even in dangerous areas. The fact that PCs are in a group scares away most animals and setting a watch can deter even more attackers. Surprise attacks are most likely if the PCs did something in advance that would lead to the ambush. For instance, they might be ambushed by bandits if they were flaunting their wealth or showing off expensive items earlier in the session, or they might be counterattacked by enemies if they attack the enemies first, only to retreat to rest. If the PCs set up camp hastily and decide not to set a watch, they might be in trouble if theyre attacked. This should happen only in cases of extreme sloppiness, since if you take advantage of minor lapses, you might end up with a group that repeatedly spends an inordinate amount of time describing all their camping preparation to keep it from happening again. Its usually better to ask the PCs if theyre setting up watches, rather than assume that their silence on the issue means they arent.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Surprise Attacks","next_link":{"label":"Running Downtime","url":"/Rules.aspx?ID=870"},"previous_link":{"label":"Getting Lost","url":"/Rules.aspx?ID=868"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 21</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Exploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 21"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 21</row>","speed":{},"text":" Surprise Attacks Source Gamemastery Guide pg. 21 Page 499 of the Core Rulebook covers the mechanics of how surprise attacks occur while PCs rest. Such surprise attacks should be used sparingly, even in dangerous areas. The fact that PCs are in a group scares away most animals and setting a watch can deter even more attackers. Surprise attacks are most likely if the PCs did something in advance that would lead to the ambush. For instance, they might be ambushed by bandits if they were flaunting their wealth or showing off expensive items earlier in the session, or they might be counterattacked by enemies if they attack the enemies first, only to retreat to rest. If the PCs set up camp hastily and decide not to set a watch, they might be in trouble if theyre attacked. This should happen only in cases of extreme sloppiness, since if you take advantage of minor lapses, you might end up with a group that repeatedly spends an inordinate amount of time describing all their camping preparation to keep it from happening again. Its usually better to ask the PCs if theyre setting up watches, rather than assume that their silence on the issue means they arent. ","type":"Rules","url":"/Rules.aspx?ID=869","weakness":{}}},{"_index":"aon18","_id":"rules-870","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-870","markdown":"<title level=\"1\" right=\"Rules\">[Running Downtime](/Rules.aspx?ID=870)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere's more to life than fighting monsters and looting treasure. What happens when a PC wins a deed to a tavern in a game of cards, crafts a magical item, builds a home, or pursues a relationship? All these goals and more are resolved by running downtime. You can use downtime in a variety of ways that can streamline gameplay and flesh out the story, such as to: \n<ul><li>Demonstrate changes to the setting that result from the PCs' previous achievements, giving them time to breathe and appreciate what they've accomplished. </li><li>Emphasize the PCs' planning and the fruit it bears. </li><li>Avoid bogging the game down, even if a great deal of time passes. Keep the number of rolls small. </li><li>Bring back compelling NPCs or plot threads established in previous downtime or adventures. </li><li>Interject interesting events and scenes related to what the PCs do to make the world feel more alive. </li><li>Switch to encounter or exploration mode as needed when actions spur a new scene or adventure.</li></ul> This section covers advice on how to fit downtime to suit your group. The amount and complexity can vary greatly depending on the game. You can find the basics of running downtime on [page 500 of the _Core Rulebook_](/Rules.aspx?ID=538).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-871\" />\r\n\r\n<document level=\"2\" id=\"rules-874\" />\r\n\r\n<document level=\"2\" id=\"rules-876\" />\r\n\r\n<document level=\"2\" id=\"rules-877\" />\r\n\r\n<document level=\"2\" id=\"rules-878\" />\r\n\r\n<document level=\"2\" id=\"rules-881\" />","name":"Running Downtime","next_link":{"label":"Adjudicating Rules","url":"/Rules.aspx?ID=884"},"previous_link":{"label":"Running Exploration","url":"/Rules.aspx?ID=858"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>\r\n\r\nChapter 1: Gamemastery Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 22"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>","speed":{},"text":" Running Downtime Source Gamemastery Guide pg. 22 There's more to life than fighting monsters and looting treasure. What happens when a PC wins a deed to a tavern in a game of cards, crafts a magical item, builds a home, or pursues a relationship? All these goals and more are resolved by running downtime. You can use downtime in a variety of ways that can streamline gameplay and flesh out the story, such as to: Demonstrate changes to the setting that result from the PCs' previous achievements, giving them time to breathe and appreciate what they've accomplished. Emphasize the PCs' planning and the fruit it bears. Avoid bogging the game down, even if a great deal of time passes. Keep the number of rolls small. Bring back compelling NPCs or plot threads established in previous downtime or adventures. Interject interesting events and scenes related to what the PCs do to make the world feel more alive. Switch to encounter or exploration mode as needed when actions spur a new scene or adventure. This section covers advice on how to fit downtime to suit your group. The amount and complexity can vary greatly depending on the game. You can find the basics of running downtime on page 500 of the Core Rulebook . ","type":"Rules","url":"/Rules.aspx?ID=870","weakness":{}}},{"_index":"aon18","_id":"rules-871","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-871","markdown":"<title level=\"1\" right=\"Rules\">[Depth of Downtime](/Rules.aspx?ID=871)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDetermine how involved your group wants downtime to be at the start of the game. If your players vary greatly in preference, you might need to find a middle ground, or some way to give the players least interested in downtime something they would find compelling. You can adjust downtime depth as the game goes along, and you might find it becomes more important to the players as their connection to the setting grows stronger.\n\n Pay attention to the amount of real-world time you spend in downtime and the level of detail. Downtime should rarely last a whole session. Usually, a half hour between significant adventures is about right, and 15 minutes for shorter lulls in the action, such as when PCs return to a town briefly in the middle of an adventure. You can extend this as needed for more detailed roleplaying scenes.\n\n For the level of detail, its important to give more than just an overview, but often the basics will do. “A fleet of merchant ships arrives in the port, and an officer puts you to work unloading cargo” might do for using [Sailing Lore](/Skills.aspx?ID=8) to [Earn Income](/Actions.aspx?ID=23), and “Your shipment of iron arrives late, but youre able to complete the armor” could be enough for [Crafting](/Actions.aspx?ID=43). Go deeper if the player sets out to do something specific or asks questions you think have potential for an interesting story, but be careful with too much detail, as you run the risk of boring most of the table with minutiae.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-872\" />\r\n\r\n<document level=\"2\" id=\"rules-873\" />","name":"Depth of Downtime","next_link":{"label":"Long-Term Goals","url":"/Rules.aspx?ID=874"},"previous_link":{"label":"Running Exploration","url":"/Rules.aspx?ID=858"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Downtime\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 22"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>","speed":{},"text":" Depth of Downtime Source Gamemastery Guide pg. 22 Determine how involved your group wants downtime to be at the start of the game. If your players vary greatly in preference, you might need to find a middle ground, or some way to give the players least interested in downtime something they would find compelling. You can adjust downtime depth as the game goes along, and you might find it becomes more important to the players as their connection to the setting grows stronger. Pay attention to the amount of real-world time you spend in downtime and the level of detail. Downtime should rarely last a whole session. Usually, a half hour between significant adventures is about right, and 15 minutes for shorter lulls in the action, such as when PCs return to a town briefly in the middle of an adventure. You can extend this as needed for more detailed roleplaying scenes. For the level of detail, its important to give more than just an overview, but often the basics will do. “A fleet of merchant ships arrives in the port, and an officer puts you to work unloading cargo” might do for using Sailing Lore to Earn Income, and “Your shipment of iron arrives late, but youre able to complete the armor” could be enough for Crafting. Go deeper if the player sets out to do something specific or asks questions you think have potential for an interesting story, but be careful with too much detail, as you run the risk of boring most of the table with minutiae. ","type":"Rules","url":"/Rules.aspx?ID=871","weakness":{}}},{"_index":"aon18","_id":"rules-872","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Downtime","Depth of Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-872","markdown":"<title level=\"1\" right=\"Rules\">[Group Engagement](/Rules.aspx?ID=872)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOne major challenge of downtime is keeping the whole group involved. When you can, combine multiple peoples tasks into one. For instance, if one PC wants to [Earn Income](/Actions.aspx?ID=23) with [Performance](/Skills.aspx?ID=12) and another wants to offer their services as a medic, you might say that a traveling caravan is stopping briefly, seeking entertainment and treatment for diseases and injuries their group suffered on the road. That means you can put both PCs in the same scene. You can also look for downtime activities that affect multiple characters interests. For instance, if the rogues contact at the thieves guild wants a special magical cloak, a different PC might [Craft](/Actions.aspx?ID=43) that cloak. PCs can help each other more directly. For instance, if the barbarians player doesnt plan to do anything in downtime, you might let the barbarian [Aid](/Actions.aspx?ID=75) another character in crafting weapons—feeding the forge and working the bellows, for instance.\n\n If a player really isnt interested in downtime, they might not want to engage at all. In that case, its best to shorten the time you spend on downtime and give their actions a one-sentence description. If other players want a deeper downtime experience, consider extending game sessions or running side sessions for just those players.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Group Engagement","next_link":{"label":"Campaigns without Downtime","url":"/Rules.aspx?ID=873"},"previous_link":{"label":"Running Exploration","url":"/Rules.aspx?ID=858"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Downtime / Depth of Downtime\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 22"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>","speed":{},"text":" Group Engagement Source Gamemastery Guide pg. 22 One major challenge of downtime is keeping the whole group involved. When you can, combine multiple peoples tasks into one. For instance, if one PC wants to Earn Income with Performance and another wants to offer their services as a medic, you might say that a traveling caravan is stopping briefly, seeking entertainment and treatment for diseases and injuries their group suffered on the road. That means you can put both PCs in the same scene. You can also look for downtime activities that affect multiple characters interests. For instance, if the rogues contact at the thieves guild wants a special magical cloak, a different PC might Craft that cloak. PCs can help each other more directly. For instance, if the barbarians player doesnt plan to do anything in downtime, you might let the barbarian Aid another character in crafting weapons—feeding the forge and working the bellows, for instance. If a player really isnt interested in downtime, they might not want to engage at all. In that case, its best to shorten the time you spend on downtime and give their actions a one-sentence description. If other players want a deeper downtime experience, consider extending game sessions or running side sessions for just those players. ","type":"Rules","url":"/Rules.aspx?ID=872","weakness":{}}},{"_index":"aon18","_id":"rules-873","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Downtime","Depth of Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-873","markdown":"<title level=\"1\" right=\"Rules\">[Campaigns without Downtime](/Rules.aspx?ID=873)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere are two ways you might end up with a game that has no downtime: no time and no interest. In the first, the story moves along so quickly that the PCs dont really have time to engage with downtime. Think of it like a breakneck action movie, where the characters barely have time to breathe before theyre on to the next challenge, and even the end of an adventure is a cliffhanger.\n\n In the second, you and the other players just dont care about downtime at all. It doesnt interest you. In this case, just summarize what happens between adventures and skip using any downtime rules.\n\n If you skip downtime, you might not need to adjust your game. The money PCs can earn during downtime is minor compared to what they can gain through adventures. However, the PCs will have less choice in what items they get if they dont [Craft](/Actions.aspx?ID=43) or earn extra money to buy items.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Campaigns without Downtime","next_link":{"label":"Long-Term Goals","url":"/Rules.aspx?ID=874"},"previous_link":{"label":"Group Engagement","url":"/Rules.aspx?ID=872"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Downtime / Depth of Downtime\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 22"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>","speed":{},"text":" Campaigns without Downtime Source Gamemastery Guide pg. 22 There are two ways you might end up with a game that has no downtime: no time and no interest. In the first, the story moves along so quickly that the PCs dont really have time to engage with downtime. Think of it like a breakneck action movie, where the characters barely have time to breathe before theyre on to the next challenge, and even the end of an adventure is a cliffhanger. In the second, you and the other players just dont care about downtime at all. It doesnt interest you. In this case, just summarize what happens between adventures and skip using any downtime rules. If you skip downtime, you might not need to adjust your game. The money PCs can earn during downtime is minor compared to what they can gain through adventures. However, the PCs will have less choice in what items they get if they dont Craft or earn extra money to buy items. ","type":"Rules","url":"/Rules.aspx?ID=873","weakness":{}}},{"_index":"aon18","_id":"rules-874","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-874","markdown":"<title level=\"1\" right=\"Rules\">[Long-Term Goals](/Rules.aspx?ID=874)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDowntimes more satisfying when the PCs work toward long-term goals rather than perform disconnected tasks. You can ask players what their PCs goals are, and also look for storylines theyre interested in that you can use as seeds for long-term goals. Long-term goals might include running a business, creating a guild, establishing an arcane school, returning a despoiled land to its natural splendor, reforming local politics, or rebuilding a ruin. Goals involving organizations are a good opportunity to use the [leadership subsystem](/Rules.aspx?ID=1258). If players dont have clear ideas for their goals, look at their backgrounds, NPCs they know, and things theyve expressed interest in during adventures to develop some suggestions. Remember that youre not trying to get them to accept your exact suggestions, but to pick a goal they really like.\n\n Long-term goals should shape the game, and reinforcing their progress is key. Show changes, good and bad, that result from the PCs efforts, both in downtime and on their adventures if applicable. This doesnt have to be subtle! You can directly say, “Youve been trying to get the magistrate to allow you to buy this plot of land, but the fact that you entered the wizards tower illegally seems to have soured him toward you.”\n\n Think ahead in stages. For instance, if a PC wants to run a business, you might have them... \n<ul><li>Start with a simple stand to sell their wares. </li><li>Show theyre drawing big crowds and need to expand. </li><li>Build a storefront. </li><li>Open to modest success. </li><li>Get a small but loyal following. </li><li>Hire employees to keep up with demand. </li><li>Deal with supply issues or competition. </li><li>Get enough interest in a nearby settlement that they might want to expand their business.</li></ul> And so on. You can deliver each of these details through a little vignette. For example, if you use the second bullet point, you might describe the throng of people crowded around the PCs stand, and say they sold out of goods before half the people were served. Downtime goals are a great way to weave the PCs agency into the story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-875\" />","name":"Long-Term Goals","next_link":{"label":"Buying and Selling","url":"/Rules.aspx?ID=876"},"previous_link":{"label":"Depth of Downtime","url":"/Rules.aspx?ID=871"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Downtime\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 22"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 22</row>","speed":{},"text":" Long-Term Goals Source Gamemastery Guide pg. 22 Downtimes more satisfying when the PCs work toward long-term goals rather than perform disconnected tasks. You can ask players what their PCs goals are, and also look for storylines theyre interested in that you can use as seeds for long-term goals. Long-term goals might include running a business, creating a guild, establishing an arcane school, returning a despoiled land to its natural splendor, reforming local politics, or rebuilding a ruin. Goals involving organizations are a good opportunity to use the leadership subsystem. If players dont have clear ideas for their goals, look at their backgrounds, NPCs they know, and things theyve expressed interest in during adventures to develop some suggestions. Remember that youre not trying to get them to accept your exact suggestions, but to pick a goal they really like. Long-term goals should shape the game, and reinforcing their progress is key. Show changes, good and bad, that result from the PCs efforts, both in downtime and on their adventures if applicable. This doesnt have to be subtle! You can directly say, “Youve been trying to get the magistrate to allow you to buy this plot of land, but the fact that you entered the wizards tower illegally seems to have soured him toward you.” Think ahead in stages. For instance, if a PC wants to run a business, you might have them... Start with a simple stand to sell their wares. Show theyre drawing big crowds and need to expand. Build a storefront. Open to modest success. Get a small but loyal following. Hire employees to keep up with demand. Deal with supply issues or competition. Get enough interest in a nearby settlement that they might want to expand their business. And so on. You can deliver each of these details through a little vignette. For example, if you use the second bullet point, you might describe the throng of people crowded around the PCs stand, and say they sold out of goods before half the people were served. Downtime goals are a great way to weave the PCs agency into the story. ","type":"Rules","url":"/Rules.aspx?ID=874","weakness":{}}},{"_index":"aon18","_id":"rules-875","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Downtime","Long-Term Goals"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-875","markdown":"<title level=\"1\" right=\"Rules\">[Success and Failure](/Rules.aspx?ID=875)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 23</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSuccess at a reasonable long-term goal should be likely, but not guaranteed. Give the player an expectation of how likely their goal is to work out based on how ambitious it is. Be clear about how much downtime it will take compared to the amount of downtime you expect the party will get during your campaign. Then let the player decide how to commit their downtime, and to which tasks.\n\n Repeated failures or outside problems could lead to the whole goal failing. It happens! But give the player a fair chance. Even if their goal is really hard to achieve—like driving the undead out of Ustalav—they might find a way. Dont undermine their efforts or ideas, but do make clear the magnitude of the task theyve chosen. Remember that even if a goal fails, the effort was worthwhile.\n\n A failure or a success at a long-term goal can be a major emotional beat for the character. Theyve changed the world, after all! Dont shortchange it just because it happened in downtime. In fact, because it might have taken place over multiple sessions, the player might have been looking forward to the results for a really long time!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Success and Failure","next_link":{"label":"Buying and Selling","url":"/Rules.aspx?ID=876"},"previous_link":{"label":"Depth of Downtime","url":"/Rules.aspx?ID=871"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 23</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Downtime / Long-Term Goals\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 23"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 23</row>","speed":{},"text":" Success and Failure Source Gamemastery Guide pg. 23 Success at a reasonable long-term goal should be likely, but not guaranteed. Give the player an expectation of how likely their goal is to work out based on how ambitious it is. Be clear about how much downtime it will take compared to the amount of downtime you expect the party will get during your campaign. Then let the player decide how to commit their downtime, and to which tasks. Repeated failures or outside problems could lead to the whole goal failing. It happens! But give the player a fair chance. Even if their goal is really hard to achieve—like driving the undead out of Ustalav—they might find a way. Dont undermine their efforts or ideas, but do make clear the magnitude of the task theyve chosen. Remember that even if a goal fails, the effort was worthwhile. A failure or a success at a long-term goal can be a major emotional beat for the character. Theyve changed the world, after all! Dont shortchange it just because it happened in downtime. In fact, because it might have taken place over multiple sessions, the player might have been looking forward to the results for a really long time! ","type":"Rules","url":"/Rules.aspx?ID=875","weakness":{}}},{"_index":"aon18","_id":"rules-876","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-876","markdown":"<title level=\"1\" right=\"Rules\">[Buying and Selling](/Rules.aspx?ID=876)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 24</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe game leaves it up to you to determine what items the PCs can and cant purchase, and the final market Price for them. Settlements the size of a town or bigger typically have at least one vendor for basic, common gear, and even magic and alchemical items of 1st level. Beyond that, it all depends on how much you want to allow the players to determine their abilities and how much verisimilitude you want in your game. You can set the specifics where you need, but lets look at three possibilities. \n\n**PCs can buy what they want where they want**. You gloss over the details of markets. PCs can sell whatever they want for half the Price and buy any item to which they have access at full Price. This approach is focused on expediency over verisimilitude and is likely to reduce the number of unusual or distinctive items the PCs have, as many players seek out the ones that most directly support their characters strengths. This still means theres a limit on purchasing uncommon or rarer items, but you could even do away with rarity if your group wants, or add a surcharge instead (depending on your groups play style, that could be anywhere from 10% to 100% for uncommon items, and 25% to 500% if you also want to open up all rare items). \n\n**PCs can buy what they want but must put in additional effort**. If they want to sell or buy items, PCs must be in a location where the markets can support that. They can usually sell a single item for half its Price, but the Price for something already plentiful on the market could drop lower, typically to 25% or 10%, or be refused entirely if theres a glut. Buying an item usually costs the full Price; buying higher-level items (or uncommon items if theyre available at all) requires seeking out a special vendor or NPC and can take extra time, representing a real investment by the PCs. They might be unable to find the item at all even after their time investment, based on the settlements parameters. This approach allows PCs to determine some of their items, but forces them to really work to get more powerful items and discourages looting every enemy to sell off fairly ordinary armor. This can be the most work for you but can make the world feel diverse and complex. \n\n**Magical markets are rare or nonexistent**. PCs get what they find in adventures and can Craft their own items, if you allow them to get formulas in some way. If you have magical marketplaces at all, their selections are small. They sell items at full Price and have difficulty attaining the funds to buy more items. They might purchase items for half of the Price but are far more selective about what they take. If you use this approach, PCs are far more likely to use strange items they find but might be dissatisfied or even underpowered depending on what items you give them. Even in this style of game, you might want to allow them to get weapons and armor with fundamental runes fairly easily, or make sure you award those on a regular basis.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Buying and Selling","next_link":{"label":"Tasks and Events","url":"/Rules.aspx?ID=877"},"previous_link":{"label":"Long-Term Goals","url":"/Rules.aspx?ID=874"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 24</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Downtime\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 24"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 24</row>","speed":{},"text":" Buying and Selling Source Gamemastery Guide pg. 24 The game leaves it up to you to determine what items the PCs can and cant purchase, and the final market Price for them. Settlements the size of a town or bigger typically have at least one vendor for basic, common gear, and even magic and alchemical items of 1st level. Beyond that, it all depends on how much you want to allow the players to determine their abilities and how much verisimilitude you want in your game. You can set the specifics where you need, but lets look at three possibilities. PCs can buy what they want where they want . You gloss over the details of markets. PCs can sell whatever they want for half the Price and buy any item to which they have access at full Price. This approach is focused on expediency over verisimilitude and is likely to reduce the number of unusual or distinctive items the PCs have, as many players seek out the ones that most directly support their characters strengths. This still means theres a limit on purchasing uncommon or rarer items, but you could even do away with rarity if your group wants, or add a surcharge instead (depending on your groups play style, that could be anywhere from 10% to 100% for uncommon items, and 25% to 500% if you also want to open up all rare items). PCs can buy what they want but must put in additional effort . If they want to sell or buy items, PCs must be in a location where the markets can support that. They can usually sell a single item for half its Price, but the Price for something already plentiful on the market could drop lower, typically to 25% or 10%, or be refused entirely if theres a glut. Buying an item usually costs the full Price; buying higher-level items (or uncommon items if theyre available at all) requires seeking out a special vendor or NPC and can take extra time, representing a real investment by the PCs. They might be unable to find the item at all even after their time investment, based on the settlements parameters. This approach allows PCs to determine some of their items, but forces them to really work to get more powerful items and discourages looting every enemy to sell off fairly ordinary armor. This can be the most work for you but can make the world feel diverse and complex. Magical markets are rare or nonexistent . PCs get what they find in adventures and can Craft their own items, if you allow them to get formulas in some way. If you have magical marketplaces at all, their selections are small. They sell items at full Price and have difficulty attaining the funds to buy more items. They might purchase items for half of the Price but are far more selective about what they take. If you use this approach, PCs are far more likely to use strange items they find but might be dissatisfied or even underpowered depending on what items you give them. Even in this style of game, you might want to allow them to get weapons and armor with fundamental runes fairly easily, or make sure you award those on a regular basis. ","type":"Rules","url":"/Rules.aspx?ID=876","weakness":{}}},{"_index":"aon18","_id":"rules-877","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-877","markdown":"<title level=\"1\" right=\"Rules\">[Tasks and Events](/Rules.aspx?ID=877)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 25</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPlayers will often look to you for tasks they might take on during downtime, especially if theyre looking to Earn Income. You should also interject special events to surprise your players and add interesting scenes. If you need some quick ideas for tasks characters might offer a PC, look at the tables below for inspiration. The Earn Income tasks are arranged with tasks appropriate for low-level PCs first, but most can be adapted to the level you need. For the events, you might need to “zoom out” to focus on a special scene or even a short encounter or adventure.\n\n## Table 1-1: Earn Income Events\n<row gap=\"tiny\">\n<table> <tr><td>**Academia, Library, Other Educational Lore**</td></tr> <tr><td>Work at a school or library</td></tr> <tr><td>Compile information on a distant land for an expedition</td></tr> <tr><td>Serve as administrator for a school or library</td></tr> <tr><td>Acquire a rare book on dragons for a local noble</td></tr> <tr><td>**Crafting**</td></tr> <tr><td>Make tools for local farmers</td></tr> <tr><td>Brew a crate of healing potions for a local church or hospital</td></tr> <tr><td>Sew a dress for a nobles debutante ball</td></tr> <tr><td>Supply magical weapons for the palace guard corps</td></tr> <tr><td>**Engineering Lore**</td></tr> <tr><td>Assess the fortifications built to protect a town</td></tr> <tr><td>Plan the mechanism for a drawbridge</td></tr> <tr><td>Create schematics for a new mill</td></tr> <tr><td>**Food or Drink Lore**</td></tr> <tr><td>Brew simple ale or cook an ordinary dish for the local inn</td></tr> <tr><td>Identify a dozen bottles of wine</td></tr> <tr><td>Create a showpiece dish for an upcoming festival</td></tr> <tr><td>Create a nine-course meal for a noble banquet</td></tr> <tr><td>**Genealogy Lore**</td></tr> <tr><td>Compile a family tree for a minor noble family</td></tr> <tr><td>Determine next of kin to settle an inheritance dispute</td></tr> <tr><td>Map the web of intermarriages of a sprawling royal family</td></tr> <tr><td>Determine the lineages of an ancient civilization</td></tr> <tr><td>Trace the lost heir of an ancient empire</td></tr> <tr><td>**Guild Lore**</td></tr> <tr><td>Recruit initiates for a guild</td></tr> <tr><td>Identify symbols of an ancient guild in a tome</td></tr> <tr><td>Consult on rearranging a guilds hierarchy</td></tr> <tr><td>Oversee the merger of two guilds or one guild splitting into two</td></tr> <tr><td>**Herbalism Lore**</td></tr> <tr><td>Supply poultices to a physician</td></tr> <tr><td>Prepare herbs for a small restaurant</td></tr> <tr><td>Identify the poisonous plant eaten by a local lord</td></tr> <tr><td>**Legal Lore**</td></tr> <tr><td>Clear some minor red tape</td></tr> <tr><td>Defend someone charged with theft</td></tr> <tr><td>Bring a corrupt noble to justice through the legal system</td></tr> <tr><td>Find loopholes in a contract made with a devil</td></tr> <tr><td>**Mercantile Lore**</td></tr> <tr><td>Price a crate of imported textiles</td></tr> <tr><td>Find the best trade route for a pirate crew to raid</td></tr> <tr><td>Set exchange rates for a trade consortium</td></tr> <tr><td>**Mining Lore**</td></tr> <tr><td>Work a shift in a coal mine</td></tr> <tr><td>Determine where a raw ingot was mined</td></tr> <tr><td>Prospect to find a site for a new mine</td></tr> <tr><td>**Performance**</td></tr> <tr><td>Busk for townsfolk at a street fair</td></tr> <tr><td>Play in the orchestra at an opera</td></tr> <tr><td>Attend a society figures salon</td></tr> <tr><td>Perform for visiting nobles</td></tr> <tr><td>Impress a visiting maestro to bring glory to your hometown</td></tr> <tr><td>Put on a performance for a patron from another plane</td></tr> <tr><td>**Politics Lore**</td></tr> <tr><td>Lobby for a vote or decision to go a certain way</td></tr> <tr><td>Smear a noble to lower their station</td></tr> <tr><td>**Sailing Lore**</td></tr> <tr><td>Crew a ship on a short voyage</td></tr> <tr><td>Render a ship in dry-dock seaworthy</td></tr> <tr><td>Pilot a ship through monster-infested waters</td></tr> <tr><td>**Underworld Lore**</td></tr> <tr><td>Find out where a stolen item ended up</td></tr> <tr><td>Get someone an audience with the head of a thieves guild</td></tr> <tr><td>Smuggle a shipment of valuables out of the city</td></tr> <tr><td>**Warfare Lore**</td></tr> <tr><td>Teach a spear fighting class at a dojo</td></tr> <tr><td>Instruct an officer in various military stratagems</td></tr> <tr><td>Advise a general in planning a battlefield offensive</td></tr></table>\r\n</row>\n\n## Table 1-2: Downtime Events\n<row gap=\"tiny\">\n<table> <tr><td>**Craft or Earn Income (Crafting)**</td></tr> <tr><td>A shipment of important materials is delayed, and the PC must find out why.</td></tr> <tr><td>The PC creates a superlative work, which draws the attention of a collector or museum.</td></tr> <tr><td>The PC discovers a more efficient technique to work a material and must decide to share it or keep it secret.</td></tr> <tr><td>**Create a Forgery (Society)**</td></tr> <tr><td>The format for paperwork the PC is attempting to mimic gets changed, and they must adjust.</td></tr> <tr><td>The paperwork is spoiled by a freak accident, such as a leaky roof above the workshop or a clumsy assistant knocking over beakers of chemicals.</td></tr> <tr><td>A mysterious benefactor provides the PC with special tools or a source document they didnt have, but suggests theyll ask for a favor later to reciprocate.</td></tr> <tr><td>**Earn Income (General)**</td></tr> <tr><td>A fussy client demands multiple rounds of changes throughout the process.</td></tr> <tr><td>An accident at a work site puts someone in danger.</td></tr> <tr><td>Something the PC is working on becomes a fad or hit— demand skyrockets!</td></tr> <tr><td>A visitor is impressed with the PCs work and offers them a more lucrative task in a distant location.</td></tr> <tr><td>Conditions on the job site are abysmal, and other workers ask the PC to join them in confronting the bosses.</td></tr> <tr><td>The bosses or guildmasters are doing something illegal and attempt to bribe the PC to look the other way.</td></tr> <tr><td>The PC returns to their work one day to find someone has tampered with what theyve done.</td></tr> <tr><td>**Earn Income (Performance)**</td></tr> <tr><td>Due to the performances success, more shows are added, running the PC ragged.</td></tr> <tr><td>A competing show across town draws away customers.</td></tr> <tr><td>A powerful noble finances a special performance but demands some changes to the contents.</td></tr> <tr><td>One of the PCs fellow performers doesnt show up, but the show must go on!</td></tr> <tr><td>**Subsist (Survival)**</td></tr> <tr><td>Over a long time subsisting in a single area, the PC finds an unknown berry or herb that could be useful for making a new medicine.</td></tr> <tr><td>The PC finds signs indicating some large creature has been foraging as well—possibly a monster.</td></tr> <tr><td>**Buy and Sell Items**</td></tr> <tr><td>The PC sells an item of interest to members of a particular group, who pursue the PC.</td></tr> <tr><td>A merchant sells the PC a fraudulent item.</td></tr> <tr><td>A shop the PCs frequent is in trouble and about to go out of business without help.</td></tr> <tr><td>Someone else offers a higher bid for an item a PC wants, resulting in a negotiation or in the NPC offering a job the PC must perform to claim the item.</td></tr> <tr><td>**Retrain**</td></tr> <tr><td>The PC sustains an injury in physical training.</td></tr> <tr><td>Tapping into new magical powers inflicts a magical curse or creates an odd phenomenon.</td></tr> <tr><td>A retraining instructor falls ill or goes missing.</td></tr> <tr><td>Someone witnesses the PC retraining and asks to join them as they study or practice.</td></tr> <tr><td>The PCs training comes to a halt, and they need to acquire a rare book or something similar to continue.</td></tr></table> </row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Tasks and Events","next_link":{"label":"Money in Downtime","url":"/Rules.aspx?ID=878"},"previous_link":{"label":"Buying and Selling","url":"/Rules.aspx?ID=876"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 25</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Downtime\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 25"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 25</row>","speed":{},"text":" Tasks and Events Source Gamemastery Guide pg. 25 Players will often look to you for tasks they might take on during downtime, especially if theyre looking to Earn Income. You should also interject special events to surprise your players and add interesting scenes. If you need some quick ideas for tasks characters might offer a PC, look at the tables below for inspiration. The Earn Income tasks are arranged with tasks appropriate for low-level PCs first, but most can be adapted to the level you need. For the events, you might need to “zoom out” to focus on a special scene or even a short encounter or adventure. ## Table 1-1: Earn Income Events Academia, Library, Other Educational Lore Work at a school or library Compile information on a distant land for an expedition Serve as administrator for a school or library Acquire a rare book on dragons for a local noble Crafting Make tools for local farmers Brew a crate of healing potions for a local church or hospital Sew a dress for a nobles debutante ball Supply magical weapons for the palace guard corps Engineering Lore Assess the fortifications built to protect a town Plan the mechanism for a drawbridge Create schematics for a new mill Food or Drink Lore Brew simple ale or cook an ordinary dish for the local inn Identify a dozen bottles of wine Create a showpiece dish for an upcoming festival Create a nine-course meal for a noble banquet Genealogy Lore Compile a family tree for a minor noble family Determine next of kin to settle an inheritance dispute Map the web of intermarriages of a sprawling royal family Determine the lineages of an ancient civilization Trace the lost heir of an ancient empire Guild Lore Recruit initiates for a guild Identify symbols of an ancient guild in a tome Consult on rearranging a guilds hierarchy Oversee the merger of two guilds or one guild splitting into two Herbalism Lore Supply poultices to a physician Prepare herbs for a small restaurant Identify the poisonous plant eaten by a local lord Legal Lore Clear some minor red tape Defend someone charged with theft Bring a corrupt noble to justice through the legal system Find loopholes in a contract made with a devil Mercantile Lore Price a crate of imported textiles Find the best trade route for a pirate crew to raid Set exchange rates for a trade consortium Mining Lore Work a shift in a coal mine Determine where a raw ingot was mined Prospect to find a site for a new mine Performance Busk for townsfolk at a street fair Play in the orchestra at an opera Attend a society figures salon Perform for visiting nobles Impress a visiting maestro to bring glory to your hometown Put on a performance for a patron from another plane Politics Lore Lobby for a vote or decision to go a certain way Smear a noble to lower their station Sailing Lore Crew a ship on a short voyage Render a ship in dry-dock seaworthy Pilot a ship through monster-infested waters Underworld Lore Find out where a stolen item ended up Get someone an audience with the head of a thieves guild Smuggle a shipment of valuables out of the city Warfare Lore Teach a spear fighting class at a dojo Instruct an officer in various military stratagems Advise a general in planning a battlefield offensive ## Table 1-2: Downtime Events Craft or Earn Income (Crafting) A shipment of important materials is delayed, and the PC must find out why. The PC creates a superlative work, which draws the attention of a collector or museum. The PC discovers a more efficient technique to work a material and must decide to share it or keep it secret. Create a Forgery (Society) The format for paperwork the PC is attempting to mimic gets changed, and they must adjust. The paperwork is spoiled by a freak accident, such as a leaky roof above the workshop or a clumsy assistant knocking over beakers of chemicals. A mysterious benefactor provides the PC with special tools or a source document they didnt have, but suggests theyll ask for a favor later to reciprocate. Earn Income (General) A fussy client demands multiple rounds of changes throughout the process. An accident at a work site puts someone in danger. Something the PC is working on becomes a fad or hit— demand skyrockets! A visitor is impressed with the PCs work and offers them a more lucrative task in a distant location. Conditions on the job site are abysmal, and other workers ask the PC to join them in confronting the bosses. The bosses or guildmasters are doing something illegal and attempt to bribe the PC to look the other way. The PC returns to their work one day to find someone has tampered with what theyve done. Earn Income (Performance) Due to the performances success, more shows are added, running the PC ragged. A competing show across town draws away customers. A powerful noble finances a special performance but demands some changes to the contents. One of the PCs fellow performers doesnt show up, but the show must go on! Subsist (Survival) Over a long time subsisting in a single area, the PC finds an unknown berry or herb that could be useful for making a new medicine. The PC finds signs indicating some large creature has been foraging as well—possibly a monster. Buy and Sell Items The PC sells an item of interest to members of a particular group, who pursue the PC. A merchant sells the PC a fraudulent item. A shop the PCs frequent is in trouble and about to go out of business without help. Someone else offers a higher bid for an item a PC wants, resulting in a negotiation or in the NPC offering a job the PC must perform to claim the item. Retrain The PC sustains an injury in physical training. Tapping into new magical powers inflicts a magical curse or creates an odd phenomenon. A retraining instructor falls ill or goes missing. Someone witnesses the PC retraining and asks to join them as they study or practice. The PCs training comes to a halt, and they need to acquire a rare book or something similar to continue. ","type":"Rules","url":"/Rules.aspx?ID=877","weakness":{}}},{"_index":"aon18","_id":"rules-878","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-878","markdown":"<title level=\"1\" right=\"Rules\">[Money in Downtime](/Rules.aspx?ID=878)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile the amount of money the PCs can earn during short periods of downtime is significantly less than the value of the loot they gain adventuring, it can still serve as a satisfying bonus. The PCs might use their money to outfit themselves better, donate it toward a good cause, or pool it together to save for a major purchase. If you find that a PC tends to forget about their money or save it up more cautiously than they really need to, offer them rewarding opportunities to spend it. For instance, they might be approached to contribute to a charity in desperate need or sponsor an artist looking for a patron.\n\n The downtime system includes a guide for calculating the cost of living, using the [values found in the _Core Rulebook_](/equipment/services). Tracking cost of living is usually best reserved for months or years of downtime since thats when someone might earn a substantial amount of money from downtime activities and find that costs really add up. You can usually ignore it if there are only a few days of downtime, though if a PC is roleplaying a fine or extravagant lifestyle, you might charge them during even short periods of downtime to reinforce the story theyre telling.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-879\" />\r\n\r\n<document level=\"2\" id=\"rules-880\" />","name":"Money in Downtime","next_link":{"label":"Retraining","url":"/Rules.aspx?ID=881"},"previous_link":{"label":"Tasks and Events","url":"/Rules.aspx?ID=877"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Downtime\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 26"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>","speed":{},"text":" Money in Downtime Source Gamemastery Guide pg. 26 While the amount of money the PCs can earn during short periods of downtime is significantly less than the value of the loot they gain adventuring, it can still serve as a satisfying bonus. The PCs might use their money to outfit themselves better, donate it toward a good cause, or pool it together to save for a major purchase. If you find that a PC tends to forget about their money or save it up more cautiously than they really need to, offer them rewarding opportunities to spend it. For instance, they might be approached to contribute to a charity in desperate need or sponsor an artist looking for a patron. The downtime system includes a guide for calculating the cost of living, using the values found in the Core Rulebook . Tracking cost of living is usually best reserved for months or years of downtime since thats when someone might earn a substantial amount of money from downtime activities and find that costs really add up. You can usually ignore it if there are only a few days of downtime, though if a PC is roleplaying a fine or extravagant lifestyle, you might charge them during even short periods of downtime to reinforce the story theyre telling. ","type":"Rules","url":"/Rules.aspx?ID=878","weakness":{}}},{"_index":"aon18","_id":"rules-879","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Downtime","Money in Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-879","markdown":"<title level=\"1\" right=\"Rules\">[Investments](/Rules.aspx?ID=879)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe downtime system isnt meant to deal with investing money, receiving interest, or the like just to make more money. Rather, investing should result in changes in the world. PCs might invest in founding a museum, and find on their return that the collection has grown. If they fund an expedition, they might get access to interesting trade goods later on.\n\n When characters are investing in a major endeavor, the amount of in-world time invested often matters more than the money. While spending additional money greatly increases the efficiency of Crafting an item, you cant build a fort in a day just because you have enough money to pay for the whole process. Downtime is a good opportunity for characters to start long processes that can continue in the background as the PCs adventure, provided they can find a trustworthy, competent person to run things in their stead.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Investments","next_link":{"label":"Money During Long Periods of Downtime","url":"/Rules.aspx?ID=880"},"previous_link":{"label":"Tasks and Events","url":"/Rules.aspx?ID=877"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Downtime / Money in Downtime\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 26"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>","speed":{},"text":" Investments Source Gamemastery Guide pg. 26 The downtime system isnt meant to deal with investing money, receiving interest, or the like just to make more money. Rather, investing should result in changes in the world. PCs might invest in founding a museum, and find on their return that the collection has grown. If they fund an expedition, they might get access to interesting trade goods later on. When characters are investing in a major endeavor, the amount of in-world time invested often matters more than the money. While spending additional money greatly increases the efficiency of Crafting an item, you cant build a fort in a day just because you have enough money to pay for the whole process. Downtime is a good opportunity for characters to start long processes that can continue in the background as the PCs adventure, provided they can find a trustworthy, competent person to run things in their stead. ","type":"Rules","url":"/Rules.aspx?ID=879","weakness":{}}},{"_index":"aon18","_id":"rules-880","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Downtime","Money in Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-880","markdown":"<title level=\"1\" right=\"Rules\">[Money During Long Periods of Downtime](/Rules.aspx?ID=880)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf the PCs have a very long time between adventures, especially years, they have the opportunity to collect a great deal of money through downtime. Use the [guidelines for average progress and cost of living](/Rules.aspx?ID=542) found in the _Core Rulebook_ to figure out how much they get. Because youre trying to convey that a long time has passed, have them spend it before you jump to the end of downtime. What did they invest in during those years? What drew their interest? Did their fortunes rise or fall? Did they acquire interesting objects or hire compelling people? Consider this expenditure another way to show how the PCs impact the world.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Money During Long Periods of Downtime","next_link":{"label":"Retraining","url":"/Rules.aspx?ID=881"},"previous_link":{"label":"Investments","url":"/Rules.aspx?ID=879"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Downtime / Money in Downtime\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 26"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>","speed":{},"text":" Money During Long Periods of Downtime Source Gamemastery Guide pg. 26 If the PCs have a very long time between adventures, especially years, they have the opportunity to collect a great deal of money through downtime. Use the guidelines for average progress and cost of living found in the Core Rulebook to figure out how much they get. Because youre trying to convey that a long time has passed, have them spend it before you jump to the end of downtime. What did they invest in during those years? What drew their interest? Did their fortunes rise or fall? Did they acquire interesting objects or hire compelling people? Consider this expenditure another way to show how the PCs impact the world. ","type":"Rules","url":"/Rules.aspx?ID=880","weakness":{}}},{"_index":"aon18","_id":"rules-881","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Downtime"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-881","markdown":"<title level=\"1\" right=\"Rules\">[Retraining](/Rules.aspx?ID=881)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe rules and suggestions for [retraining](/Rules.aspx?ID=548) are covered thoroughly in the _Core Rulebook_. Your primary responsibility here is to determine the time, instruction, and costs of retraining, as well as adjusting details to align cohesively with the story and world. Consider what effort each PC puts forth as they retrain, so you can describe how they feel their abilities change. What kind of research and practice do they do? If they have a teacher, what advice does that teacher give? \n\nYou can run a campaign without retraining if you want the PCs to be more bound by their decisions or are running a game without downtime. However, if your campaign doesnt use downtime rules but a player really regrets a decision made while building or leveling up their character, you might make an exception for them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-882\" />\r\n\r\n<document level=\"2\" id=\"rules-883\" />","name":"Retraining","next_link":{"label":"Adjudicating Rules","url":"/Rules.aspx?ID=884"},"previous_link":{"label":"Money in Downtime","url":"/Rules.aspx?ID=878"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Downtime\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 26"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>","speed":{},"text":" Retraining Source Gamemastery Guide pg. 26 The rules and suggestions for retraining are covered thoroughly in the Core Rulebook . Your primary responsibility here is to determine the time, instruction, and costs of retraining, as well as adjusting details to align cohesively with the story and world. Consider what effort each PC puts forth as they retrain, so you can describe how they feel their abilities change. What kind of research and practice do they do? If they have a teacher, what advice does that teacher give? You can run a campaign without retraining if you want the PCs to be more bound by their decisions or are running a game without downtime. However, if your campaign doesnt use downtime rules but a player really regrets a decision made while building or leveling up their character, you might make an exception for them. ","type":"Rules","url":"/Rules.aspx?ID=881","weakness":{}}},{"_index":"aon18","_id":"rules-882","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Downtime","Retraining"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-882","markdown":"<title level=\"1\" right=\"Rules\">[Teachers](/Rules.aspx?ID=882)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost of the abilities PCs gain come through adventuring. Theyre learning on the job! Retraining, on the other hand, is dedicated study that might require a teachers help. You dont have to use teachers, but it gives you a great way to introduce a new NPC or bring back an existing one in a new role. The role of a teacher could also be filled by communing with nature for a druid, poring through a massive grimoire for a wizard, and so on. The important part is the guidance gained from that source. The following list includes sample teachers. \n<ul><li>Archwizard Koda Mohanz, wizard academy proctor </li><li>Bagra Redforge, aged artisan </li><li>Baroness Ivestia II, tutor in etiquette and social maneuvering </li><li>Byren Effestos, Esquire, advisor in matters of law, politics, and finance </li><li>Dr. Phinella Albor, professor of medicine and surgery </li><li>Dr. Revis Enzerrad, mystic versed in the occult </li><li>Grita the Swamp Sage, purveyor of strange draughts and cryptic riddles </li><li>Jeballewn Leastfire, tutor in alchemical experimentation </li><li>Kpunde Neverlost, retired veteran adventurer </li><li>Lyra, teller of legends and master of handicrafts </li><li>Major Venaeus, instructor of military tactics </li><li>Mother Elizia, high priest and religious scholar </li><li>Professor Kurid Yamarrupan, senior university lector </li><li>Quintari Solvar, coach for fitness and healthy living </li><li>Ragged Sanden, hermit and speaker for nature </li><li>Silent Flame, Master of the Seventeen Forms </li><li>Tembly the Daring, veteran acrobat and circus performer </li><li>Twelve Fingers, experienced thief and spy </li><li>Wen Hardfoot, well-traveled scout and naturalist </li><li>Zuleri Gan, conductor, playwright, and music scholar</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Teachers","next_link":{"label":"Extreme Retraining","url":"/Rules.aspx?ID=883"},"previous_link":{"label":"Money in Downtime","url":"/Rules.aspx?ID=878"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Downtime / Retraining\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 26"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 26</row>","speed":{},"text":" Teachers Source Gamemastery Guide pg. 26 Most of the abilities PCs gain come through adventuring. Theyre learning on the job! Retraining, on the other hand, is dedicated study that might require a teachers help. You dont have to use teachers, but it gives you a great way to introduce a new NPC or bring back an existing one in a new role. The role of a teacher could also be filled by communing with nature for a druid, poring through a massive grimoire for a wizard, and so on. The important part is the guidance gained from that source. The following list includes sample teachers. Archwizard Koda Mohanz, wizard academy proctor Bagra Redforge, aged artisan Baroness Ivestia II, tutor in etiquette and social maneuvering Byren Effestos, Esquire, advisor in matters of law, politics, and finance Dr. Phinella Albor, professor of medicine and surgery Dr. Revis Enzerrad, mystic versed in the occult Grita the Swamp Sage, purveyor of strange draughts and cryptic riddles Jeballewn Leastfire, tutor in alchemical experimentation Kpunde Neverlost, retired veteran adventurer Lyra, teller of legends and master of handicrafts Major Venaeus, instructor of military tactics Mother Elizia, high priest and religious scholar Professor Kurid Yamarrupan, senior university lector Quintari Solvar, coach for fitness and healthy living Ragged Sanden, hermit and speaker for nature Silent Flame, Master of the Seventeen Forms Tembly the Daring, veteran acrobat and circus performer Twelve Fingers, experienced thief and spy Wen Hardfoot, well-traveled scout and naturalist Zuleri Gan, conductor, playwright, and music scholar ","type":"Rules","url":"/Rules.aspx?ID=882","weakness":{}}},{"_index":"aon18","_id":"rules-883","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Running Downtime","Retraining"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-883","markdown":"<title level=\"1\" right=\"Rules\">[Extreme Retraining](/Rules.aspx?ID=883)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 27</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBy the default rules, PCs can't retrain their class, ancestry, background, ability boosts, or anything else intrinsic to their character. However, you might be able to find a way to make this happen in the story, going beyond the realm of retraining and into deeper, story-based quests. Class and ability modifiers are the simplest of these to justify, as they could come about solely through intense retraining. Especially at low levels, you might let a player rebuild their character as a different class, perhaps starting by retraining into a multiclass dedication for their new class and swapping into more feats from that dedication as partial progress towards the class change. Just be mindful that they aren't swapping over to switch out a class they think is great at low levels for one they think is stronger at high levels. Retraining a class or ability scores should take a long time, typically months or years.\n\n Changing an ancestry or heritage requires some kind of magic, such as reincarnation into a new form. This might take a complex ritual, exposure to bizarre and rare magic, or the intervention of a deity. For instance, you might require an elf who wants to be a halfling to first become trained in [Halfling Lore](/Skills.aspx?ID=8), worship the halfling pantheon, and eventually do a great service for halflings to get a divine blessing of transformation.\n\n Retraining a background requires altering the game's story so that the events the PC thought happened didn't. That can be pretty tricky to justify! The most likely scenario is that they had their memory altered and need to get it magically restored to reveal their “true” background—the new retrained background.\n\n Of course, in all these cases you could make an exception and just let the player make the change without explanation. This effectively acknowledges that you're playing a game, and don't need an in-world justification for certain changes. For some groups it might be easier, or require less suspension of disbelief, to ask the group to adjust their ideas of what's previously happened in the game than to accept something like an elf turning into a halfling via magic.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Extreme Retraining","next_link":{"label":"Adjudicating Rules","url":"/Rules.aspx?ID=884"},"previous_link":{"label":"Teachers","url":"/Rules.aspx?ID=882"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 27</row>\r\n\r\nChapter 1: Gamemastery Basics / Running Downtime / Retraining\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 27"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 27</row>","speed":{},"text":" Extreme Retraining Source Gamemastery Guide pg. 27 By the default rules, PCs can't retrain their class, ancestry, background, ability boosts, or anything else intrinsic to their character. However, you might be able to find a way to make this happen in the story, going beyond the realm of retraining and into deeper, story-based quests. Class and ability modifiers are the simplest of these to justify, as they could come about solely through intense retraining. Especially at low levels, you might let a player rebuild their character as a different class, perhaps starting by retraining into a multiclass dedication for their new class and swapping into more feats from that dedication as partial progress towards the class change. Just be mindful that they aren't swapping over to switch out a class they think is great at low levels for one they think is stronger at high levels. Retraining a class or ability scores should take a long time, typically months or years. Changing an ancestry or heritage requires some kind of magic, such as reincarnation into a new form. This might take a complex ritual, exposure to bizarre and rare magic, or the intervention of a deity. For instance, you might require an elf who wants to be a halfling to first become trained in Halfling Lore, worship the halfling pantheon, and eventually do a great service for halflings to get a divine blessing of transformation. Retraining a background requires altering the game's story so that the events the PC thought happened didn't. That can be pretty tricky to justify! The most likely scenario is that they had their memory altered and need to get it magically restored to reveal their “true” background—the new retrained background. Of course, in all these cases you could make an exception and just let the player make the change without explanation. This effectively acknowledges that you're playing a game, and don't need an in-world justification for certain changes. For some groups it might be easier, or require less suspension of disbelief, to ask the group to adjust their ideas of what's previously happened in the game than to accept something like an elf turning into a halfling via magic. ","type":"Rules","url":"/Rules.aspx?ID=883","weakness":{}}},{"_index":"aon18","_id":"rules-884","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-884","markdown":"<title level=\"1\" right=\"Rules\">[Adjudicating Rules](/Rules.aspx?ID=884)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs Game Master, it falls on you to adjudicate the rules. This means youre making judgments and decisions about the rules, especially when their application is unclear. Roleplaying games encourage creativity, and however well crafted and well tested a set of rules is, players will always find situations that require interpretation and judgment by the GM.\n\n You need at least some familiarity with the rules to run a game well. But you dont need to be the foremost expert on the rules. You dont even need to know the most about the rules at your table to be a great GM! Theres a key difference between “knowing” the rules and “adjudicating” the rules.\n\n While GMing, strive to make quick, fair, and consistent rulings. Your rulings should encourage your group to work together to interpret the rules and to be creative with their characters decisions and actions. If your group is satisfied with the interpretation, youve made the right adjudication!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-885\" />\r\n\r\n<document level=\"2\" id=\"rules-892\" />\r\n\r\n<document level=\"2\" id=\"rules-893\" />","name":"Adjudicating Rules","next_link":{"label":"Resolving Problems","url":"/Rules.aspx?ID=894"},"previous_link":{"label":"Running Downtime","url":"/Rules.aspx?ID=870"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>\r\n\r\nChapter 1: Gamemastery Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 28"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>","speed":{},"text":" Adjudicating Rules Source Gamemastery Guide pg. 28 As Game Master, it falls on you to adjudicate the rules. This means youre making judgments and decisions about the rules, especially when their application is unclear. Roleplaying games encourage creativity, and however well crafted and well tested a set of rules is, players will always find situations that require interpretation and judgment by the GM. You need at least some familiarity with the rules to run a game well. But you dont need to be the foremost expert on the rules. You dont even need to know the most about the rules at your table to be a great GM! Theres a key difference between “knowing” the rules and “adjudicating” the rules. While GMing, strive to make quick, fair, and consistent rulings. Your rulings should encourage your group to work together to interpret the rules and to be creative with their characters decisions and actions. If your group is satisfied with the interpretation, youve made the right adjudication! ","type":"Rules","url":"/Rules.aspx?ID=884","weakness":{}}},{"_index":"aon18","_id":"rules-885","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adjudicating Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-885","markdown":"<title level=\"1\" right=\"Rules\">[Core Principles](/Rules.aspx?ID=885)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese are the most important things to keep in mind. \n<ul><li>Remember the basics of the rules. </li><li>Be consistent with your past rulings. </li><li>Dont worry if you dont have a specific rule memorized; its OK to look it up! </li><li>Listen to concise opinions from the other players. </li><li>Make a call and get on with play. </li><li>Review your decision after the session is over, if necessary.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-886\" />\r\n\r\n<document level=\"2\" id=\"rules-887\" />\r\n\r\n<document level=\"2\" id=\"rules-888\" />\r\n\r\n<document level=\"2\" id=\"rules-889\" />\r\n\r\n<document level=\"2\" id=\"rules-890\" />\r\n\r\n<document level=\"2\" id=\"rules-891\" />","name":"Core Principles","next_link":{"label":"Saying \"Yes, But\"","url":"/Rules.aspx?ID=892"},"previous_link":{"label":"Running Downtime","url":"/Rules.aspx?ID=870"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>\r\n\r\nChapter 1: Gamemastery Basics / Adjudicating Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 28"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>","speed":{},"text":" Core Principles Source Gamemastery Guide pg. 28 These are the most important things to keep in mind. Remember the basics of the rules. Be consistent with your past rulings. Dont worry if you dont have a specific rule memorized; its OK to look it up! Listen to concise opinions from the other players. Make a call and get on with play. Review your decision after the session is over, if necessary. ","type":"Rules","url":"/Rules.aspx?ID=885","weakness":{}}},{"_index":"aon18","_id":"rules-886","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adjudicating Rules","Core Principles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-886","markdown":"<title level=\"1\" right=\"Rules\">[The Basics](/Rules.aspx?ID=886)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStart by looking at the [basic guidelines on page 491 of the _Core Rulebook_](/Rules.aspx?ID=507) for the fundamental principles that can help you make rulings quickly and fairly. You should also be familiar with the rules relevant to encounters, exploration, and downtime, as well as with the section in [Chapter 10: Game Mastering](/Rules.aspx?ID=480) in the _Core Rulebook_ on running those modes of play.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Basics","next_link":{"label":"Consistency and Fairness","url":"/Rules.aspx?ID=887"},"previous_link":{"label":"Running Downtime","url":"/Rules.aspx?ID=870"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>\r\n\r\nChapter 1: Gamemastery Basics / Adjudicating Rules / Core Principles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 28"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>","speed":{},"text":" The Basics Source Gamemastery Guide pg. 28 Start by looking at the basic guidelines on page 491 of the Core Rulebook for the fundamental principles that can help you make rulings quickly and fairly. You should also be familiar with the rules relevant to encounters, exploration, and downtime, as well as with the section in Chapter 10: Game Mastering in the Core Rulebook on running those modes of play. ","type":"Rules","url":"/Rules.aspx?ID=886","weakness":{}}},{"_index":"aon18","_id":"rules-887","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adjudicating Rules","Core Principles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-887","markdown":"<title level=\"1\" right=\"Rules\">[Consistency and Fairness](/Rules.aspx?ID=887)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs an arbiter of the rules and the person whos setting the scene for the action, its in your best interest to appear fair at all times. Your main defense against appearing unfair is consistency in your rulings.\n\n Achieving consistency is as easy as explaining why youre ruling a certain way and comparing this ruling to past rulings youve made in a way that makes sense to your players. For example, you might say something like “When Torben swung from the chandelier and attacked the air elemental, I required an [Athletics](/Skills.aspx?ID=3) check as part of the action and gave a +1 circumstance bonus to the attack roll. Hanging from the rope bridge to attack the giant bat sounds similar, so why dont you roll an Athletics check.” Do this any time its applicable when you make a ruling, but dont feel compelled to do so for truly new rulings. Through the course of playing, your previous rulings will form a set of shared preferences and an understanding between you and your group—or even become formalized house rules. Over time, your players will think about these examples when planning their actions, which can improve consistency during play.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Consistency and Fairness","next_link":{"label":"Looking Up Rules","url":"/Rules.aspx?ID=888"},"previous_link":{"label":"The Basics","url":"/Rules.aspx?ID=886"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>\r\n\r\nChapter 1: Gamemastery Basics / Adjudicating Rules / Core Principles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 28"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>","speed":{},"text":" Consistency and Fairness Source Gamemastery Guide pg. 28 As an arbiter of the rules and the person whos setting the scene for the action, its in your best interest to appear fair at all times. Your main defense against appearing unfair is consistency in your rulings. Achieving consistency is as easy as explaining why youre ruling a certain way and comparing this ruling to past rulings youve made in a way that makes sense to your players. For example, you might say something like “When Torben swung from the chandelier and attacked the air elemental, I required an Athletics check as part of the action and gave a +1 circumstance bonus to the attack roll. Hanging from the rope bridge to attack the giant bat sounds similar, so why dont you roll an Athletics check.” Do this any time its applicable when you make a ruling, but dont feel compelled to do so for truly new rulings. Through the course of playing, your previous rulings will form a set of shared preferences and an understanding between you and your group—or even become formalized house rules. Over time, your players will think about these examples when planning their actions, which can improve consistency during play. ","type":"Rules","url":"/Rules.aspx?ID=887","weakness":{}}},{"_index":"aon18","_id":"rules-888","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adjudicating Rules","Core Principles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-888","markdown":"<title level=\"1\" right=\"Rules\">[Looking Up Rules](/Rules.aspx?ID=888)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIt is perfectly acceptable to refer to the rules during a session. However, you dont have to do this alone. If youre leafing through a book or searching an electronic reference, your players are idle. There are a few techniques that make these intervals more palatable for the players. Letting them know that youre looking something up might prompt some players to also read the rule. This can increase the chances of collaboration and sets expectations for the length of the pause. Alerting your players that youre going to take a minute and read the rules also lets them know that its a good time to tend to away-from-the-table tasks like refilling a drink.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Looking Up Rules","next_link":{"label":"Listen to the Players","url":"/Rules.aspx?ID=889"},"previous_link":{"label":"Consistency and Fairness","url":"/Rules.aspx?ID=887"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>\r\n\r\nChapter 1: Gamemastery Basics / Adjudicating Rules / Core Principles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 28"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>","speed":{},"text":" Looking Up Rules Source Gamemastery Guide pg. 28 It is perfectly acceptable to refer to the rules during a session. However, you dont have to do this alone. If youre leafing through a book or searching an electronic reference, your players are idle. There are a few techniques that make these intervals more palatable for the players. Letting them know that youre looking something up might prompt some players to also read the rule. This can increase the chances of collaboration and sets expectations for the length of the pause. Alerting your players that youre going to take a minute and read the rules also lets them know that its a good time to tend to away-from-the-table tasks like refilling a drink. ","type":"Rules","url":"/Rules.aspx?ID=888","weakness":{}}},{"_index":"aon18","_id":"rules-889","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adjudicating Rules","Core Principles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-889","markdown":"<title level=\"1\" right=\"Rules\">[Listen to the Players](/Rules.aspx?ID=889)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe friends around your game table are perhaps your best tool for achieving quick, fair, and consistent rulings. Sharing the task of remembering the rules makes rules discussions collaborative rather than combative, greatly increases the chances of accurate and comprehensive recall of the written rules and your own past rulings, and is true to the shared storytelling spirit of Pathfinder.\n\n Asking if anyone knows how a specific rule rewards those players who have spent time mastering the rules and involves more people in the discussion. It signals to other players that you are willing to hear opinions before making a ruling, and it builds a more collaborative environment. In addition, for groups with access to a large number of sourcebooks or rules resources, you can ask different players to examine separate sources. This can greatly increase the speed and accuracy of a groups rulings.\n\n Approaching the rules as a group problem also means that you should never trivialize player concerns about a rule. You must also think about each player and assess how important the rules actually are to each player. Remember, though—while rules recall is a group challenge, making the final decision on the rules interpretation and getting the session moving again falls to you.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Listen to the Players","next_link":{"label":"Make the Call","url":"/Rules.aspx?ID=890"},"previous_link":{"label":"Looking Up Rules","url":"/Rules.aspx?ID=888"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>\r\n\r\nChapter 1: Gamemastery Basics / Adjudicating Rules / Core Principles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 28"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 28</row>","speed":{},"text":" Listen to the Players Source Gamemastery Guide pg. 28 The friends around your game table are perhaps your best tool for achieving quick, fair, and consistent rulings. Sharing the task of remembering the rules makes rules discussions collaborative rather than combative, greatly increases the chances of accurate and comprehensive recall of the written rules and your own past rulings, and is true to the shared storytelling spirit of Pathfinder. Asking if anyone knows how a specific rule rewards those players who have spent time mastering the rules and involves more people in the discussion. It signals to other players that you are willing to hear opinions before making a ruling, and it builds a more collaborative environment. In addition, for groups with access to a large number of sourcebooks or rules resources, you can ask different players to examine separate sources. This can greatly increase the speed and accuracy of a groups rulings. Approaching the rules as a group problem also means that you should never trivialize player concerns about a rule. You must also think about each player and assess how important the rules actually are to each player. Remember, though—while rules recall is a group challenge, making the final decision on the rules interpretation and getting the session moving again falls to you. ","type":"Rules","url":"/Rules.aspx?ID=889","weakness":{}}},{"_index":"aon18","_id":"rules-890","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adjudicating Rules","Core Principles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-890","markdown":"<title level=\"1\" right=\"Rules\">[Make the Call](/Rules.aspx?ID=890)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 29</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThough all the above are great practices for making good rulings, often the best ruling is the one that keeps the game moving. Avoid getting so bogged down that it takes you several minutes to decide what ruling youll proceed with. Take whats close enough and keep playing. If necessary, you can tell your group “This is how were playing it now, but we can have more discussion between sessions.” This gets you back in the action, puts a clear stamp on the fact that this is your decision in the moment, and empowers your players with permission to express their opinions on the ruling at a later time. When in doubt, rule in favor of the players request, and then review the situation later.\n\n The best time to really go in-depth, possibly putting the group on a short break, is when a situation is life-or-death or has major consequences in a characters story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Make the Call","next_link":{"label":"Take Time for Review","url":"/Rules.aspx?ID=891"},"previous_link":{"label":"Listen to the Players","url":"/Rules.aspx?ID=889"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 29</row>\r\n\r\nChapter 1: Gamemastery Basics / Adjudicating Rules / Core Principles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 29</row>","speed":{},"text":" Make the Call Source Gamemastery Guide pg. 29 Though all the above are great practices for making good rulings, often the best ruling is the one that keeps the game moving. Avoid getting so bogged down that it takes you several minutes to decide what ruling youll proceed with. Take whats close enough and keep playing. If necessary, you can tell your group “This is how were playing it now, but we can have more discussion between sessions.” This gets you back in the action, puts a clear stamp on the fact that this is your decision in the moment, and empowers your players with permission to express their opinions on the ruling at a later time. When in doubt, rule in favor of the players request, and then review the situation later. The best time to really go in-depth, possibly putting the group on a short break, is when a situation is life-or-death or has major consequences in a characters story. ","type":"Rules","url":"/Rules.aspx?ID=890","weakness":{}}},{"_index":"aon18","_id":"rules-891","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adjudicating Rules","Core Principles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-891","markdown":"<title level=\"1\" right=\"Rules\">[Take Time for Review](/Rules.aspx?ID=891)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 29</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you make a decision youre not sure about, look back over it at the end of a session or between sessions. You might change your mind—theres nothing wrong with that! If you change or clarify your original ruling, inform your players before the next session. No one likes being surprised by a rule change. Even better, include them in a rules conversation just like you might during a session. The guidance on discussing rules with your players still applies between sessions. Unlike at-the-table rules discussions, theres also much more time in these situations to read existing official rulings or sources.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Take Time for Review","next_link":{"label":"Saying \"Yes, But\"","url":"/Rules.aspx?ID=892"},"previous_link":{"label":"Make the Call","url":"/Rules.aspx?ID=890"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 29</row>\r\n\r\nChapter 1: Gamemastery Basics / Adjudicating Rules / Core Principles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 29</row>","speed":{},"text":" Take Time for Review Source Gamemastery Guide pg. 29 When you make a decision youre not sure about, look back over it at the end of a session or between sessions. You might change your mind—theres nothing wrong with that! If you change or clarify your original ruling, inform your players before the next session. No one likes being surprised by a rule change. Even better, include them in a rules conversation just like you might during a session. The guidance on discussing rules with your players still applies between sessions. Unlike at-the-table rules discussions, theres also much more time in these situations to read existing official rulings or sources. ","type":"Rules","url":"/Rules.aspx?ID=891","weakness":{}}},{"_index":"aon18","_id":"rules-892","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adjudicating Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-892","markdown":"<title level=\"1\" right=\"Rules\">[Saying \"Yes, But\"](/Rules.aspx?ID=892)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 29</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome of the most memorable moments come from situations that inherently call for a rules interpretation, like when a player wants to do something creative using the environment. The variety of these situations is limited only by the imagination of your players. Its usually better to say “yes” than “no,” within reason. For example, imagine a player wants to do something borderline nonsensical like grabbing a spider and squeezing it to force it to use its web attack. But what about a player who wants to use a fire spell to deliberately ignite a barrel of oil? Surely that should have some effect!\n\n This is where you can use a variant of the well-known improv “Yes, and,” technique: you can say “Yes, but.” With “Yes, but,” you allow the players creative idea, but tie it into the world and the game rules via some sort of additional consequences, potentially adding the uncertainty of an additional roll.\n\n Here are some simple ways you might implement this tool. Almost all of these require an action or are part of another action. \n<ul><li>Get a fleeting benefit without a roll. Example: dip a sword into a burning brazier to add 1 fire damage on the next attack against a troll. </li><li>Require a check, then apply a circumstance bonus to the PCs action. Example: swing from a chandelier above a foe. </li><li>Require a check, then apply a circumstance penalty or condition to a foe. Example: throw a barrel over a monsters head. </li><li>Require an attack roll or skill check to deal minor damage and gain another benefit. Examples: jump from a higher elevation down onto a foe for a small amount of damage, potentially knocking the foe prone; throw sand in an opponents eyes. </li><li>Require a directed attack against an object, then allow foes to attempt saving throws against the objects effect at a DC you choose. Example: cast a [_produce flame_](/Spells.aspx?ID=236) spell at a barrel of explosives.</li></ul> Another powerful tool you can use to help you say “Yes, but” when youre unsure of the game impact is to allow the idea to work just this once, letting your players know that this is part of your decision. For instance, maybe you think a PCs attempt to Grapple a spider to aim its web attack at another foe is so fun you have to let them do it, but youre worried that the effect would be so powerful that the PCs would just carry around a spider to shoot webs for the rest of the campaign. By making it a one-time effect, you can have fun but dont have to worry about whether youre setting a disruptive precedent for later on.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Saying \"Yes, But\"","next_link":{"label":"House Rules","url":"/Rules.aspx?ID=893"},"previous_link":{"label":"Core Principles","url":"/Rules.aspx?ID=885"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 29</row>\r\n\r\nChapter 1: Gamemastery Basics / Adjudicating Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 29</row>","speed":{},"text":" Saying \"Yes, But\" Source Gamemastery Guide pg. 29 Some of the most memorable moments come from situations that inherently call for a rules interpretation, like when a player wants to do something creative using the environment. The variety of these situations is limited only by the imagination of your players. Its usually better to say “yes” than “no,” within reason. For example, imagine a player wants to do something borderline nonsensical like grabbing a spider and squeezing it to force it to use its web attack. But what about a player who wants to use a fire spell to deliberately ignite a barrel of oil? Surely that should have some effect! This is where you can use a variant of the well-known improv “Yes, and,” technique: you can say “Yes, but.” With “Yes, but,” you allow the players creative idea, but tie it into the world and the game rules via some sort of additional consequences, potentially adding the uncertainty of an additional roll. Here are some simple ways you might implement this tool. Almost all of these require an action or are part of another action. Get a fleeting benefit without a roll. Example: dip a sword into a burning brazier to add 1 fire damage on the next attack against a troll. Require a check, then apply a circumstance bonus to the PCs action. Example: swing from a chandelier above a foe. Require a check, then apply a circumstance penalty or condition to a foe. Example: throw a barrel over a monsters head. Require an attack roll or skill check to deal minor damage and gain another benefit. Examples: jump from a higher elevation down onto a foe for a small amount of damage, potentially knocking the foe prone; throw sand in an opponents eyes. Require a directed attack against an object, then allow foes to attempt saving throws against the objects effect at a DC you choose. Example: cast a produce flame spell at a barrel of explosives. Another powerful tool you can use to help you say “Yes, but” when youre unsure of the game impact is to allow the idea to work just this once, letting your players know that this is part of your decision. For instance, maybe you think a PCs attempt to Grapple a spider to aim its web attack at another foe is so fun you have to let them do it, but youre worried that the effect would be so powerful that the PCs would just carry around a spider to shoot webs for the rest of the campaign. By making it a one-time effect, you can have fun but dont have to worry about whether youre setting a disruptive precedent for later on. ","type":"Rules","url":"/Rules.aspx?ID=892","weakness":{}}},{"_index":"aon18","_id":"rules-893","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adjudicating Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-893","markdown":"<title level=\"1\" right=\"Rules\">[House Rules](/Rules.aspx?ID=893)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 29</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou and your players will inevitably come across a rule you disagree with, or that runs counter to the theme of your game. You might even decide to add a specific rule to an area not covered by the written rules. Collectively, these rulings, changes, and additions are known as house rules. Its a good idea to record them in a place where the group can easily access and refer to them, and where a potential new player could find them. Such record-keeping is a great thing to delegate to a player!\n\n The best rule of thumb in these situations is to be slow to change the written rules and quick to revert a problematic ruling or house rule. The simple reason for this is that sticking to the written rules is the easiest way to remain fair and consistent. However, the more you learn your groups play style, the more often youll find times where you and your group feel its correct to institute a house rule of some sort. You might take a look at [Chapter 4: Variant Rules](/Rules.aspx?ID=1297) to get started!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"House Rules","next_link":{"label":"Resolving Problems","url":"/Rules.aspx?ID=894"},"previous_link":{"label":"Saying \"Yes, But\"","url":"/Rules.aspx?ID=892"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 29</row>\r\n\r\nChapter 1: Gamemastery Basics / Adjudicating Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 29</row>","speed":{},"text":" House Rules Source Gamemastery Guide pg. 29 You and your players will inevitably come across a rule you disagree with, or that runs counter to the theme of your game. You might even decide to add a specific rule to an area not covered by the written rules. Collectively, these rulings, changes, and additions are known as house rules. Its a good idea to record them in a place where the group can easily access and refer to them, and where a potential new player could find them. Such record-keeping is a great thing to delegate to a player! The best rule of thumb in these situations is to be slow to change the written rules and quick to revert a problematic ruling or house rule. The simple reason for this is that sticking to the written rules is the easiest way to remain fair and consistent. However, the more you learn your groups play style, the more often youll find times where you and your group feel its correct to institute a house rule of some sort. You might take a look at Chapter 4: Variant Rules to get started! ","type":"Rules","url":"/Rules.aspx?ID=893","weakness":{}}},{"_index":"aon18","_id":"rules-894","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-894","markdown":"<title level=\"1\" right=\"Rules\">[Resolving Problems](/Rules.aspx?ID=894)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 30</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBeing a Game Master and running a game can be a tremendously rewarding and fulfilling experience: you get to sit down with friends old and new, roll some dice, tell stories, and have fun. That said, being a GM and running a game can present unique challenges. Sometimes problems present themselves at the table, and its up to the GM to resolve them.\n\n When dealing with problems at the table, keep in mind the primary reason to play Pathfinder is to have fun. And thats true for everyone—player or GM. Dont “solve” a problem by reducing everyones enjoyment of the game or their ability to forge a path for their characters. Of course, sometimes your solution might not make everyone deliriously happy. Play style is a highly personal, individual thing, rarely does a group agree on all things all the time. Solving problems can be as collaborative as the rest of the game. Only a foolish GM ignores the players opinions— but that said, the final decision in resolving a problem rests with you.\n\n Issues at the table arise occasionally. Broadly, such problems can be separated into four main categories: distractions, total party kills, problematic players, and power imbalances. The first of these is covered in detail on [page 491 of the _Core Rulebook_](/Rules.aspx?ID=506), and guidance for the others appears here.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-895\" />\r\n\r\n<document level=\"2\" id=\"rules-896\" />\r\n\r\n<document level=\"2\" id=\"rules-899\" />","name":"Resolving Problems","next_link":{"label":"Narrative Collaboration","url":"/Rules.aspx?ID=900"},"previous_link":{"label":"Adjudicating Rules","url":"/Rules.aspx?ID=884"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 30</row>\r\n\r\nChapter 1: Gamemastery Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 30"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 30</row>","speed":{},"text":" Resolving Problems Source Gamemastery Guide pg. 30 Being a Game Master and running a game can be a tremendously rewarding and fulfilling experience: you get to sit down with friends old and new, roll some dice, tell stories, and have fun. That said, being a GM and running a game can present unique challenges. Sometimes problems present themselves at the table, and its up to the GM to resolve them. When dealing with problems at the table, keep in mind the primary reason to play Pathfinder is to have fun. And thats true for everyone—player or GM. Dont “solve” a problem by reducing everyones enjoyment of the game or their ability to forge a path for their characters. Of course, sometimes your solution might not make everyone deliriously happy. Play style is a highly personal, individual thing, rarely does a group agree on all things all the time. Solving problems can be as collaborative as the rest of the game. Only a foolish GM ignores the players opinions— but that said, the final decision in resolving a problem rests with you. Issues at the table arise occasionally. Broadly, such problems can be separated into four main categories: distractions, total party kills, problematic players, and power imbalances. The first of these is covered in detail on page 491 of the Core Rulebook , and guidance for the others appears here. ","type":"Rules","url":"/Rules.aspx?ID=894","weakness":{}}},{"_index":"aon18","_id":"rules-895","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Resolving Problems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-895","markdown":"<title level=\"1\" right=\"Rules\">[Total Party Kills](/Rules.aspx?ID=895)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 30</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPerhaps the most feared of any outcome of a gaming session, a total party kill (TPK) can spell the end of an adventure or campaign. In a TPK, every member of the party dies. Think in advance about how comfortable you are with TPKs and discuss them with the other players. This can provide valuable insights into not only how you should handle one but also the implied level of lethality the players expect.\n\n TPKs are rarely unavoidable. Usually it becomes evident at some point during the session, whether to everyone or only to you, that disaster looms. What the players do with this insight is up to them, but you have more control and can take steps to avoid the TPK. For example, perhaps the PCs foe gets distracted by something, an ally arrives to help the heroes, or the villain captures them instead of slaying them outright. The simplest path is to just allow a clear escape route the PCs can take—perhaps with a few characters still falling along the way. Its not entirely your responsibility to defuse the TPK, but offering such opportunities gives players more say in their characters fates.\n\n Should a TPK occur anyway, the kind of game youre running should influence your approach to the situation. For example, in a campaign centered around dungeon crawling, a TPK is less of a problem—the players simply form a new adventuring party and take up where the dead ones left off. If you are running a story-intensive game in which each PC has a personal stake in defeating the villain, saving the town, or the like, a TPK could demolish multiple plot threads. Here, you might use the story you have in place, having the NPCs take up arms to find or avenge the slain group—or raise them from the dead.\n\n Note that the game should continue only if the players want it to. The premature end of an adventure or campaign isnt always a bad thing. If the group is interested in moving on, theres nothing wrong with ending the campaign and starting something different.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Total Party Kills","next_link":{"label":"Problematic Players","url":"/Rules.aspx?ID=896"},"previous_link":{"label":"Adjudicating Rules","url":"/Rules.aspx?ID=884"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 30</row>\r\n\r\nChapter 1: Gamemastery Basics / Resolving Problems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 30"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 30</row>","speed":{},"text":" Total Party Kills Source Gamemastery Guide pg. 30 Perhaps the most feared of any outcome of a gaming session, a total party kill (TPK) can spell the end of an adventure or campaign. In a TPK, every member of the party dies. Think in advance about how comfortable you are with TPKs and discuss them with the other players. This can provide valuable insights into not only how you should handle one but also the implied level of lethality the players expect. TPKs are rarely unavoidable. Usually it becomes evident at some point during the session, whether to everyone or only to you, that disaster looms. What the players do with this insight is up to them, but you have more control and can take steps to avoid the TPK. For example, perhaps the PCs foe gets distracted by something, an ally arrives to help the heroes, or the villain captures them instead of slaying them outright. The simplest path is to just allow a clear escape route the PCs can take—perhaps with a few characters still falling along the way. Its not entirely your responsibility to defuse the TPK, but offering such opportunities gives players more say in their characters fates. Should a TPK occur anyway, the kind of game youre running should influence your approach to the situation. For example, in a campaign centered around dungeon crawling, a TPK is less of a problem—the players simply form a new adventuring party and take up where the dead ones left off. If you are running a story-intensive game in which each PC has a personal stake in defeating the villain, saving the town, or the like, a TPK could demolish multiple plot threads. Here, you might use the story you have in place, having the NPCs take up arms to find or avenge the slain group—or raise them from the dead. Note that the game should continue only if the players want it to. The premature end of an adventure or campaign isnt always a bad thing. If the group is interested in moving on, theres nothing wrong with ending the campaign and starting something different. ","type":"Rules","url":"/Rules.aspx?ID=895","weakness":{}}},{"_index":"aon18","_id":"rules-896","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Resolving Problems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-896","markdown":"<title level=\"1\" right=\"Rules\">[Problematic Players](/Rules.aspx?ID=896)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 31</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost players who cause problems do so unintentionally— perhaps bringing out-of-game issues and stresses to the table. You shouldnt immediately jump on every instance of problematic play—everyone has a bad night on occasion. However, if someone disrupts the game on an ongoing basis, you owe it to all the players to deal with the problem. If you dont, bad feelings, grudges, and even ruined friendships could result.\n\n Handling a problematic player requires tact: making demands in front of the rest of the group is rarely the best way to resolve the problem. Attempt to handle the problem privately away from the game, or call a break to have a private conversation if the situation is really urgent. As with all emotionally charged conversations, email, text messages and the like can lose the subtlety of speech—its better to meet the player face to face, if possible. Here are some problematic behaviors that often come up and might require you to intervene. \n<ul><li>Obsessing over the letter of the rules. </li><li>Constantly “helping” other players make the optimal choice on their turn. </li><li>Making their character the center of attention, without allowing space for other players.</li></ul> Other behaviors are unacceptable and must be dealt with firmly and decisively. These can be severe enough to pause the game in progress. Such actions speak to a deeper problem and require more drastic action to solve. \n<ul><li>Repeatedly arguing with decisions made by other players or the GM. </li><li>Ignoring other players opinions. </li><li>Deliberately derailing the adventures plot. </li><li>Being deliberately rude or cruel to other players— especially if its on the basis of their ethnicity, gender, sexual orientation, political or religious affiliation, the color of their skin, or the like.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Cheating</title>\r\n\r\nPlayers rarely cheat knowingly, so if you suspect a player of cheating, its safe to assume first that theyre unaware of—or simply forgot—how an aspect of the rules works. A gentle reminder of how the rule, spell, or ability in question functions is usually enough to move past the situation. Every once in a great while, youll encounter a player who is deliberately cheating. The spirit of roleplaying is one of cooperative storytelling and overcoming challenges together, so one player cheating steals fun from every other player at the table. Its natural to feel some anger in this situation, so make sure you let some time pass between when you discover that a player is cheating and when you address it with them.\n\n Ultimately, it will fall to you as the GM to gently make it clear that this behavior must stop. To do this well, think carefully about why the player is cheating before approaching them. The reason behind the cheating often points to a reasonable solution. When discussing the matter with your player, do your best to remain calm and inquisitive rather than accusatory.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-897\" />\r\n\r\n<document level=\"2\" id=\"rules-898\" />","name":"Problematic Players","next_link":{"label":"Power Imbalances","url":"/Rules.aspx?ID=899"},"previous_link":{"label":"Total Party Kills","url":"/Rules.aspx?ID=895"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 31</row>\r\n\r\nChapter 1: Gamemastery Basics / Resolving Problems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 31"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 31</row>","speed":{},"text":" Problematic Players Source Gamemastery Guide pg. 31 Most players who cause problems do so unintentionally— perhaps bringing out-of-game issues and stresses to the table. You shouldnt immediately jump on every instance of problematic play—everyone has a bad night on occasion. However, if someone disrupts the game on an ongoing basis, you owe it to all the players to deal with the problem. If you dont, bad feelings, grudges, and even ruined friendships could result. Handling a problematic player requires tact: making demands in front of the rest of the group is rarely the best way to resolve the problem. Attempt to handle the problem privately away from the game, or call a break to have a private conversation if the situation is really urgent. As with all emotionally charged conversations, email, text messages and the like can lose the subtlety of speech—its better to meet the player face to face, if possible. Here are some problematic behaviors that often come up and might require you to intervene. Obsessing over the letter of the rules. Constantly “helping” other players make the optimal choice on their turn. Making their character the center of attention, without allowing space for other players. Other behaviors are unacceptable and must be dealt with firmly and decisively. These can be severe enough to pause the game in progress. Such actions speak to a deeper problem and require more drastic action to solve. Repeatedly arguing with decisions made by other players or the GM. Ignoring other players opinions. Deliberately derailing the adventures plot. Being deliberately rude or cruel to other players— especially if its on the basis of their ethnicity, gender, sexual orientation, political or religious affiliation, the color of their skin, or the like. Cheating Players rarely cheat knowingly, so if you suspect a player of cheating, its safe to assume first that theyre unaware of—or simply forgot—how an aspect of the rules works. A gentle reminder of how the rule, spell, or ability in question functions is usually enough to move past the situation. Every once in a great while, youll encounter a player who is deliberately cheating. The spirit of roleplaying is one of cooperative storytelling and overcoming challenges together, so one player cheating steals fun from every other player at the table. Its natural to feel some anger in this situation, so make sure you let some time pass between when you discover that a player is cheating and when you address it with them. Ultimately, it will fall to you as the GM to gently make it clear that this behavior must stop. To do this well, think carefully about why the player is cheating before approaching them. The reason behind the cheating often points to a reasonable solution. When discussing the matter with your player, do your best to remain calm and inquisitive rather than accusatory. ","type":"Rules","url":"/Rules.aspx?ID=896","weakness":{}}},{"_index":"aon18","_id":"rules-897","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Resolving Problems","Problematic Players"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-897","markdown":"<title level=\"1\" right=\"Rules\">[Safety Tools](/Rules.aspx?ID=897)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 31</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIntroducing and using safety tools at your table can help head off some problematic behaviors. The [X-Card and Lines and Veils tools](/Rules.aspx?ID=485) allow anyone who feels uncomfortable or unsafe to express their discomfort, with clear guidance on how the rest of the table should respond. This clarity sets obvious boundaries to help enforce the social rules of the table.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Safety Tools","next_link":{"label":"Ejecting a Player","url":"/Rules.aspx?ID=898"},"previous_link":{"label":"Total Party Kills","url":"/Rules.aspx?ID=895"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 31</row>\r\n\r\nChapter 1: Gamemastery Basics / Resolving Problems / Problematic Players\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 31"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 31</row>","speed":{},"text":" Safety Tools Source Gamemastery Guide pg. 31 Introducing and using safety tools at your table can help head off some problematic behaviors. The X-Card and Lines and Veils tools allow anyone who feels uncomfortable or unsafe to express their discomfort, with clear guidance on how the rest of the table should respond. This clarity sets obvious boundaries to help enforce the social rules of the table. ","type":"Rules","url":"/Rules.aspx?ID=897","weakness":{}}},{"_index":"aon18","_id":"rules-898","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Resolving Problems","Problematic Players"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-898","markdown":"<title level=\"1\" right=\"Rules\">[Ejecting a Player](/Rules.aspx?ID=898)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 31</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUltimately, there is no place for a serially or deliberately disruptive player in your gaming group. Such behavior is not fair to you or the other players, and the problem player needs to either modify their behavior or leave the group.\n\n Before meeting with the problem player, discuss the situation with the other players in private to ensure you make the right call, and figure out what repercussions you expect and whether the game should continue at all.\n\n When you break the news to the problem player, be compassionate but firmly state the decision is final and restate which behaviors are responsible. If parts of having the player in the game were rewarding or you want the player to remain a friend, make that clear and decide if a players behavior merits other changes to your relationship.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ejecting a Player","next_link":{"label":"Power Imbalances","url":"/Rules.aspx?ID=899"},"previous_link":{"label":"Safety Tools","url":"/Rules.aspx?ID=897"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 31</row>\r\n\r\nChapter 1: Gamemastery Basics / Resolving Problems / Problematic Players\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 31"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 31</row>","speed":{},"text":" Ejecting a Player Source Gamemastery Guide pg. 31 Ultimately, there is no place for a serially or deliberately disruptive player in your gaming group. Such behavior is not fair to you or the other players, and the problem player needs to either modify their behavior or leave the group. Before meeting with the problem player, discuss the situation with the other players in private to ensure you make the right call, and figure out what repercussions you expect and whether the game should continue at all. When you break the news to the problem player, be compassionate but firmly state the decision is final and restate which behaviors are responsible. If parts of having the player in the game were rewarding or you want the player to remain a friend, make that clear and decide if a players behavior merits other changes to your relationship. ","type":"Rules","url":"/Rules.aspx?ID=898","weakness":{}}},{"_index":"aon18","_id":"rules-899","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Resolving Problems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-899","markdown":"<title level=\"1\" right=\"Rules\">[Power Imbalances](/Rules.aspx?ID=899)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 31</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou might end up with one PC who outshines everyone else. Perhaps the player is a rules expert with a powerful character, other players are less experienced or more focused on the story of their characters, or theres just a rules combination or item thats stronger than you expected. In any case, this imbalance might mean you have other players who feel ineffective, or the overpowered characters player becomes bored because they arent challenged during gameplay.\n\n Talk to the player between sessions, and make it clear that no one at the table is to blame in this situation. Most players have no problem making some concessions for the happiness of the group. If the problem results from rules options, offer an easy way to retrain. If the imbalance resulted from an item, come up with a way that item might need to be lost or sacrificed, but in a satisfying way that furthers the narrative.\n\n If you meet resistance from the player, listen to their counterpoints. If youre still convinced they need to change, you might need to be more firm.\n\n Its worth stating that players might still have fun, or even enjoy an instance of power imbalance. You dont have to do anything to address it unless it limits fun at your table.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Power Imbalances","next_link":{"label":"Narrative Collaboration","url":"/Rules.aspx?ID=900"},"previous_link":{"label":"Problematic Players","url":"/Rules.aspx?ID=896"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 31</row>\r\n\r\nChapter 1: Gamemastery Basics / Resolving Problems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 31"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 31</row>","speed":{},"text":" Power Imbalances Source Gamemastery Guide pg. 31 You might end up with one PC who outshines everyone else. Perhaps the player is a rules expert with a powerful character, other players are less experienced or more focused on the story of their characters, or theres just a rules combination or item thats stronger than you expected. In any case, this imbalance might mean you have other players who feel ineffective, or the overpowered characters player becomes bored because they arent challenged during gameplay. Talk to the player between sessions, and make it clear that no one at the table is to blame in this situation. Most players have no problem making some concessions for the happiness of the group. If the problem results from rules options, offer an easy way to retrain. If the imbalance resulted from an item, come up with a way that item might need to be lost or sacrificed, but in a satisfying way that furthers the narrative. If you meet resistance from the player, listen to their counterpoints. If youre still convinced they need to change, you might need to be more firm. Its worth stating that players might still have fun, or even enjoy an instance of power imbalance. You dont have to do anything to address it unless it limits fun at your table. ","type":"Rules","url":"/Rules.aspx?ID=899","weakness":{}}},{"_index":"aon18","_id":"rules-900","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-900","markdown":"<title level=\"1\" right=\"Rules\">[Narrative Collaboration](/Rules.aspx?ID=900)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe relationship between you, your players, and the story is what makes roleplaying games successful and memorable. If all the players at the table contribute ideas, the game holds more surprises for everyone—including you!\n\n While some players like to sit back and let the Game Master control everything, most players want their contributions to shape the campaigns story. This is central to the concept of player agency—making players feel like the choices they make really matter, and that the world is a living place they can change through their decisions. In some games, the players can step beyond the traditional divide between GM and players to directly influence how the story progresses. Below are three methods you can use to balance the narrative control of your game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-901\" />\r\n\r\n<document level=\"2\" id=\"rules-902\" />\r\n\r\n<document level=\"2\" id=\"rules-903\" />\r\n\r\n<document level=\"2\" id=\"rules-904\" />\r\n\r\n<document level=\"2\" id=\"rules-905\" />","name":"Narrative Collaboration","next_link":{"label":"Special Circumstances","url":"/Rules.aspx?ID=906"},"previous_link":{"label":"Resolving Problems","url":"/Rules.aspx?ID=894"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>\r\n\r\nChapter 1: Gamemastery Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>","speed":{},"text":" Narrative Collaboration Source Gamemastery Guide pg. 32 The relationship between you, your players, and the story is what makes roleplaying games successful and memorable. If all the players at the table contribute ideas, the game holds more surprises for everyone—including you! While some players like to sit back and let the Game Master control everything, most players want their contributions to shape the campaigns story. This is central to the concept of player agency—making players feel like the choices they make really matter, and that the world is a living place they can change through their decisions. In some games, the players can step beyond the traditional divide between GM and players to directly influence how the story progresses. Below are three methods you can use to balance the narrative control of your game. ","type":"Rules","url":"/Rules.aspx?ID=900","weakness":{}}},{"_index":"aon18","_id":"rules-901","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Narrative Collaboration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-901","markdown":"<title level=\"1\" right=\"Rules\">[Idea Farm](/Rules.aspx?ID=901)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nComing up with ideas for a campaign can sometimes feel overwhelming. This is where your players come in handy! You can solicit direct feedback from them and implement their ideas into the game. This style of narrative control preserve your authority over the game while giving players the chance to incorporate elements into the game you know they want to see. It doesnt venture beyond the traditional structure of a fantasy roleplaying game.\n\n Plan for a few checkpoints throughout the campaign where you touch base with your players to get their ideas. The most crucial comes at the start of the game. Its best to take this step before you even set to work on crafting the world or plot, so that player input can define whats important in the game world. Later, checkpoints can coincide with major story milestones. For example, if the players set off across the sea, you might ask where they want their voyage to end and what sites, if any, theyd like to explore along the way.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Idea Farm","next_link":{"label":"Creative Collaboration","url":"/Rules.aspx?ID=902"},"previous_link":{"label":"Resolving Problems","url":"/Rules.aspx?ID=894"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>\r\n\r\nChapter 1: Gamemastery Basics / Narrative Collaboration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>","speed":{},"text":" Idea Farm Source Gamemastery Guide pg. 32 Coming up with ideas for a campaign can sometimes feel overwhelming. This is where your players come in handy! You can solicit direct feedback from them and implement their ideas into the game. This style of narrative control preserve your authority over the game while giving players the chance to incorporate elements into the game you know they want to see. It doesnt venture beyond the traditional structure of a fantasy roleplaying game. Plan for a few checkpoints throughout the campaign where you touch base with your players to get their ideas. The most crucial comes at the start of the game. Its best to take this step before you even set to work on crafting the world or plot, so that player input can define whats important in the game world. Later, checkpoints can coincide with major story milestones. For example, if the players set off across the sea, you might ask where they want their voyage to end and what sites, if any, theyd like to explore along the way. ","type":"Rules","url":"/Rules.aspx?ID=901","weakness":{}}},{"_index":"aon18","_id":"rules-902","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Narrative Collaboration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-902","markdown":"<title level=\"1\" right=\"Rules\">[Creative Collaboration](/Rules.aspx?ID=902)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou might have players develop the stories of some of the regions or NPCs, while your contributions serve as the glue that makes it all work together. This breaks somewhat with traditional RPG structures, in that you might not be the expert on all areas of the setting and plot.\n\n Your collaboration will depend on the interests of you and the other players. Maybe one draws a city map, another makes the stats and personality for an NPC, another controls some monsters in combat, and a fourth doesnt want to do anything beyond playing their character. Theres a trade-off here, because while youll be off-loading some of your work, youll also need to ensure consistency across these multiple sources of ideas. It can really help to keep a log of which player is in charge of each part of your setting. If you expect one of a players specialties to appear in an upcoming session, let them know ahead of time so they can prepare or discuss their ideas in advance with you.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Creative Collaboration","next_link":{"label":"Decentralized Storytelling","url":"/Rules.aspx?ID=903"},"previous_link":{"label":"Idea Farm","url":"/Rules.aspx?ID=901"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>\r\n\r\nChapter 1: Gamemastery Basics / Narrative Collaboration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>","speed":{},"text":" Creative Collaboration Source Gamemastery Guide pg. 32 You might have players develop the stories of some of the regions or NPCs, while your contributions serve as the glue that makes it all work together. This breaks somewhat with traditional RPG structures, in that you might not be the expert on all areas of the setting and plot. Your collaboration will depend on the interests of you and the other players. Maybe one draws a city map, another makes the stats and personality for an NPC, another controls some monsters in combat, and a fourth doesnt want to do anything beyond playing their character. Theres a trade-off here, because while youll be off-loading some of your work, youll also need to ensure consistency across these multiple sources of ideas. It can really help to keep a log of which player is in charge of each part of your setting. If you expect one of a players specialties to appear in an upcoming session, let them know ahead of time so they can prepare or discuss their ideas in advance with you. ","type":"Rules","url":"/Rules.aspx?ID=902","weakness":{}}},{"_index":"aon18","_id":"rules-903","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Narrative Collaboration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-903","markdown":"<title level=\"1\" right=\"Rules\">[Decentralized Storytelling](/Rules.aspx?ID=903)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSo what if you want to go all the way and completely break down the walls between the GM and other players? What if you want to preside over a game in which anyone can speak for any of the NPCs, and when someone tries to determine whats down the next hallway, its just as likely to come from another player as from you? Now were talking about decentralized storytelling, the least traditional approach well cover here.\n\n In this approach, one of your biggest jobs is asking questions or giving prompts. “When you open the door, whats beyond?” “How does the king react to Lems taunt?” You can direct your questions to individual players, leave them open to all, and put forth your own suggestions.\n\n This approach works best when players are comfortable with one another and willing to both take responsibility in building the story and accept that some of their ideas will go unused. Its well suited for shorter campaigns, or ones in which players take turns in the GMs seat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Decentralized Storytelling","next_link":{"label":"Challenges","url":"/Rules.aspx?ID=904"},"previous_link":{"label":"Creative Collaboration","url":"/Rules.aspx?ID=902"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>\r\n\r\nChapter 1: Gamemastery Basics / Narrative Collaboration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>","speed":{},"text":" Decentralized Storytelling Source Gamemastery Guide pg. 32 So what if you want to go all the way and completely break down the walls between the GM and other players? What if you want to preside over a game in which anyone can speak for any of the NPCs, and when someone tries to determine whats down the next hallway, its just as likely to come from another player as from you? Now were talking about decentralized storytelling, the least traditional approach well cover here. In this approach, one of your biggest jobs is asking questions or giving prompts. “When you open the door, whats beyond?” “How does the king react to Lems taunt?” You can direct your questions to individual players, leave them open to all, and put forth your own suggestions. This approach works best when players are comfortable with one another and willing to both take responsibility in building the story and accept that some of their ideas will go unused. Its well suited for shorter campaigns, or ones in which players take turns in the GMs seat. ","type":"Rules","url":"/Rules.aspx?ID=903","weakness":{}}},{"_index":"aon18","_id":"rules-904","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Narrative Collaboration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-904","markdown":"<title level=\"1\" right=\"Rules\">[Challenges](/Rules.aspx?ID=904)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe largest risk of putting narrative control in multiple peoples hands is losing a cohesive story. When multiple people have conflicting ideas about the tone of the game or particulars of the setting, you can end up with something that doesnt satisfy anyone. One of your tasks as GM is to recap events to clarify and reinforce the shared narrative.\n\n Shared narrative control also complicates planning ahead. The group might need to improvise an encounter, take a break while you (and maybe other players) prep to go in a new direction, or even revise their plans. It helps to limit yourself to creatures that you can quickly find stats for in a _Bestiary_ volume or in the NPC Gallery of this book to avoid spending hours of work on creatures you wont use.\n\n Also, dont lose sight of your own enjoyment! You shouldnt sacrifice how much fun you have for others.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Challenges","next_link":{"label":"Story Points","url":"/Rules.aspx?ID=905"},"previous_link":{"label":"Decentralized Storytelling","url":"/Rules.aspx?ID=903"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>\r\n\r\nChapter 1: Gamemastery Basics / Narrative Collaboration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>","speed":{},"text":" Challenges Source Gamemastery Guide pg. 32 The largest risk of putting narrative control in multiple peoples hands is losing a cohesive story. When multiple people have conflicting ideas about the tone of the game or particulars of the setting, you can end up with something that doesnt satisfy anyone. One of your tasks as GM is to recap events to clarify and reinforce the shared narrative. Shared narrative control also complicates planning ahead. The group might need to improvise an encounter, take a break while you (and maybe other players) prep to go in a new direction, or even revise their plans. It helps to limit yourself to creatures that you can quickly find stats for in a Bestiary volume or in the NPC Gallery of this book to avoid spending hours of work on creatures you wont use. Also, dont lose sight of your own enjoyment! You shouldnt sacrifice how much fun you have for others. ","type":"Rules","url":"/Rules.aspx?ID=904","weakness":{}}},{"_index":"aon18","_id":"rules-905","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Narrative Collaboration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-905","markdown":"<title level=\"1\" right=\"Rules\">[Story Points](/Rules.aspx?ID=905)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you prefer, you can give players a number of Story Points at the start of each session (typically 2 or 3). They can cash these in to determine what happens next in the story. Having a currency like this means you can keep your steady hand on the tiller while allowing other players to interject when its important to them. For most groups, a Story Point should allow the player to suggest a plot twist that can be resolved quickly, or to establish a relevant fact or NPC attitude. It cant determine the outcome of an entire scene or vastly alter the reality of the setting.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Story Points","next_link":{"label":"Special Circumstances","url":"/Rules.aspx?ID=906"},"previous_link":{"label":"Challenges","url":"/Rules.aspx?ID=904"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>\r\n\r\nChapter 1: Gamemastery Basics / Narrative Collaboration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 32</row>","speed":{},"text":" Story Points Source Gamemastery Guide pg. 32 If you prefer, you can give players a number of Story Points at the start of each session (typically 2 or 3). They can cash these in to determine what happens next in the story. Having a currency like this means you can keep your steady hand on the tiller while allowing other players to interject when its important to them. For most groups, a Story Point should allow the player to suggest a plot twist that can be resolved quickly, or to establish a relevant fact or NPC attitude. It cant determine the outcome of an entire scene or vastly alter the reality of the setting. ","type":"Rules","url":"/Rules.aspx?ID=905","weakness":{}}},{"_index":"aon18","_id":"rules-906","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-906","markdown":"<title level=\"1\" right=\"Rules\">[Special Circumstances](/Rules.aspx?ID=906)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNo two Pathfinder groups are exactly the same. At each gaming table, the GM and players work together to find their own style for the game and to tell their own stories. Some of these differences require the GM to make adjustments, especially for groups participating in Pathfinder Society Organized Play, large or small groups, and groups in which one or more players has needs that are not addressed directly in the _Core Rulebook_.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-907\" />\r\n\r\n<document level=\"2\" id=\"rules-908\" />\r\n\r\n<document level=\"2\" id=\"rules-911\" />","name":"Special Circumstances","next_link":{"label":"Rarity in Your Game","url":"/Rules.aspx?ID=914"},"previous_link":{"label":"Narrative Collaboration","url":"/Rules.aspx?ID=900"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>\r\n\r\nChapter 1: Gamemastery Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>","speed":{},"text":" Special Circumstances Source Gamemastery Guide pg. 33 No two Pathfinder groups are exactly the same. At each gaming table, the GM and players work together to find their own style for the game and to tell their own stories. Some of these differences require the GM to make adjustments, especially for groups participating in Pathfinder Society Organized Play, large or small groups, and groups in which one or more players has needs that are not addressed directly in the Core Rulebook . ","type":"Rules","url":"/Rules.aspx?ID=906","weakness":{}}},{"_index":"aon18","_id":"rules-907","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Special Circumstances"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-907","markdown":"<title level=\"1\" right=\"Rules\">[Pathfinder Society Organized Play](/Rules.aspx?ID=907)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Pathfinder Society Organized Play campaign is a thriving, worldwide organization of players and GMs. While most home campaigns provide long-running stories with a consistent group, Pathfinder Society provides adventures designed to be completed in a single game session, so that players can continue their characters stories whenever and wherever works best for them. To allow this flexibility while maintaining a fair experience, the Pathfinder Society campaign handles some tasks that are normally in the GMs purview, such as selecting which rules options are available to PCs. Pathfinder Society GMs are expected to stay true to the adventure as it is written but are encouraged to allow players to apply creative solutions to the situations they face. For example, PCs may be able to use illusions, bribery, or social skills to bypass a challenge that is presented in the scenario as a combat encounter. You can decide for yourself which alternative solutions seem reasonable based on the context of the adventure, consulting the [Difficulty Classes](/Rules.aspx?ID=552) section on page 503 of the _Core Rulebook_ to set appropriate DCs for challenges. For more about playing, running, and organizing games for Pathfinder Society Organized Play, visit **[PathfinderSociety.club](PathfinderSociety.club)**.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Pathfinder Society Organized Play","next_link":{"label":"Unusual Group Sizes","url":"/Rules.aspx?ID=908"},"previous_link":{"label":"Narrative Collaboration","url":"/Rules.aspx?ID=900"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>\r\n\r\nChapter 1: Gamemastery Basics / Special Circumstances\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>","speed":{},"text":" Pathfinder Society Organized Play Source Gamemastery Guide pg. 33 The Pathfinder Society Organized Play campaign is a thriving, worldwide organization of players and GMs. While most home campaigns provide long-running stories with a consistent group, Pathfinder Society provides adventures designed to be completed in a single game session, so that players can continue their characters stories whenever and wherever works best for them. To allow this flexibility while maintaining a fair experience, the Pathfinder Society campaign handles some tasks that are normally in the GMs purview, such as selecting which rules options are available to PCs. Pathfinder Society GMs are expected to stay true to the adventure as it is written but are encouraged to allow players to apply creative solutions to the situations they face. For example, PCs may be able to use illusions, bribery, or social skills to bypass a challenge that is presented in the scenario as a combat encounter. You can decide for yourself which alternative solutions seem reasonable based on the context of the adventure, consulting the Difficulty Classes section on page 503 of the Core Rulebook to set appropriate DCs for challenges. For more about playing, running, and organizing games for Pathfinder Society Organized Play, visit PathfinderSociety.club . ","type":"Rules","url":"/Rules.aspx?ID=907","weakness":{}}},{"_index":"aon18","_id":"rules-908","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Special Circumstances"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-908","markdown":"<title level=\"1\" right=\"Rules\">[Unusual Group Sizes](/Rules.aspx?ID=908)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe standard group size for Pathfinder assumes four players and a GM. [Page 489 of the _Core Rulebook_](/Rules.aspx?ID=500) gives instructions for how to adjust for other group sizes, but additional changes may be helpful.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-909\" />\r\n\r\n<document level=\"2\" id=\"rules-910\" />","name":"Unusual Group Sizes","next_link":{"label":"Player Needs","url":"/Rules.aspx?ID=911"},"previous_link":{"label":"Pathfinder Society Organized Play","url":"/Rules.aspx?ID=907"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>\r\n\r\nChapter 1: Gamemastery Basics / Special Circumstances\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>","speed":{},"text":" Unusual Group Sizes Source Gamemastery Guide pg. 33 The standard group size for Pathfinder assumes four players and a GM. Page 489 of the Core Rulebook gives instructions for how to adjust for other group sizes, but additional changes may be helpful. ","type":"Rules","url":"/Rules.aspx?ID=908","weakness":{}}},{"_index":"aon18","_id":"rules-909","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Special Circumstances","Unusual Group Sizes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-909","markdown":"<title level=\"1\" right=\"Rules\">[Small Groups](/Rules.aspx?ID=909)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSmall-group games focus more intently on the interests of the players and their characters, allowing for an experience that can be more customizable for each individual. However, they can also run into trouble when the PCs have gaps in their abilities. In many cases, the easiest way to adjust for a small group is to add additional characters. This could come in the form of allowing each player to play two characters or adding hirelings and support NPCs to the party to shore up roles that the PCs dont fill. When adding GM-controlled NPCs to the party, its important to be sure that the PCs remain the stars of the show. In general, GM-controlled characters shouldnt make major decisions, and they shouldnt outshine PCs at their primary skills or roles (for more information, see [GM-controlled NPCs](/Rules.aspx?ID=825)). You can also use variant rules like [dual-class characters](/Rules.aspx?ID=1328), [free archetypes](/Rules.aspx?ID=1333), or even just a few extra trained skills to help improve the PCs overall flexibility.\n\n If you dont add additional characters to the party or modify the PCs, its a good idea to tailor challenges and storylines to their abilities as well as player interest. For example, if you have two players, a rogue and a bard, a heist could be a good fit. In combats, carefully consider how the PCs will fare against each opponent. Some monsters are particularly likely to incapacitate a single PC; in small groups, use such creatures carefully and consider raising the encounter difficulty and XP awards beyond what a creature of that level is normally worth. Meanwhile, creatures that depend on affecting or damaging large numbers of PCs at once might be less effective.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Small Groups","next_link":{"label":"Large Groups","url":"/Rules.aspx?ID=910"},"previous_link":{"label":"Pathfinder Society Organized Play","url":"/Rules.aspx?ID=907"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>\r\n\r\nChapter 1: Gamemastery Basics / Special Circumstances / Unusual Group Sizes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>","speed":{},"text":" Small Groups Source Gamemastery Guide pg. 33 Small-group games focus more intently on the interests of the players and their characters, allowing for an experience that can be more customizable for each individual. However, they can also run into trouble when the PCs have gaps in their abilities. In many cases, the easiest way to adjust for a small group is to add additional characters. This could come in the form of allowing each player to play two characters or adding hirelings and support NPCs to the party to shore up roles that the PCs dont fill. When adding GM-controlled NPCs to the party, its important to be sure that the PCs remain the stars of the show. In general, GM-controlled characters shouldnt make major decisions, and they shouldnt outshine PCs at their primary skills or roles (for more information, see GM-controlled NPCs). You can also use variant rules like dual-class characters, free archetypes, or even just a few extra trained skills to help improve the PCs overall flexibility. If you dont add additional characters to the party or modify the PCs, its a good idea to tailor challenges and storylines to their abilities as well as player interest. For example, if you have two players, a rogue and a bard, a heist could be a good fit. In combats, carefully consider how the PCs will fare against each opponent. Some monsters are particularly likely to incapacitate a single PC; in small groups, use such creatures carefully and consider raising the encounter difficulty and XP awards beyond what a creature of that level is normally worth. Meanwhile, creatures that depend on affecting or damaging large numbers of PCs at once might be less effective. ","type":"Rules","url":"/Rules.aspx?ID=909","weakness":{}}},{"_index":"aon18","_id":"rules-910","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Special Circumstances","Unusual Group Sizes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-910","markdown":"<title level=\"1\" right=\"Rules\">[Large Groups](/Rules.aspx?ID=910)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLarge-group games bring together the creativity and enthusiasm of many players, and they lend themselves to combat at a grand scale. However, they also divide the GMs attention. Large groups also need to set ground rules for how many players need to be present for the game to run when some players are missing. Recaps at the beginning of each session are crucial to keep everyone on the same page. Delegation is one of your most powerful tools to keep the session running smoothly. For example, you can put the players in charge of recapping the events from the previous session, handling initiative, managing the partys treasury, looking up rules, or helping with accessories like props and music. (For information on even greater degrees of player delegation, check out [Narrative Collaboration](/Rules.aspx?ID=900)) Also consider which tasks really need to be taken care of while everyone is there. For example, you could ask your players to handle selling items, deciding which common items they want to buy, and leveling up between sessions instead of at the table.\n\n Each additional player adds to the length of combat twice: once for their own turn, and once for the additional foes on the field. By encouraging players to pay attention to the battle when it isnt their turn and to plan their actions as their turn approaches, you can shorten each players turn and keep the battle moving swiftly.\n\n Inevitably, there will be situations and circumstances that dont involve the whole group. In a sufficiently large group, splitting the party is not necessarily dangerous. If the party splits up for more than a short stint, you can call for separate sessions to determine what happens to the two halves of the group, allowing them to reunite and share their findings afterward. Whether or not the party splits, having more players means less active time for each character. Look for opportunities to highlight each PC by providing challenges that play to their strengths or tie in story elements to which they are particularly connected.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Large Groups","next_link":{"label":"Player Needs","url":"/Rules.aspx?ID=911"},"previous_link":{"label":"Small Groups","url":"/Rules.aspx?ID=909"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>\r\n\r\nChapter 1: Gamemastery Basics / Special Circumstances / Unusual Group Sizes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 33</row>","speed":{},"text":" Large Groups Source Gamemastery Guide pg. 33 Large-group games bring together the creativity and enthusiasm of many players, and they lend themselves to combat at a grand scale. However, they also divide the GMs attention. Large groups also need to set ground rules for how many players need to be present for the game to run when some players are missing. Recaps at the beginning of each session are crucial to keep everyone on the same page. Delegation is one of your most powerful tools to keep the session running smoothly. For example, you can put the players in charge of recapping the events from the previous session, handling initiative, managing the partys treasury, looking up rules, or helping with accessories like props and music. (For information on even greater degrees of player delegation, check out Narrative Collaboration) Also consider which tasks really need to be taken care of while everyone is there. For example, you could ask your players to handle selling items, deciding which common items they want to buy, and leveling up between sessions instead of at the table. Each additional player adds to the length of combat twice: once for their own turn, and once for the additional foes on the field. By encouraging players to pay attention to the battle when it isnt their turn and to plan their actions as their turn approaches, you can shorten each players turn and keep the battle moving swiftly. Inevitably, there will be situations and circumstances that dont involve the whole group. In a sufficiently large group, splitting the party is not necessarily dangerous. If the party splits up for more than a short stint, you can call for separate sessions to determine what happens to the two halves of the group, allowing them to reunite and share their findings afterward. Whether or not the party splits, having more players means less active time for each character. Look for opportunities to highlight each PC by providing challenges that play to their strengths or tie in story elements to which they are particularly connected. ","type":"Rules","url":"/Rules.aspx?ID=910","weakness":{}}},{"_index":"aon18","_id":"rules-911","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Special Circumstances"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-911","markdown":"<title level=\"1\" right=\"Rules\">[Player Needs](/Rules.aspx?ID=911)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 34</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes, making your game accessible and fun for everyone at the table requires making some adjustments to your typical GMing style or setup. The first step is open communication so you can learn what the players need, what accommodations would be helpful, and what type of assistance players do and dont want to receive.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-912\" />\r\n\r\n<document level=\"2\" id=\"rules-913\" />","name":"Player Needs","next_link":{"label":"Rarity in Your Game","url":"/Rules.aspx?ID=914"},"previous_link":{"label":"Unusual Group Sizes","url":"/Rules.aspx?ID=908"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 34</row>\r\n\r\nChapter 1: Gamemastery Basics / Special Circumstances\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 34"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 34</row>","speed":{},"text":" Player Needs Source Gamemastery Guide pg. 34 Sometimes, making your game accessible and fun for everyone at the table requires making some adjustments to your typical GMing style or setup. The first step is open communication so you can learn what the players need, what accommodations would be helpful, and what type of assistance players do and dont want to receive. ","type":"Rules","url":"/Rules.aspx?ID=911","weakness":{}}},{"_index":"aon18","_id":"rules-912","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Special Circumstances","Player Needs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-912","markdown":"<title level=\"1\" right=\"Rules\">[Sensory Differences](/Rules.aspx?ID=912)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 34</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPlayers may have differences in the way that they process sensory information, as well as which senses they use. For players who are hard of hearing or who struggle to process large amounts of sensory information at once, selecting a quiet gaming venue and establishing ground rules about table talk (such as asking players not to interrupt each other) can make the game more accessible. Such players can also often benefit from handouts they can consult during the session. Keep in mind the way your players perceive the world when describing locations. For example, if you have a blind or visually impaired player at the table, instead of simply describing what a location looks like, describe how it sounds and smells, the temperature of the room, the feeling of the breeze, and other aspects of the scene that they can identify with.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sensory Differences","next_link":{"label":"Attention Span","url":"/Rules.aspx?ID=913"},"previous_link":{"label":"Unusual Group Sizes","url":"/Rules.aspx?ID=908"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 34</row>\r\n\r\nChapter 1: Gamemastery Basics / Special Circumstances / Player Needs\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 34"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 34</row>","speed":{},"text":" Sensory Differences Source Gamemastery Guide pg. 34 Players may have differences in the way that they process sensory information, as well as which senses they use. For players who are hard of hearing or who struggle to process large amounts of sensory information at once, selecting a quiet gaming venue and establishing ground rules about table talk (such as asking players not to interrupt each other) can make the game more accessible. Such players can also often benefit from handouts they can consult during the session. Keep in mind the way your players perceive the world when describing locations. For example, if you have a blind or visually impaired player at the table, instead of simply describing what a location looks like, describe how it sounds and smells, the temperature of the room, the feeling of the breeze, and other aspects of the scene that they can identify with. ","type":"Rules","url":"/Rules.aspx?ID=912","weakness":{}}},{"_index":"aon18","_id":"rules-913","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Special Circumstances","Player Needs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-913","markdown":"<title level=\"1\" right=\"Rules\">[Attention Span](/Rules.aspx?ID=913)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 34</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIts not uncommon for people to struggle to maintain their attention for hours on end, especially for young players. If keeping attention is an issue at your table, add breaks to the game. Whether youre just taking a break to stretch and chat or enjoying a full meal in the middle of the game, switching up the context helps players refresh their focus. Some players remain more engaged if they have something else to do while playing, such as doodling or pacing. Maintaining attention can be particularly challenging for some players when their character is not engaged, such as when the party splits or when they have just finished their turn in a large combat. You can allow players to engage in other activities during the session, such as texting, reading, or playing other games, and then draw them back into the game when their character is active.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Attention Span","next_link":{"label":"Rarity in Your Game","url":"/Rules.aspx?ID=914"},"previous_link":{"label":"Sensory Differences","url":"/Rules.aspx?ID=912"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 34</row>\r\n\r\nChapter 1: Gamemastery Basics / Special Circumstances / Player Needs\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 34"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 34</row>","speed":{},"text":" Attention Span Source Gamemastery Guide pg. 34 Its not uncommon for people to struggle to maintain their attention for hours on end, especially for young players. If keeping attention is an issue at your table, add breaks to the game. Whether youre just taking a break to stretch and chat or enjoying a full meal in the middle of the game, switching up the context helps players refresh their focus. Some players remain more engaged if they have something else to do while playing, such as doodling or pacing. Maintaining attention can be particularly challenging for some players when their character is not engaged, such as when the party splits or when they have just finished their turn in a large combat. You can allow players to engage in other activities during the session, such as texting, reading, or playing other games, and then draw them back into the game when their character is active. ","type":"Rules","url":"/Rules.aspx?ID=913","weakness":{}}},{"_index":"aon18","_id":"rules-914","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-914","markdown":"<title level=\"1\" right=\"Rules\">[Rarity in Your Game](/Rules.aspx?ID=914)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe rarity system is a powerful tool that helps you and your group customize your story, your characters, and your world to better match your games themes and setting. You can also use it to keep the complexity of your game low by limiting access to unusual options.\n\n This section supplements the [Using Rarity and Access sidebar](/Rules.aspx?ID=492) on page 488 of the _Core Rulebook_.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-915\" />\r\n\r\n<document level=\"2\" id=\"rules-916\" />\r\n\r\n<document level=\"2\" id=\"rules-918\" />\r\n\r\n<document level=\"2\" id=\"rules-919\" />\r\n\r\n<document level=\"2\" id=\"rules-920\" />","name":"Rarity in Your Game","next_link":{"label":"Campaign Structure","url":"/Rules.aspx?ID=921"},"previous_link":{"label":"Special Circumstances","url":"/Rules.aspx?ID=906"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\nChapter 1: Gamemastery Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 35"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>","speed":{},"text":" Rarity in Your Game Source Gamemastery Guide pg. 35 The rarity system is a powerful tool that helps you and your group customize your story, your characters, and your world to better match your games themes and setting. You can also use it to keep the complexity of your game low by limiting access to unusual options. This section supplements the Using Rarity and Access sidebar on page 488 of the Core Rulebook . ","type":"Rules","url":"/Rules.aspx?ID=914","weakness":{}}},{"_index":"aon18","_id":"rules-915","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Rarity in Your Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-915","markdown":"<title level=\"1\" right=\"Rules\">[The Four Rarities](/Rules.aspx?ID=915)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLets first review the default usage for the four rarities in the game and how these already start to tell a story about your world. \n<ul><li>[**Common**](/Traits.aspx?ID=28) elements are prevalent enough, at least among adventurers, that a player is assumed to be able to access them provided they meet the prerequisites (if any). </li><li>[**Uncommon**](/Traits.aspx?ID=159) elements are difficult to access, but a PC can usually find them eventually with enough effort, potentially by choosing a specific character option or spending substantial downtime tracking them down. </li><li>[**Rare**](/Traits.aspx?ID=137) elements are lost secrets, ancient magic, and other options that PCs can access only if you specifically make them available. </li><li>[**Unique**](/Traits.aspx?ID=161) elements are one of a kind. You have full control over whether PCs can access them. Named NPCs are unique creatures, though that doesnt mean their base creature type is unique. For instance, an orc named Graytusk is unique, but that doesnt mean it would be any harder for a PC encountering her to tell shes an orc—just to discern specific information about her.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Four Rarities","next_link":{"label":"Different Contexts","url":"/Rules.aspx?ID=916"},"previous_link":{"label":"Special Circumstances","url":"/Rules.aspx?ID=906"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\nChapter 1: Gamemastery Basics / Rarity in Your Game\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 35"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>","speed":{},"text":" The Four Rarities Source Gamemastery Guide pg. 35 Lets first review the default usage for the four rarities in the game and how these already start to tell a story about your world. Common elements are prevalent enough, at least among adventurers, that a player is assumed to be able to access them provided they meet the prerequisites (if any). Uncommon elements are difficult to access, but a PC can usually find them eventually with enough effort, potentially by choosing a specific character option or spending substantial downtime tracking them down. Rare elements are lost secrets, ancient magic, and other options that PCs can access only if you specifically make them available. Unique elements are one of a kind. You have full control over whether PCs can access them. Named NPCs are unique creatures, though that doesnt mean their base creature type is unique. For instance, an orc named Graytusk is unique, but that doesnt mean it would be any harder for a PC encountering her to tell shes an orc—just to discern specific information about her. ","type":"Rules","url":"/Rules.aspx?ID=915","weakness":{}}},{"_index":"aon18","_id":"rules-916","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Rarity in Your Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-916","markdown":"<title level=\"1\" right=\"Rules\">[Different Contexts](/Rules.aspx?ID=916)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nJust because something is common or uncommon in one context doesnt necessarily mean its the same in others. This is specifically true when comparing the commonality of a creature and an ancestry. For instance, while hobgoblins are a relatively common monster for adventurers to encounter and are a common creature, in most settings they are still far less prevalent than humans or elves and would be an uncommon ancestry.\n\n Because uncommon elements are available in certain circumstances, it often varies by locale, even within the same setting. For instance, a [katana](/Weapons.aspx?ID=55) is uncommon in the _Core Rulebook_ and in the Inner Sea region of Golarion, but in Asian fantasyinspired Tian Xia, a katana would be common and some western weapons might be uncommon. Similarly, in an elven kingdom, uncommon elven weapons like the [elven curve blade](/Weapons.aspx?ID=50) might be common.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-917\" />","name":"Different Contexts","next_link":{"label":"Starting Elements","url":"/Rules.aspx?ID=918"},"previous_link":{"label":"The Four Rarities","url":"/Rules.aspx?ID=915"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\nChapter 1: Gamemastery Basics / Rarity in Your Game\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 35"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>","speed":{},"text":" Different Contexts Source Gamemastery Guide pg. 35 Just because something is common or uncommon in one context doesnt necessarily mean its the same in others. This is specifically true when comparing the commonality of a creature and an ancestry. For instance, while hobgoblins are a relatively common monster for adventurers to encounter and are a common creature, in most settings they are still far less prevalent than humans or elves and would be an uncommon ancestry. Because uncommon elements are available in certain circumstances, it often varies by locale, even within the same setting. For instance, a katana is uncommon in the Core Rulebook and in the Inner Sea region of Golarion, but in Asian fantasyinspired Tian Xia, a katana would be common and some western weapons might be uncommon. Similarly, in an elven kingdom, uncommon elven weapons like the elven curve blade might be common. ","type":"Rules","url":"/Rules.aspx?ID=916","weakness":{}}},{"_index":"aon18","_id":"rules-917","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Rarity in Your Game","Different Contexts"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-917","markdown":"<title level=\"1\" right=\"Rules\">[Access Entries](/Rules.aspx?ID=917)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUncommon elements sometimes have an Access entry in their stat block. A character who meets the specifications listed there has access to that option just like they would to a common option, even though its uncommon. These entries include a statement such as “follower of [Shelyn](/Deities.aspx?ID=17),” “member of the Pathfinder Society,” or “from Absalom.”\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Access Entries","next_link":{"label":"Starting Elements","url":"/Rules.aspx?ID=918"},"previous_link":{"label":"The Four Rarities","url":"/Rules.aspx?ID=915"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\nChapter 1: Gamemastery Basics / Rarity in Your Game / Different Contexts\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 35"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>","speed":{},"text":" Access Entries Source Gamemastery Guide pg. 35 Uncommon elements sometimes have an Access entry in their stat block. A character who meets the specifications listed there has access to that option just like they would to a common option, even though its uncommon. These entries include a statement such as “follower of Shelyn,” “member of the Pathfinder Society,” or “from Absalom.” ","type":"Rules","url":"/Rules.aspx?ID=917","weakness":{}}},{"_index":"aon18","_id":"rules-918","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Rarity in Your Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-918","markdown":"<title level=\"1\" right=\"Rules\">[Starting Elements](/Rules.aspx?ID=918)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nElements like ancestries, backgrounds, classes, and heritages that a character must select at character creation can still be uncommon or rare. Obviously, theres no opportunity for the character to search for them during play, but these rarities still indicate the prevalence of adventurers with those elements in the world. You can decide to allow them on a case-by-case basis depending on the campaign and the story your group wants to tell. For instance, a game set in the lizardfolk empire of Droon might have lizardfolk (normally uncommon) as a common ancestry while the typical common ancestries are less common. An official players guide for a Pathfinder Adventure Path might have uncommon backgrounds that you can access by playing the Adventure Path.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Starting Elements","next_link":{"label":"Story Telling","url":"/Rules.aspx?ID=919"},"previous_link":{"label":"Different Contexts","url":"/Rules.aspx?ID=916"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\nChapter 1: Gamemastery Basics / Rarity in Your Game\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 35"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>","speed":{},"text":" Starting Elements Source Gamemastery Guide pg. 35 Elements like ancestries, backgrounds, classes, and heritages that a character must select at character creation can still be uncommon or rare. Obviously, theres no opportunity for the character to search for them during play, but these rarities still indicate the prevalence of adventurers with those elements in the world. You can decide to allow them on a case-by-case basis depending on the campaign and the story your group wants to tell. For instance, a game set in the lizardfolk empire of Droon might have lizardfolk (normally uncommon) as a common ancestry while the typical common ancestries are less common. An official players guide for a Pathfinder Adventure Path might have uncommon backgrounds that you can access by playing the Adventure Path. ","type":"Rules","url":"/Rules.aspx?ID=918","weakness":{}}},{"_index":"aon18","_id":"rules-919","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Rarity in Your Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-919","markdown":"<title level=\"1\" right=\"Rules\">[Story Telling](/Rules.aspx?ID=919)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou might craft a quest involving an uncommon or rare subject. For instance, players might encounter a door that requires a rare spell to open, and need to travel to an academy to learn it. If a player has their heart set on an option thats not common, look for ways to build a story in which their character acquires that option.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Story Telling","next_link":{"label":"Worldbuilding","url":"/Rules.aspx?ID=920"},"previous_link":{"label":"Starting Elements","url":"/Rules.aspx?ID=918"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\nChapter 1: Gamemastery Basics / Rarity in Your Game\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 35"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>","speed":{},"text":" Story Telling Source Gamemastery Guide pg. 35 You might craft a quest involving an uncommon or rare subject. For instance, players might encounter a door that requires a rare spell to open, and need to travel to an academy to learn it. If a player has their heart set on an option thats not common, look for ways to build a story in which their character acquires that option. ","type":"Rules","url":"/Rules.aspx?ID=919","weakness":{}}},{"_index":"aon18","_id":"rules-920","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Rarity in Your Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-920","markdown":"<title level=\"1\" right=\"Rules\">[Worldbuilding](/Rules.aspx?ID=920)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWith the rarities at your fingertips, you and your group can start building a unique world using rarity as a tool. Imagine a world where one or more of the core classes are rare. Maybe the gods rarely answer the call of the faithful and a PC cleric is one of the only clerics in the world. Perhaps sorcerers are rare and feared by wizards guilds, which have a stranglehold on spell access. For a grittier feel, you could make abilities that can remove afflictions uncommon or rare. You could even create a lowmagic setting where all magic and magic items are uncommon or rare.\n\n You can add, remove, or alter Access entries to fit your world. For instance, if in your world the goddess of death guards the secrets of resurrection, you might add an Access entry to [_raise dead_](/Spells.aspx?ID=243) and [_resurrection_](/Rituals.aspx?ID=20) for characters who worship that goddess.\n\n These are just a few ideas to help get you started. The number of ways you can vary rarities to adjust your setting, story, and game are nearly unlimited.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Worldbuilding","next_link":{"label":"Campaign Structure","url":"/Rules.aspx?ID=921"},"previous_link":{"label":"Story Telling","url":"/Rules.aspx?ID=919"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>\r\n\r\nChapter 1: Gamemastery Basics / Rarity in Your Game\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 35"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 35</row>","speed":{},"text":" Worldbuilding Source Gamemastery Guide pg. 35 With the rarities at your fingertips, you and your group can start building a unique world using rarity as a tool. Imagine a world where one or more of the core classes are rare. Maybe the gods rarely answer the call of the faithful and a PC cleric is one of the only clerics in the world. Perhaps sorcerers are rare and feared by wizards guilds, which have a stranglehold on spell access. For a grittier feel, you could make abilities that can remove afflictions uncommon or rare. You could even create a lowmagic setting where all magic and magic items are uncommon or rare. You can add, remove, or alter Access entries to fit your world. For instance, if in your world the goddess of death guards the secrets of resurrection, you might add an Access entry to raise dead and resurrection for characters who worship that goddess. These are just a few ideas to help get you started. The number of ways you can vary rarities to adjust your setting, story, and game are nearly unlimited. ","type":"Rules","url":"/Rules.aspx?ID=920","weakness":{}}},{"_index":"aon18","_id":"rules-921","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-921","markdown":"<title level=\"1\" right=\"Rules\">[Campaign Structure](/Rules.aspx?ID=921)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach adventure presents one contained story, but your campaign tells a more expansive one. Think of each adventure like an episode or arc and the campaign as a whole series. Though each adventure might tell a vastly different story, they should all tie into the themes and characters that stretch across the whole campaign.\n\n A campaign interweaves multiple stories: the events of each adventure, the personal triumphs and failures of each PC, and the stories of NPCs who appear throughout. That means a campaign can become more than the sum of its parts. When you start out, youll likely have a core structure in mind for your campaign, but through play it can—and should—grow and evolve.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-922\" />\r\n\r\n<document level=\"2\" id=\"rules-927\" />\r\n\r\n<document level=\"2\" id=\"rules-929\" />\r\n\r\n<document level=\"2\" id=\"rules-930\" />\r\n\r\n<document level=\"2\" id=\"rules-932\" />\r\n\r\n<document level=\"2\" id=\"rules-934\" />\r\n\r\n<document level=\"2\" id=\"rules-938\" />\r\n\r\n<document level=\"2\" id=\"rules-941\" />","name":"Campaign Structure","next_link":{"label":"Adventure Design","url":"/Rules.aspx?ID=944"},"previous_link":{"label":"Rarity in Your Game","url":"/Rules.aspx?ID=914"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\nChapter 1: Gamemastery Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 36"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>","speed":{},"text":" Campaign Structure Source Gamemastery Guide pg. 36 Each adventure presents one contained story, but your campaign tells a more expansive one. Think of each adventure like an episode or arc and the campaign as a whole series. Though each adventure might tell a vastly different story, they should all tie into the themes and characters that stretch across the whole campaign. A campaign interweaves multiple stories: the events of each adventure, the personal triumphs and failures of each PC, and the stories of NPCs who appear throughout. That means a campaign can become more than the sum of its parts. When you start out, youll likely have a core structure in mind for your campaign, but through play it can—and should—grow and evolve. ","type":"Rules","url":"/Rules.aspx?ID=921","weakness":{}}},{"_index":"aon18","_id":"rules-922","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-922","markdown":"<title level=\"1\" right=\"Rules\">[Basic Structures](/Rules.aspx?ID=922)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen building your campaign, you can use these structures as a starting point. The Adventure Design section explains various styles of adventures on pages 4143 that, after creating your basic campaign structure, can be used to inspire the creation of the adventures in your campaign.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-923\" />\r\n\r\n<document level=\"2\" id=\"rules-924\" />\r\n\r\n<document level=\"2\" id=\"rules-925\" />\r\n\r\n<document level=\"2\" id=\"rules-926\" />","name":"Basic Structures","next_link":{"label":"Linking Adventures","url":"/Rules.aspx?ID=927"},"previous_link":{"label":"Rarity in Your Game","url":"/Rules.aspx?ID=914"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 36"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>","speed":{},"text":" Basic Structures Source Gamemastery Guide pg. 36 When building your campaign, you can use these structures as a starting point. The Adventure Design section explains various styles of adventures on pages 4143 that, after creating your basic campaign structure, can be used to inspire the creation of the adventures in your campaign. ","type":"Rules","url":"/Rules.aspx?ID=922","weakness":{}}},{"_index":"aon18","_id":"rules-923","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Basic Structures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-923","markdown":"<title level=\"1\" right=\"Rules\">[One-Shot](/Rules.aspx?ID=923)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn adventure lasting one session, a one-shot works well for a highly themed adventure using characters or concepts that are novel, but that players might not want to stick with long-term. <br />**Adventures** 1, typically a dungeon crawl, horror, intrigue, or mystery <br />**Top Level** 1, but often starts at a higher level <br />**Time Frame** 1 session\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"One-Shot","next_link":{"label":"Brief Campaign","url":"/Rules.aspx?ID=924"},"previous_link":{"label":"Rarity in Your Game","url":"/Rules.aspx?ID=914"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Basic Structures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 36"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>","speed":{},"text":" One-Shot Source Gamemastery Guide pg. 36 An adventure lasting one session, a one-shot works well for a highly themed adventure using characters or concepts that are novel, but that players might not want to stick with long-term. Adventures 1, typically a dungeon crawl, horror, intrigue, or mystery Top Level 1, but often starts at a higher level Time Frame 1 session ","type":"Rules","url":"/Rules.aspx?ID=923","weakness":{}}},{"_index":"aon18","_id":"rules-924","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Basic Structures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-924","markdown":"<title level=\"1\" right=\"Rules\">[Brief Campaign](/Rules.aspx?ID=924)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis structure is meant for a brief, self-contained campaign. It can be ideal for introducing new players to Pathfinder, and can be extended to a longer campaign if the group wishes. <br />**Adventures** 2, typically one dungeon crawl followed by one high adventure; this format also works well for horror adventures <br />**Top Level** 45 <br />**Time Frame** 3 months weekly, 6 months biweekly\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Brief Campaign","next_link":{"label":"Extended Campaign","url":"/Rules.aspx?ID=925"},"previous_link":{"label":"One-Shot","url":"/Rules.aspx?ID=923"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Basic Structures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 36"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>","speed":{},"text":" Brief Campaign Source Gamemastery Guide pg. 36 This structure is meant for a brief, self-contained campaign. It can be ideal for introducing new players to Pathfinder, and can be extended to a longer campaign if the group wishes. Adventures 2, typically one dungeon crawl followed by one high adventure; this format also works well for horror adventures Top Level 45 Time Frame 3 months weekly, 6 months biweekly ","type":"Rules","url":"/Rules.aspx?ID=924","weakness":{}}},{"_index":"aon18","_id":"rules-925","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Basic Structures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-925","markdown":"<title level=\"1\" right=\"Rules\">[Extended Campaign](/Rules.aspx?ID=925)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn extended campaign works well for a dedicated group that might want to switch to a new campaign or a different game after a year or so. It allows for significant character and plot development but doesnt reach the higher levels of the game. <br />**Adventures** 5, typically with multiple adventures fitting the main theme of the campaign (such as high adventure or gritty adventure), with other adventure styles for variety. <br />**Top Level** 1113 <br />**Time Frame** 1 year weekly, 1-1/2 years biweekly\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Extended Campaign","next_link":{"label":"Epic Campaign","url":"/Rules.aspx?ID=926"},"previous_link":{"label":"Brief Campaign","url":"/Rules.aspx?ID=924"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Basic Structures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 36"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>","speed":{},"text":" Extended Campaign Source Gamemastery Guide pg. 36 An extended campaign works well for a dedicated group that might want to switch to a new campaign or a different game after a year or so. It allows for significant character and plot development but doesnt reach the higher levels of the game. Adventures 5, typically with multiple adventures fitting the main theme of the campaign (such as high adventure or gritty adventure), with other adventure styles for variety. Top Level 1113 Time Frame 1 year weekly, 1-1/2 years biweekly ","type":"Rules","url":"/Rules.aspx?ID=925","weakness":{}}},{"_index":"aon18","_id":"rules-926","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Basic Structures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-926","markdown":"<title level=\"1\" right=\"Rules\">[Epic Campaign](/Rules.aspx?ID=926)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn ambitious and complex game, the epic campaign takes PCs all the way to level 20, pitting them against the greatest threats in the world and beyond. This can be challenging in terms of time commitment and complexity, but it lets PCs develop into true legends, and the players will likely remember it for years. <br />**Adventures** 6 long adventures, typically starting with high adventure or a dungeon crawl and including military adventure, planar adventure, and romantic adventure <br />**Top Level** 20 <br />**Time Frame** 1-1/2 years weekly, 3 years biweekly\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Epic Campaign","next_link":{"label":"Linking Adventures","url":"/Rules.aspx?ID=927"},"previous_link":{"label":"Extended Campaign","url":"/Rules.aspx?ID=925"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Basic Structures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 36"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>","speed":{},"text":" Epic Campaign Source Gamemastery Guide pg. 36 An ambitious and complex game, the epic campaign takes PCs all the way to level 20, pitting them against the greatest threats in the world and beyond. This can be challenging in terms of time commitment and complexity, but it lets PCs develop into true legends, and the players will likely remember it for years. Adventures 6 long adventures, typically starting with high adventure or a dungeon crawl and including military adventure, planar adventure, and romantic adventure Top Level 20 Time Frame 1-1/2 years weekly, 3 years biweekly ","type":"Rules","url":"/Rules.aspx?ID=926","weakness":{}}},{"_index":"aon18","_id":"rules-927","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-927","markdown":"<title level=\"1\" right=\"Rules\">[Linking Adventures](/Rules.aspx?ID=927)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn a campaign that includes multiple adventures, a smooth transition from one adventure to the next ties the story together. You might use NPCs who could appear in both adventures, a treasure or clue found in one adventure that becomes important in a later one, or even fallout from one adventure that causes the next adventure to take place. Related locations can help, too. Adventures that take place in neighboring regions, or both in the same region, have an inherent link. If they take place in two different places, youll need a reason the PCs should travel between the two, and you can use this journey as a short, interstitial adventure.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-928\" />","name":"Linking Adventures","next_link":{"label":"Player Goals","url":"/Rules.aspx?ID=929"},"previous_link":{"label":"Basic Structures","url":"/Rules.aspx?ID=922"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 36"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>","speed":{},"text":" Linking Adventures Source Gamemastery Guide pg. 36 In a campaign that includes multiple adventures, a smooth transition from one adventure to the next ties the story together. You might use NPCs who could appear in both adventures, a treasure or clue found in one adventure that becomes important in a later one, or even fallout from one adventure that causes the next adventure to take place. Related locations can help, too. Adventures that take place in neighboring regions, or both in the same region, have an inherent link. If they take place in two different places, youll need a reason the PCs should travel between the two, and you can use this journey as a short, interstitial adventure. ","type":"Rules","url":"/Rules.aspx?ID=927","weakness":{}}},{"_index":"aon18","_id":"rules-928","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Linking Adventures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-928","markdown":"<title level=\"1\" right=\"Rules\">[Adventure Themes](/Rules.aspx?ID=928)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nConsider how each adventures theme plays into the campaign as a whole. You might want to keep similar or recurring themes, especially if each adventure is part of one overarching storyline. On the other hand, this can feel repetitive, and some groups prefer variety and seeing their characters play off of different situations. To convey shifting themes, you can show established parts of the world changing to reflect the new theme. For instance, if youre switching from an adventure about subjugation to one of mayhem, the PCs could take down a villain who wants to enslave the populace, but then face opportunistic brigands who loot and pillage once order breaks down.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adventure Themes","next_link":{"label":"Player Goals","url":"/Rules.aspx?ID=929"},"previous_link":{"label":"Basic Structures","url":"/Rules.aspx?ID=922"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Linking Adventures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 36"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>","speed":{},"text":" Adventure Themes Source Gamemastery Guide pg. 36 Consider how each adventures theme plays into the campaign as a whole. You might want to keep similar or recurring themes, especially if each adventure is part of one overarching storyline. On the other hand, this can feel repetitive, and some groups prefer variety and seeing their characters play off of different situations. To convey shifting themes, you can show established parts of the world changing to reflect the new theme. For instance, if youre switching from an adventure about subjugation to one of mayhem, the PCs could take down a villain who wants to enslave the populace, but then face opportunistic brigands who loot and pillage once order breaks down. ","type":"Rules","url":"/Rules.aspx?ID=928","weakness":{}}},{"_index":"aon18","_id":"rules-929","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-929","markdown":"<title level=\"1\" right=\"Rules\">[Player Goals](/Rules.aspx?ID=929)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAsk what you and the other players enjoy and would like to see in the game. You can use these ideas as touchstones to build off of. When you get into the campaign itself, the PCs goals come to the forefront. Find out what each character wants to achieve and look for opportunities you can place in the game world and adventures. Consider which part of the game most closely ties to each goal. A PC who wants to build an institution will need money and interpersonal connections, so you can use treasure and NPC interactions to give them the resources they need. For a character whose purpose is to help people in danger, build some encounters that include people who need to be rescued.\n\n Look for good times to recap the state of a characters goals and remind the player how their character has progressed, particularly when something changes in relation to their goals. The [Long-Term Goals](/Rules.aspx?ID=874) section gives you more details on how you can use goals in downtime.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Player Goals","next_link":{"label":"Changing the World","url":"/Rules.aspx?ID=930"},"previous_link":{"label":"Linking Adventures","url":"/Rules.aspx?ID=927"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 36"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 36</row>","speed":{},"text":" Player Goals Source Gamemastery Guide pg. 36 Ask what you and the other players enjoy and would like to see in the game. You can use these ideas as touchstones to build off of. When you get into the campaign itself, the PCs goals come to the forefront. Find out what each character wants to achieve and look for opportunities you can place in the game world and adventures. Consider which part of the game most closely ties to each goal. A PC who wants to build an institution will need money and interpersonal connections, so you can use treasure and NPC interactions to give them the resources they need. For a character whose purpose is to help people in danger, build some encounters that include people who need to be rescued. Look for good times to recap the state of a characters goals and remind the player how their character has progressed, particularly when something changes in relation to their goals. The Long-Term Goals section gives you more details on how you can use goals in downtime. ","type":"Rules","url":"/Rules.aspx?ID=929","weakness":{}}},{"_index":"aon18","_id":"rules-930","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-930","markdown":"<title level=\"1\" right=\"Rules\">[Changing the World](/Rules.aspx?ID=930)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 37</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs the group moves through the campaign, the events of their adventures and downtime should change the world around them. Show this through the responses the characters get from other people, the scenery they see around them, and their environment. You might be able to anticipate some changes, but most will come up in play and require you to make adjustments later on.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-931\" />","name":"Changing the World","next_link":{"label":"Recurring Villains","url":"/Rules.aspx?ID=932"},"previous_link":{"label":"Player Goals","url":"/Rules.aspx?ID=929"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 37</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 37"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 37</row>","speed":{},"text":" Changing the World Source Gamemastery Guide pg. 37 As the group moves through the campaign, the events of their adventures and downtime should change the world around them. Show this through the responses the characters get from other people, the scenery they see around them, and their environment. You might be able to anticipate some changes, but most will come up in play and require you to make adjustments later on. ","type":"Rules","url":"/Rules.aspx?ID=930","weakness":{}}},{"_index":"aon18","_id":"rules-931","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Changing the World"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-931","markdown":"<title level=\"1\" right=\"Rules\">[Power Level](/Rules.aspx?ID=931)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 37</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs the game progresses, the power level of the PCs and their foes increases. Going up in level brings new, stronger abilities into the game, and likewise adventures bring in new monsters with commensurate capabilities. Higher-level adventures should present new challenges appropriate to the PCs abilities, such as areas that can be accessed with flight at 7th level or higher. Beyond just the rules, PCs should compel different reactions from the people they meet, as their reputation spreads and they exhibit abilities beyond what most people have ever seen.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Power Level","next_link":{"label":"Recurring Villains","url":"/Rules.aspx?ID=932"},"previous_link":{"label":"Player Goals","url":"/Rules.aspx?ID=929"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 37</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Changing the World\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 37"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 37</row>","speed":{},"text":" Power Level Source Gamemastery Guide pg. 37 As the game progresses, the power level of the PCs and their foes increases. Going up in level brings new, stronger abilities into the game, and likewise adventures bring in new monsters with commensurate capabilities. Higher-level adventures should present new challenges appropriate to the PCs abilities, such as areas that can be accessed with flight at 7th level or higher. Beyond just the rules, PCs should compel different reactions from the people they meet, as their reputation spreads and they exhibit abilities beyond what most people have ever seen. ","type":"Rules","url":"/Rules.aspx?ID=931","weakness":{}}},{"_index":"aon18","_id":"rules-932","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-932","markdown":"<title level=\"1\" right=\"Rules\">[Recurring Villains](/Rules.aspx?ID=932)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 37</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nConsider including villains who can appear multiple times over the course of several adventures. They dont necessarily need to be masterminds. Imagine an unscrupulous mercenary who works for major villain after major villain. When you create a recurring villain, its best not to make them too integral to the story, since the PCs might take them down earlier than you expect! Have some contingency plans in place.\n\n The advice about [Portraying NPCs](/Rules.aspx?ID=824) applies especially to these recurring villains. As they reappear throughout the campaign, they should change in some of the same ways PCs do. Think about how previous run-ins with the PCs have shaped the recurring villains emotions and plans. Which PC do they have the biggest grudge against and why? Do they bear scars from previous battles? Have they developed a countermeasure against a PCs spells or tactics?\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-933\" />","name":"Recurring Villains","next_link":{"label":"Rewards","url":"/Rules.aspx?ID=934"},"previous_link":{"label":"Changing the World","url":"/Rules.aspx?ID=930"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 37</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 37"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 37</row>","speed":{},"text":" Recurring Villains Source Gamemastery Guide pg. 37 Consider including villains who can appear multiple times over the course of several adventures. They dont necessarily need to be masterminds. Imagine an unscrupulous mercenary who works for major villain after major villain. When you create a recurring villain, its best not to make them too integral to the story, since the PCs might take them down earlier than you expect! Have some contingency plans in place. The advice about Portraying NPCs applies especially to these recurring villains. As they reappear throughout the campaign, they should change in some of the same ways PCs do. Think about how previous run-ins with the PCs have shaped the recurring villains emotions and plans. Which PC do they have the biggest grudge against and why? Do they bear scars from previous battles? Have they developed a countermeasure against a PCs spells or tactics? ","type":"Rules","url":"/Rules.aspx?ID=932","weakness":{}}},{"_index":"aon18","_id":"rules-933","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Recurring Villains"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-933","markdown":"<title level=\"1\" right=\"Rules\">[Villain Goals](/Rules.aspx?ID=933)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 37</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nJust as PCs have goals, so do your villains. A recurring villain might have a vision for what the world should be and a step-by-step plan to get there. A plan gives you a clear way to progress the plot, and an underlying goal guides you in deciding what the NPC does if their plan goes awry. It can be especially helpful to contrast the villains goals with those of the PCs. If a PC wants to establish a trade network, maybe a villain plans to get rich robbing caravans or merchant ships. If a PC plans to found churches to a deity, a villain could worship one of that gods adversaries. Just like with PCs goals, show how the villains goal has impacted the world, even in small ways. Try to find ways the villain can make a difference even if the PCs are successful against them. A villain will look ineffective if the PCs foil every single plot or plan. For instance, the villain might turn a memorable NPC to their cause, set an institution ablaze, or invade a village. All of these outcomes can have memorable, long-lasting effects even if the villains ultimate plan fails.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Villain Goals","next_link":{"label":"Rewards","url":"/Rules.aspx?ID=934"},"previous_link":{"label":"Changing the World","url":"/Rules.aspx?ID=930"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 37</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Recurring Villains\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 37"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 37</row>","speed":{},"text":" Villain Goals Source Gamemastery Guide pg. 37 Just as PCs have goals, so do your villains. A recurring villain might have a vision for what the world should be and a step-by-step plan to get there. A plan gives you a clear way to progress the plot, and an underlying goal guides you in deciding what the NPC does if their plan goes awry. It can be especially helpful to contrast the villains goals with those of the PCs. If a PC wants to establish a trade network, maybe a villain plans to get rich robbing caravans or merchant ships. If a PC plans to found churches to a deity, a villain could worship one of that gods adversaries. Just like with PCs goals, show how the villains goal has impacted the world, even in small ways. Try to find ways the villain can make a difference even if the PCs are successful against them. A villain will look ineffective if the PCs foil every single plot or plan. For instance, the villain might turn a memorable NPC to their cause, set an institution ablaze, or invade a village. All of these outcomes can have memorable, long-lasting effects even if the villains ultimate plan fails. ","type":"Rules","url":"/Rules.aspx?ID=933","weakness":{}}},{"_index":"aon18","_id":"rules-934","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-934","markdown":"<title level=\"1\" right=\"Rules\">[Rewards](/Rules.aspx?ID=934)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 38</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe _Core Rulebook_ explains ([Rewards](/Rules.aspx?ID=572)) three types of concrete rewards covered by the rules: Hero Points, Experience Points, and treasure. Experience Points and treasure are the bedrock of progress in a campaign, since attaining a higher level and acquiring magic items let PCs take on more challenging adventures.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-935\" />\r\n\r\n<document level=\"2\" id=\"rules-936\" />","name":"Rewards","next_link":{"label":"Starting The Campaign","url":"/Rules.aspx?ID=938"},"previous_link":{"label":"Recurring Villains","url":"/Rules.aspx?ID=932"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 38</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 38"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 38</row>","speed":{},"text":" Rewards Source Gamemastery Guide pg. 38 The Core Rulebook explains (Rewards) three types of concrete rewards covered by the rules: Hero Points, Experience Points, and treasure. Experience Points and treasure are the bedrock of progress in a campaign, since attaining a higher level and acquiring magic items let PCs take on more challenging adventures. ","type":"Rules","url":"/Rules.aspx?ID=934","weakness":{}}},{"_index":"aon18","_id":"rules-935","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Rewards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-935","markdown":"<title level=\"1\" right=\"Rules\">[Experience Points](/Rules.aspx?ID=935)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 38</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn a standard game, Experience Points come from encounters of low threat or higher, and from accomplishments. Try to be consistent about what is worth accomplishment XP and what isnt, and give out at least some accomplishment XP every session. If two PCs pull off the same magnitude of task, they should get an equal amount of accomplishment XP. That doesnt mean you should allow XP “farming,” however. Part of the assumption of accomplishment XP is that the accomplishment is novel and the result of something challenging. If someone got accomplishment XP for snatching a dragons egg from a lair, someone collecting another egg wouldnt necessarily get accomplishment XP.\n\n You might find that accomplishment XP doesnt work well for your game, especially if youre running a dungeon crawl or other game with less interaction with NPCs or fewer quests. In this case, you can remove accomplishment XP and use fast advancement speed (800 XP to level up) to move at the standard advancement speed.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Experience Points","next_link":{"label":"Treasure","url":"/Rules.aspx?ID=936"},"previous_link":{"label":"Recurring Villains","url":"/Rules.aspx?ID=932"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 38</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Rewards\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 38"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 38</row>","speed":{},"text":" Experience Points Source Gamemastery Guide pg. 38 In a standard game, Experience Points come from encounters of low threat or higher, and from accomplishments. Try to be consistent about what is worth accomplishment XP and what isnt, and give out at least some accomplishment XP every session. If two PCs pull off the same magnitude of task, they should get an equal amount of accomplishment XP. That doesnt mean you should allow XP “farming,” however. Part of the assumption of accomplishment XP is that the accomplishment is novel and the result of something challenging. If someone got accomplishment XP for snatching a dragons egg from a lair, someone collecting another egg wouldnt necessarily get accomplishment XP. You might find that accomplishment XP doesnt work well for your game, especially if youre running a dungeon crawl or other game with less interaction with NPCs or fewer quests. In this case, you can remove accomplishment XP and use fast advancement speed (800 XP to level up) to move at the standard advancement speed. ","type":"Rules","url":"/Rules.aspx?ID=935","weakness":{}}},{"_index":"aon18","_id":"rules-936","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Rewards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-936","markdown":"<title level=\"1\" right=\"Rules\">[Treasure](/Rules.aspx?ID=936)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 38</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe games math is based on PCs looking to find, buy, or craft items that are the same level as them—this includes weapons and armor with fundamental runes, and items that help with the PCs favorite skills or tactics. A PC who gets the item at that level will typically be ahead of the monsters, hazards, and skill DCs briefly, before their challenges start to catch back up. The guidelines for awarding treasure, meanwhile, have you give the party items 1 level higher than the PCs. This means the items found on adventures are more powerful than those a PC could make (which are capped at the PCs level). The treasure assignment is measured across a level instead of per encounter because some encounters wont have treasure, some will have extra treasure, and some treasure hoards or rewards might be found outside encounters entirely. If your campaign structure works better by giving out treasure for individual encounters—such as some dungeon crawls or sandbox games—see [Treasure by Encounter](/Rules.aspx?ID=988).\n\n As you choose treasure, look at the flow of treasure in the campaign, and see which PCs are ahead and which are behind. Its usually best to mix “core items,” treasure linked to a PCs main abilities, with treasure that has unusual, less broadly applicable powers. For instance, a champion might not purchase [_plate armor of the deep_](/Equipment.aspx?ID=157), but they will likely wear it if they find it. These items should always be useful—a party without a primal spellcaster wont have much use for an [_animal staff_](/Equipment.aspx?ID=349). The number of core items to give out depends partly on how much the campaign allows for crafting and buying items. \n<ul><li>If there are few limits on buying items and theres plenty of time to craft, make about half the permanent items you give out core items. The PCs have plenty of ways to obtain the items they want. </li><li>If purchasing items and obtaining formulas is somewhat difficult, make about three-fourths of the permanent items core items. If a PC really wants an item, they might have to do extra work to get it. </li><li>If there are no magic item shops or other ways to purchase items and formulas, make all the permanent items core items. In this case, it might work better for your game to use [Automatic Bonus Progression](/Rules.aspx?ID=1357) to eliminate the need for core items.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-937\" />","name":"Treasure","next_link":{"label":"Starting The Campaign","url":"/Rules.aspx?ID=938"},"previous_link":{"label":"Experience Points","url":"/Rules.aspx?ID=935"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 38</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Rewards\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 38"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 38</row>","speed":{},"text":" Treasure Source Gamemastery Guide pg. 38 The games math is based on PCs looking to find, buy, or craft items that are the same level as them—this includes weapons and armor with fundamental runes, and items that help with the PCs favorite skills or tactics. A PC who gets the item at that level will typically be ahead of the monsters, hazards, and skill DCs briefly, before their challenges start to catch back up. The guidelines for awarding treasure, meanwhile, have you give the party items 1 level higher than the PCs. This means the items found on adventures are more powerful than those a PC could make (which are capped at the PCs level). The treasure assignment is measured across a level instead of per encounter because some encounters wont have treasure, some will have extra treasure, and some treasure hoards or rewards might be found outside encounters entirely. If your campaign structure works better by giving out treasure for individual encounters—such as some dungeon crawls or sandbox games—see Treasure by Encounter. As you choose treasure, look at the flow of treasure in the campaign, and see which PCs are ahead and which are behind. Its usually best to mix “core items,” treasure linked to a PCs main abilities, with treasure that has unusual, less broadly applicable powers. For instance, a champion might not purchase plate armor of the deep , but they will likely wear it if they find it. These items should always be useful—a party without a primal spellcaster wont have much use for an animal staff . The number of core items to give out depends partly on how much the campaign allows for crafting and buying items. If there are few limits on buying items and theres plenty of time to craft, make about half the permanent items you give out core items. The PCs have plenty of ways to obtain the items they want. If purchasing items and obtaining formulas is somewhat difficult, make about three-fourths of the permanent items core items. If a PC really wants an item, they might have to do extra work to get it. If there are no magic item shops or other ways to purchase items and formulas, make all the permanent items core items. In this case, it might work better for your game to use Automatic Bonus Progression to eliminate the need for core items. ","type":"Rules","url":"/Rules.aspx?ID=936","weakness":{}}},{"_index":"aon18","_id":"rules-937","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Rewards","Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-937","markdown":"<title level=\"1\" right=\"Rules\">[Selling Items](/Rules.aspx?ID=937)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 38</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe PCs ability to sell items plays a big part in their ability to equip themselves how they want. Its expected that a Pathfinder campaign strives for some amount of verisimilitude—that PCs cant find a buyer for every item, especially if theyre selling multiple copies of the same thing. Players should not have the expectation that they can sell whatever they want whenever they want. They might be unable to sell items that wouldnt be in demand, have to take a lower percentage, or have trouble selling items in places without massive wealth.\n\n If you dont want to deal with that level of detail, you can choose to make selling items more abstract, allowing the PCs to sell anything for half Price essentially at any time. Since this makes it far easier for PCs to outfit themselves how they want, they might be more powerful.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Selling Items","next_link":{"label":"Starting The Campaign","url":"/Rules.aspx?ID=938"},"previous_link":{"label":"Experience Points","url":"/Rules.aspx?ID=935"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 38</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Rewards / Treasure\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 38"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 38</row>","speed":{},"text":" Selling Items Source Gamemastery Guide pg. 38 The PCs ability to sell items plays a big part in their ability to equip themselves how they want. Its expected that a Pathfinder campaign strives for some amount of verisimilitude—that PCs cant find a buyer for every item, especially if theyre selling multiple copies of the same thing. Players should not have the expectation that they can sell whatever they want whenever they want. They might be unable to sell items that wouldnt be in demand, have to take a lower percentage, or have trouble selling items in places without massive wealth. If you dont want to deal with that level of detail, you can choose to make selling items more abstract, allowing the PCs to sell anything for half Price essentially at any time. Since this makes it far easier for PCs to outfit themselves how they want, they might be more powerful. ","type":"Rules","url":"/Rules.aspx?ID=937","weakness":{}}},{"_index":"aon18","_id":"rules-938","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-938","markdown":"<title level=\"1\" right=\"Rules\">[Starting The Campaign](/Rules.aspx?ID=938)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBefore your first session begins, communicate back and forth with the players about the following details to make sure youve planned your campaign to fit their preferences, then recap and communicate your final decisions. \n<ul><li>Establish the expected schedule and generally how long you expect the campaign to last. Its okay if you dont know the total length for sure, but you should still give an estimate. </li><li>Inform the players when and where the first session will take place, what they should prepare in advance, and what materials to bring. If youre running a [session zero](/Rules.aspx?ID=815) to create characters first, let them know. You might also need to tell them whether to bring food, drinks, and other supplies beyond what theyll use for the game itself. </li><li>Let the players know any restrictions or extra options for character building. Even if you plan to run a session zero, give them a heads-up before the session starts. </li><li>Tell the players where in the game world the first session will take place. </li><li>Give the players a basic idea of the genre or theme.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-939\" />\r\n\r\n<document level=\"2\" id=\"rules-940\" />","name":"Starting The Campaign","next_link":{"label":"Ending the Campaign","url":"/Rules.aspx?ID=941"},"previous_link":{"label":"Rewards","url":"/Rules.aspx?ID=934"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 39"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>","speed":{},"text":" Starting The Campaign Source Gamemastery Guide pg. 39 Before your first session begins, communicate back and forth with the players about the following details to make sure youve planned your campaign to fit their preferences, then recap and communicate your final decisions. Establish the expected schedule and generally how long you expect the campaign to last. Its okay if you dont know the total length for sure, but you should still give an estimate. Inform the players when and where the first session will take place, what they should prepare in advance, and what materials to bring. If youre running a session zero to create characters first, let them know. You might also need to tell them whether to bring food, drinks, and other supplies beyond what theyll use for the game itself. Let the players know any restrictions or extra options for character building. Even if you plan to run a session zero, give them a heads-up before the session starts. Tell the players where in the game world the first session will take place. Give the players a basic idea of the genre or theme. ","type":"Rules","url":"/Rules.aspx?ID=938","weakness":{}}},{"_index":"aon18","_id":"rules-939","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Starting The Campaign"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-939","markdown":"<title level=\"1\" right=\"Rules\">[At the First Session](/Rules.aspx?ID=939)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf youre running a session zero, read the [Session Zero](/Rules.aspx?ID=815) section for advice on your first session. For the first time you play through an adventure, follow these bits of advice. \n<ul><li>Recap the basics of the campaign you established earlier, particularly where it starts and any themes you feel will be important for the players to understand as they roleplay. </li><li>Have the players introduce their characters. If they have detailed backstories, its usually best that they start out just describing what the other PCs could learn with first impressions. If they want to go deeper into their backstory during play, they can do so later. </li><li>Ask questions about the characters. Note down anything you think will be significant, so you can adjust your plans for later sessions. Youll want to keep doing this throughout play. </li><li>Begin the adventure, using the [Starting a Session](/Rules.aspx?ID=503) steps on page 490 of the _Core Rulebook_. For your first adventure, find a good place for the PCs to meet and a reason for them to be together.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"At the First Session","next_link":{"label":"Starting at a Higher Level","url":"/Rules.aspx?ID=940"},"previous_link":{"label":"Rewards","url":"/Rules.aspx?ID=934"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Starting The Campaign\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 39"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>","speed":{},"text":" At the First Session Source Gamemastery Guide pg. 39 If youre running a session zero, read the Session Zero section for advice on your first session. For the first time you play through an adventure, follow these bits of advice. Recap the basics of the campaign you established earlier, particularly where it starts and any themes you feel will be important for the players to understand as they roleplay. Have the players introduce their characters. If they have detailed backstories, its usually best that they start out just describing what the other PCs could learn with first impressions. If they want to go deeper into their backstory during play, they can do so later. Ask questions about the characters. Note down anything you think will be significant, so you can adjust your plans for later sessions. Youll want to keep doing this throughout play. Begin the adventure, using the Starting a Session steps on page 490 of the Core Rulebook . For your first adventure, find a good place for the PCs to meet and a reason for them to be together. ","type":"Rules","url":"/Rules.aspx?ID=939","weakness":{}}},{"_index":"aon18","_id":"rules-940","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Starting The Campaign"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-940","markdown":"<title level=\"1\" right=\"Rules\">[Starting at a Higher Level](/Rules.aspx?ID=940)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.\n\n The [Character Wealth](/Rules.aspx?ID=587) table on page 511 of the Core Rulebook indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Starting at a Higher Level","next_link":{"label":"Ending the Campaign","url":"/Rules.aspx?ID=941"},"previous_link":{"label":"At the First Session","url":"/Rules.aspx?ID=939"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Starting The Campaign\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 39"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>","speed":{},"text":" Starting at a Higher Level Source Gamemastery Guide pg. 39 A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level. The Character Wealth table on page 511 of the Core Rulebook indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want. ","type":"Rules","url":"/Rules.aspx?ID=940","weakness":{}}},{"_index":"aon18","_id":"rules-941","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-941","markdown":"<title level=\"1\" right=\"Rules\">[Ending the Campaign](/Rules.aspx?ID=941)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA campaign might have a well-planned, emotionally resonant ending that executes perfectly, or the group might die in a ridiculous fashion at the worst time possible. Its important that the ending follow the story, wherever it has gone, even if it doesnt match the idea you had in your head at the start. Check in with your group, especially when youre getting close to the end of each adventure, to see how long they want the campaign to go on. Check in with yourself, too, and express your opinion to the other players. Ideally, you know at least a session in advance that the end is coming, allowing you to prepare for a thrilling conclusion. You might plan for the final sessions gameplay to be a bit shorter—possibly just one big showdown—to allow time for an epilogue and for the group to reminisce and decompress at the end.\n\n An epilogue can make the end of a campaign more fulfilling. First, let the group finish out their roleplaying in the final moments of the adventure until theyre content. Then tell the group the results of what they accomplished in broad terms, with concrete details of what happens to certain places or allied NPCs. Ask the players what their characters do after the adventure. You might want to narrate a few short scenes, such as a PC tracking down an escaped villain and bringing them to justice. When your epilogue is done, thank everyone for playing. If the campaign ended in success for the PCs, give yourselves a round of applause. A victorious ending warrants celebration!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-942\" />\r\n\r\n<document level=\"2\" id=\"rules-943\" />","name":"Ending the Campaign","next_link":{"label":"Adventure Design","url":"/Rules.aspx?ID=944"},"previous_link":{"label":"Starting The Campaign","url":"/Rules.aspx?ID=938"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 39"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>","speed":{},"text":" Ending the Campaign Source Gamemastery Guide pg. 39 A campaign might have a well-planned, emotionally resonant ending that executes perfectly, or the group might die in a ridiculous fashion at the worst time possible. Its important that the ending follow the story, wherever it has gone, even if it doesnt match the idea you had in your head at the start. Check in with your group, especially when youre getting close to the end of each adventure, to see how long they want the campaign to go on. Check in with yourself, too, and express your opinion to the other players. Ideally, you know at least a session in advance that the end is coming, allowing you to prepare for a thrilling conclusion. You might plan for the final sessions gameplay to be a bit shorter—possibly just one big showdown—to allow time for an epilogue and for the group to reminisce and decompress at the end. An epilogue can make the end of a campaign more fulfilling. First, let the group finish out their roleplaying in the final moments of the adventure until theyre content. Then tell the group the results of what they accomplished in broad terms, with concrete details of what happens to certain places or allied NPCs. Ask the players what their characters do after the adventure. You might want to narrate a few short scenes, such as a PC tracking down an escaped villain and bringing them to justice. When your epilogue is done, thank everyone for playing. If the campaign ended in success for the PCs, give yourselves a round of applause. A victorious ending warrants celebration! ","type":"Rules","url":"/Rules.aspx?ID=941","weakness":{}}},{"_index":"aon18","_id":"rules-942","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Ending the Campaign"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-942","markdown":"<title level=\"1\" right=\"Rules\">[Dealing with Failure](/Rules.aspx?ID=942)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf a campaign ends prematurely, get a sense from the players of whether they want to continue. The advice on [Total Party Kills](/Rules.aspx?ID=895) on page 30 should be helpful. If the campaign ended in a stranger way than a total party kill— say, a PC handing over the powerful relic the villain needed to complete a master plan—you can still look for ways the campaign might continue. Maybe the PCs struggle to survive in the world after the calamity, or maybe they have just enough time they might still be able to stop the plan.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dealing with Failure","next_link":{"label":"The Next Campaign","url":"/Rules.aspx?ID=943"},"previous_link":{"label":"Starting The Campaign","url":"/Rules.aspx?ID=938"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Ending the Campaign\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 39"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>","speed":{},"text":" Dealing with Failure Source Gamemastery Guide pg. 39 If a campaign ends prematurely, get a sense from the players of whether they want to continue. The advice on Total Party Kills on page 30 should be helpful. If the campaign ended in a stranger way than a total party kill— say, a PC handing over the powerful relic the villain needed to complete a master plan—you can still look for ways the campaign might continue. Maybe the PCs struggle to survive in the world after the calamity, or maybe they have just enough time they might still be able to stop the plan. ","type":"Rules","url":"/Rules.aspx?ID=942","weakness":{}}},{"_index":"aon18","_id":"rules-943","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Campaign Structure","Ending the Campaign"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-943","markdown":"<title level=\"1\" right=\"Rules\">[The Next Campaign](/Rules.aspx?ID=943)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf the group plays another campaign in the same world that takes place after your previous campaign, think through the repercussions of the last campaign and change the world as needed. You might introduce new elements into the world that call back to the previous campaign: newly powerful factions, new settlements, or new options for player characters such as backgrounds, all based on the impact the previous PCs made on the world.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Next Campaign","next_link":{"label":"Adventure Design","url":"/Rules.aspx?ID=944"},"previous_link":{"label":"Dealing with Failure","url":"/Rules.aspx?ID=942"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>\r\n\r\nChapter 1: Gamemastery Basics / Campaign Structure / Ending the Campaign\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 39"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 39</row>","speed":{},"text":" The Next Campaign Source Gamemastery Guide pg. 39 If the group plays another campaign in the same world that takes place after your previous campaign, think through the repercussions of the last campaign and change the world as needed. You might introduce new elements into the world that call back to the previous campaign: newly powerful factions, new settlements, or new options for player characters such as backgrounds, all based on the impact the previous PCs made on the world. ","type":"Rules","url":"/Rules.aspx?ID=943","weakness":{}}},{"_index":"aon18","_id":"rules-944","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-944","markdown":"<title level=\"1\" right=\"Rules\">[Adventure Design](/Rules.aspx?ID=944)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen making your own adventure, you get to choose the themes, play style, and NPCs that most appeal to you and your group. This section gives you tips for making your adventures exciting and memorable, and for creating them quickly and efficiently.\n\n Creating an adventure for your players can be one of the most fulfilling parts of being a GM. Get started with the basic tips on [adventure building](/Rules.aspx?ID=493) on page 487 of the _Core Rulebook_, then flesh out your adventure using the following adventure recipes to quickly outline an adventure based on your chosen theme. Reading other adventures is a great way to get ideas, whether theyre published adventures or ones your friends have written. You can borrow ideas and structures if they work for your game, and tweak as needed.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Adventure Presentation</title>\r\n\r\nWhen youre writing up your own adventure, you dont need to go into the same level of detail youd see in a published adventure. You might be able to get by with just an outline, some bullet points for each NPC, a breakdown of encounters, and a few rough maps. Or maybe for your style of running games, you prefer to have some text written about each scene, or even particular lines of dialogue. If youre creating your first adventure, it can be good to write out a little more than you need. Just keep in mind that things might change in play. If you prepared more than you actually used, thats normal! Detailing NPCs or locations in particular can be useful, especially if theyre going to appear again. But in many of these cases, youll add details at the table and can jot down those notes for later.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building a Sandbox</title>\r\n\r\nIn a “sandbox” game, you give the players a sizable location to explore and let them decide how to go about it. A sandbox doesnt have as many time-sensitive events as a directed adventure, and the flow of the game is driven more by the players than by the opposition. You can put self-contained dungeons or other locations within the sandbox, but its up to the players when and how to visit them or deal with them. To make a sandbox, create about triple the number of encounters and spread them out among multiple locations or factions. You can expect the PCs wont deal with all of them. In most cases, youll want to determine where the PCs are headed next before the end of a session so you can prepare for the next session. Depending on the size and complexity of the location, the number of encounters might be much higher. Treat each sub-area as a kind of mini-adventure, and only loosely sketch it until you know what the PCs plans are.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Running Your Own Adventure</title>\r\n\r\nIts often easier to run an adventure you made yourself, but thats not true for everybody. If you notice as you run your adventure that your notes dont have enough for you to go on, you can be more thorough next time. And if something ended up inconsistent, theres nothing wrong with telling your players you want to revise something you previously said. Because this is your own creation, its closer to your heart. If the adventure doesnt go well, it can sting. Sometimes this is because of random chance, sometimes due to unforeseen decisions, and occasionally because you made a mistake. Those are all normal parts of the game! One of the things youll internalize the more you run games is that youre a part of the creative process and dont need to be perfect.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-945\" />\r\n\r\n<document level=\"2\" id=\"rules-946\" />\r\n\r\n<document level=\"2\" id=\"rules-947\" />\r\n\r\n<document level=\"2\" id=\"rules-948\" />","name":"Adventure Design","next_link":{"label":"Encounter Design","url":"/Rules.aspx?ID=969"},"previous_link":{"label":"Campaign Structure","url":"/Rules.aspx?ID=921"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>\r\n\r\nChapter 1: Gamemastery Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 40"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>","speed":{},"text":" Adventure Design Source Gamemastery Guide pg. 40 When making your own adventure, you get to choose the themes, play style, and NPCs that most appeal to you and your group. This section gives you tips for making your adventures exciting and memorable, and for creating them quickly and efficiently. Creating an adventure for your players can be one of the most fulfilling parts of being a GM. Get started with the basic tips on adventure building on page 487 of the Core Rulebook , then flesh out your adventure using the following adventure recipes to quickly outline an adventure based on your chosen theme. Reading other adventures is a great way to get ideas, whether theyre published adventures or ones your friends have written. You can borrow ideas and structures if they work for your game, and tweak as needed. Adventure Presentation When youre writing up your own adventure, you dont need to go into the same level of detail youd see in a published adventure. You might be able to get by with just an outline, some bullet points for each NPC, a breakdown of encounters, and a few rough maps. Or maybe for your style of running games, you prefer to have some text written about each scene, or even particular lines of dialogue. If youre creating your first adventure, it can be good to write out a little more than you need. Just keep in mind that things might change in play. If you prepared more than you actually used, thats normal! Detailing NPCs or locations in particular can be useful, especially if theyre going to appear again. But in many of these cases, youll add details at the table and can jot down those notes for later. Building a Sandbox In a “sandbox” game, you give the players a sizable location to explore and let them decide how to go about it. A sandbox doesnt have as many time-sensitive events as a directed adventure, and the flow of the game is driven more by the players than by the opposition. You can put self-contained dungeons or other locations within the sandbox, but its up to the players when and how to visit them or deal with them. To make a sandbox, create about triple the number of encounters and spread them out among multiple locations or factions. You can expect the PCs wont deal with all of them. In most cases, youll want to determine where the PCs are headed next before the end of a session so you can prepare for the next session. Depending on the size and complexity of the location, the number of encounters might be much higher. Treat each sub-area as a kind of mini-adventure, and only loosely sketch it until you know what the PCs plans are. Running Your Own Adventure Its often easier to run an adventure you made yourself, but thats not true for everybody. If you notice as you run your adventure that your notes dont have enough for you to go on, you can be more thorough next time. And if something ended up inconsistent, theres nothing wrong with telling your players you want to revise something you previously said. Because this is your own creation, its closer to your heart. If the adventure doesnt go well, it can sting. Sometimes this is because of random chance, sometimes due to unforeseen decisions, and occasionally because you made a mistake. Those are all normal parts of the game! One of the things youll internalize the more you run games is that youre a part of the creative process and dont need to be perfect. ","type":"Rules","url":"/Rules.aspx?ID=944","weakness":{}}},{"_index":"aon18","_id":"rules-945","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-945","markdown":"<title level=\"1\" right=\"Rules\">[Player Motivations](/Rules.aspx?ID=945)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOne of your most important and rewarding tasks is getting to know your players and what makes them tick, then implementing plot hooks that speak to their motivations. If your players all like similar things (maybe they all like epic storylines, or all prefer tactical combat), your job will be a bit easier. But for most groups theres a mix, and youll want to put in a detailed NPC who appeals to one players love of social scenes, a powerful villain to engage a player who loves stories of winning against overwhelming odds, and exotic animals that attract a player whos into having animal friends. If youre not sure what your players enjoy, ask them in advance what theyd like to see in the game!\n\n Considering player motivations doesnt mean assuming you know what the players or their characters will do! It can be risky to expect PCs to react in certain ways or take certain paths. Knowing their motivations gives you a way to put in elements you expect will appeal to your players, but their decisions will still take the adventure in unexpected directions. The important thing is getting the players engaged, not predicting the future.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Player Motivations","next_link":{"label":"Keeping it Varied","url":"/Rules.aspx?ID=946"},"previous_link":{"label":"Campaign Structure","url":"/Rules.aspx?ID=921"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 40"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>","speed":{},"text":" Player Motivations Source Gamemastery Guide pg. 40 One of your most important and rewarding tasks is getting to know your players and what makes them tick, then implementing plot hooks that speak to their motivations. If your players all like similar things (maybe they all like epic storylines, or all prefer tactical combat), your job will be a bit easier. But for most groups theres a mix, and youll want to put in a detailed NPC who appeals to one players love of social scenes, a powerful villain to engage a player who loves stories of winning against overwhelming odds, and exotic animals that attract a player whos into having animal friends. If youre not sure what your players enjoy, ask them in advance what theyd like to see in the game! Considering player motivations doesnt mean assuming you know what the players or their characters will do! It can be risky to expect PCs to react in certain ways or take certain paths. Knowing their motivations gives you a way to put in elements you expect will appeal to your players, but their decisions will still take the adventure in unexpected directions. The important thing is getting the players engaged, not predicting the future. ","type":"Rules","url":"/Rules.aspx?ID=945","weakness":{}}},{"_index":"aon18","_id":"rules-946","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-946","markdown":"<title level=\"1\" right=\"Rules\">[Keeping it Varied](/Rules.aspx?ID=946)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can give players variety through the types of challenges the group faces (combat, social, problem-solving, and so on), the locations they explore, the NPCs they meet, the monsters they face, and the treasure they acquire. Even if youre building an enclosed dungeon, you dont want to place a combat in every room, or exploration will quickly become stale.\n\n Think in terms of sessions. If your group gets through five scenes per session, how do you make one game session feel different from another? Maybe two of the scenes in each are fairly basic combat encounters, but if you make the other scenes significantly different, or even if you set the encounters in different environments, the sessions wont feel repetitive. Also think about the tools used to solve each situation. Maybe one requires complex negotiations, another brute force, and a third sneaking about. Aim to give everybody something compelling, and ideally targeted at their motivations. This translates to mechanical details, too. Inching across a balance beam requires different skills than rebuilding a broken key.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Keeping it Varied","next_link":{"label":"Theme and Feeling","url":"/Rules.aspx?ID=947"},"previous_link":{"label":"Player Motivations","url":"/Rules.aspx?ID=945"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 40"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>","speed":{},"text":" Keeping it Varied Source Gamemastery Guide pg. 40 You can give players variety through the types of challenges the group faces (combat, social, problem-solving, and so on), the locations they explore, the NPCs they meet, the monsters they face, and the treasure they acquire. Even if youre building an enclosed dungeon, you dont want to place a combat in every room, or exploration will quickly become stale. Think in terms of sessions. If your group gets through five scenes per session, how do you make one game session feel different from another? Maybe two of the scenes in each are fairly basic combat encounters, but if you make the other scenes significantly different, or even if you set the encounters in different environments, the sessions wont feel repetitive. Also think about the tools used to solve each situation. Maybe one requires complex negotiations, another brute force, and a third sneaking about. Aim to give everybody something compelling, and ideally targeted at their motivations. This translates to mechanical details, too. Inching across a balance beam requires different skills than rebuilding a broken key. ","type":"Rules","url":"/Rules.aspx?ID=946","weakness":{}}},{"_index":"aon18","_id":"rules-947","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-947","markdown":"<title level=\"1\" right=\"Rules\">[Theme and Feeling](/Rules.aspx?ID=947)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThink about the emotional and thematic touchstones you want to hit during play. Good games elicit strong emotions, and planning for them can give an emotional arc to an adventure in addition to the narrative arc. Consider what you want players to feel as they play. Is it triumph? Dread? Sadness? Optimism? None of these will be the _only_ emotions to come out, but they will inform how you build the settings and NPCs. Adventure Recipes gives steps to effectively implement theme and feeling.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Theme and Feeling","next_link":{"label":"Adventure Recipes","url":"/Rules.aspx?ID=948"},"previous_link":{"label":"Keeping it Varied","url":"/Rules.aspx?ID=946"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 40"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>","speed":{},"text":" Theme and Feeling Source Gamemastery Guide pg. 40 Think about the emotional and thematic touchstones you want to hit during play. Good games elicit strong emotions, and planning for them can give an emotional arc to an adventure in addition to the narrative arc. Consider what you want players to feel as they play. Is it triumph? Dread? Sadness? Optimism? None of these will be the only emotions to come out, but they will inform how you build the settings and NPCs. Adventure Recipes gives steps to effectively implement theme and feeling. ","type":"Rules","url":"/Rules.aspx?ID=947","weakness":{}}},{"_index":"aon18","_id":"rules-948","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-948","markdown":"<title level=\"1\" right=\"Rules\">[Adventure Recipes](/Rules.aspx?ID=948)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese procedures help you build an adventure skeleton or outline. You'll then go through and flesh out the details of the adventure, including adversaries and locations. As you play, you'll keep adjusting to fit the events of the game. Anything you haven't already introduced can be changed as needed. Just like with any recipe, you're meant to adjust the details to fit your group's preferences. You might stray far from your starting point, and that's OK! These recipes use six steps. You might want to look ahead to your future steps and make choices out of order based on what's most important for you to convey. The catch-all term “opposition” refers to the various adversaries and obstacles the PCs will face. The opposition should be thematically consistent, but not necessarily monolithic. It might contain multiple individuals or groups, who might not get along with one another. \n<ul><li>**[Styles](/Rules.aspx?ID=949)**: The overall vibe of your game, such as a gritty game, dungeon crawl, or high adventure. These frameworks offer guidelines for the number of sessions and types of encounters that work best. </li><li>**[Threats](/Rules.aspx?ID=959)**: Thematic dangers to incorporate into your game, and ways to evoke them as you play. The style and threat are the core parts of your recipe. </li><li>**[Motivations](/Rules.aspx?ID=965)**: Determine more specifically what the opposition's goals and motivations are. </li><li>**[Story Arcs](/Rules.aspx?ID=966)**: This section gives you guidance on how to construct story arcs that will play out over your adventure and maybe beyond. </li><li>**[NPCs and Organizations](/Rules.aspx?ID=967)**: The characters and factions you include should fit the theme. </li><li>**[Mechanics](/Rules.aspx?ID=968)**: Your last step is adding in the individual creatures, hazards, treasure, and so on.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-949\" />\r\n\r\n<document level=\"2\" id=\"rules-959\" />\r\n\r\n<document level=\"2\" id=\"rules-965\" />\r\n\r\n<document level=\"2\" id=\"rules-966\" />\r\n\r\n<document level=\"2\" id=\"rules-967\" />\r\n\r\n<document level=\"2\" id=\"rules-968\" />","name":"Adventure Recipes","next_link":{"label":"Encounter Design","url":"/Rules.aspx?ID=969"},"previous_link":{"label":"Theme and Feeling","url":"/Rules.aspx?ID=947"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 40"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 40</row>","speed":{},"text":" Adventure Recipes Source Gamemastery Guide pg. 40 These procedures help you build an adventure skeleton or outline. You'll then go through and flesh out the details of the adventure, including adversaries and locations. As you play, you'll keep adjusting to fit the events of the game. Anything you haven't already introduced can be changed as needed. Just like with any recipe, you're meant to adjust the details to fit your group's preferences. You might stray far from your starting point, and that's OK! These recipes use six steps. You might want to look ahead to your future steps and make choices out of order based on what's most important for you to convey. The catch-all term “opposition” refers to the various adversaries and obstacles the PCs will face. The opposition should be thematically consistent, but not necessarily monolithic. It might contain multiple individuals or groups, who might not get along with one another. Styles : The overall vibe of your game, such as a gritty game, dungeon crawl, or high adventure. These frameworks offer guidelines for the number of sessions and types of encounters that work best. Threats : Thematic dangers to incorporate into your game, and ways to evoke them as you play. The style and threat are the core parts of your recipe. Motivations : Determine more specifically what the opposition's goals and motivations are. Story Arcs : This section gives you guidance on how to construct story arcs that will play out over your adventure and maybe beyond. NPCs and Organizations : The characters and factions you include should fit the theme. Mechanics : Your last step is adding in the individual creatures, hazards, treasure, and so on. ","type":"Rules","url":"/Rules.aspx?ID=948","weakness":{}}},{"_index":"aon18","_id":"rules-949","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-949","markdown":"<title level=\"1\" right=\"Rules\">[Styles](/Rules.aspx?ID=949)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese frameworks for building your adventure include some basic elements to get you started outlining an adventure. Slot ideas from the [threats](/Rules.aspx?ID=959) section into this structure, then customize as you see fit.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-950\" />\r\n\r\n<document level=\"2\" id=\"rules-951\" />\r\n\r\n<document level=\"2\" id=\"rules-952\" />\r\n\r\n<document level=\"2\" id=\"rules-953\" />\r\n\r\n<document level=\"2\" id=\"rules-954\" />\r\n\r\n<document level=\"2\" id=\"rules-955\" />\r\n\r\n<document level=\"2\" id=\"rules-956\" />\r\n\r\n<document level=\"2\" id=\"rules-957\" />\r\n\r\n<document level=\"2\" id=\"rules-958\" />","name":"Styles","next_link":{"label":"Threats","url":"/Rules.aspx?ID=959"},"previous_link":{"label":"Theme and Feeling","url":"/Rules.aspx?ID=947"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 41"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>","speed":{},"text":" Styles Source Gamemastery Guide pg. 41 These frameworks for building your adventure include some basic elements to get you started outlining an adventure. Slot ideas from the threats section into this structure, then customize as you see fit. ","type":"Rules","url":"/Rules.aspx?ID=949","weakness":{}}},{"_index":"aon18","_id":"rules-950","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Styles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-950","markdown":"<title level=\"1\" right=\"Rules\">[Dungeon Crawl](/Rules.aspx?ID=950)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n**Number of Sessions** 34 <br />**Exploration Scenes** 1 long voyage to reach the dungeon; 3 voyages through long, trapped hallways or mazes; 1 secure cave or other staging area; 2 secret passages or rooms <br />**Combat Encounters** 2 trivial, 4 low, 6 moderate, 6 severe. Many encounters can be bypassed through secret routes. <br />**Roleplaying Encounters** 4 conversations with dungeon creatures; 1 negotiation to establish a truce <br />**Encounter Tropes** Cramped quarters, short lines of sight, and poor lighting conditions, with occasional vaulted chambers and flooded crypts. Traps and puzzles.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dungeon Crawl","next_link":{"label":"Gritty Adventure","url":"/Rules.aspx?ID=951"},"previous_link":{"label":"Theme and Feeling","url":"/Rules.aspx?ID=947"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Styles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 41"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>","speed":{},"text":" Dungeon Crawl Source Gamemastery Guide pg. 41 Number of Sessions 34 Exploration Scenes 1 long voyage to reach the dungeon; 3 voyages through long, trapped hallways or mazes; 1 secure cave or other staging area; 2 secret passages or rooms Combat Encounters 2 trivial, 4 low, 6 moderate, 6 severe. Many encounters can be bypassed through secret routes. Roleplaying Encounters 4 conversations with dungeon creatures; 1 negotiation to establish a truce Encounter Tropes Cramped quarters, short lines of sight, and poor lighting conditions, with occasional vaulted chambers and flooded crypts. Traps and puzzles. ","type":"Rules","url":"/Rules.aspx?ID=950","weakness":{}}},{"_index":"aon18","_id":"rules-951","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Styles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-951","markdown":"<title level=\"1\" right=\"Rules\">[Gritty Adventure](/Rules.aspx?ID=951)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n**Number of Sessions** 57 <br />**Exploration Scenes** 1 long voyage, plagued by attacks; 23 voyages through urban environments; 1 prison break, heist, or other test of skill <br />**Combat Encounters** 2 trivial, 4 low, 7 moderate, 8 severe; possibly 1 extreme. Foes are often other humanoids. <br />**Roleplaying Encounters** 2 battles of wits, 2 chances to bypass opponents with deception or threats, 2 opportunities to gather information and rumors <br />**Encounter Tropes** Stakes are often more personal, such as the PCs clearing their names from a false accusation or being paid to eliminate a problem. Betrayal, ambushes, and other duplicity. Town fires, weather conditions, unfriendly crowds. The _Pathfinder Critical Hit Deck_ is particularly appropriate.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gritty Adventure","next_link":{"label":"High Adventure","url":"/Rules.aspx?ID=952"},"previous_link":{"label":"Dungeon Crawl","url":"/Rules.aspx?ID=950"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Styles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 41"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>","speed":{},"text":" Gritty Adventure Source Gamemastery Guide pg. 41 Number of Sessions 57 Exploration Scenes 1 long voyage, plagued by attacks; 23 voyages through urban environments; 1 prison break, heist, or other test of skill Combat Encounters 2 trivial, 4 low, 7 moderate, 8 severe; possibly 1 extreme. Foes are often other humanoids. Roleplaying Encounters 2 battles of wits, 2 chances to bypass opponents with deception or threats, 2 opportunities to gather information and rumors Encounter Tropes Stakes are often more personal, such as the PCs clearing their names from a false accusation or being paid to eliminate a problem. Betrayal, ambushes, and other duplicity. Town fires, weather conditions, unfriendly crowds. The Pathfinder Critical Hit Deck is particularly appropriate. ","type":"Rules","url":"/Rules.aspx?ID=951","weakness":{}}},{"_index":"aon18","_id":"rules-952","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Styles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-952","markdown":"<title level=\"1\" right=\"Rules\">[High Adventure](/Rules.aspx?ID=952)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n**Number of Sessions** 68 <br />**Exploration Scenes** 2 long voyages, often by sea or air, punctuated with combat; 1 trapped dungeon, tournament, or other test of skill <br />**Combat Encounters** 16 moderate, 8 severe. Avoid low- and trivial-threat battles. <br />**Roleplaying Encounters** 2 battles of wits; 4 conversations with bizarre creatures <br />**Encounter Tropes** Unique environments and terrain for dynamic battles. Swinging from balconies on curtains, fighting atop high wires, racing chariots, and so on. Use difficult terrain sparingly, coupled with creative ways to get around it. Large groups of low-level troops the PCs can defeat with ease.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"High Adventure","next_link":{"label":"Horror","url":"/Rules.aspx?ID=953"},"previous_link":{"label":"Gritty Adventure","url":"/Rules.aspx?ID=951"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Styles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 41"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>","speed":{},"text":" High Adventure Source Gamemastery Guide pg. 41 Number of Sessions 68 Exploration Scenes 2 long voyages, often by sea or air, punctuated with combat; 1 trapped dungeon, tournament, or other test of skill Combat Encounters 16 moderate, 8 severe. Avoid low- and trivial-threat battles. Roleplaying Encounters 2 battles of wits; 4 conversations with bizarre creatures Encounter Tropes Unique environments and terrain for dynamic battles. Swinging from balconies on curtains, fighting atop high wires, racing chariots, and so on. Use difficult terrain sparingly, coupled with creative ways to get around it. Large groups of low-level troops the PCs can defeat with ease. ","type":"Rules","url":"/Rules.aspx?ID=952","weakness":{}}},{"_index":"aon18","_id":"rules-953","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Styles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-953","markdown":"<title level=\"1\" right=\"Rules\">[Horror](/Rules.aspx?ID=953)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n**Number of Sessions** 12 <br />**Exploration Scenes** 1 short voyage on foot; 24 creepy areas to investigate, like haunted mansions or dark forests <br />**Combat Encounters** 2 moderate, 1 severe, possibly 1 extreme. Avoid trivial- and low-threat encounters, except as moments of relief in a longer adventure. Extreme-threat encounters against overwhelming foes are excellent in horror one-shots. <br />**Roleplaying Encounters** 2 conversations with doubtful authority figures, 1 opportunity to gather information and rumors, 1 revelation of a horrible truth <br />**Encounter Tropes** Surprising and jarring encounters, making it hard for the PCs to feel safe. Encounters that feel overwhelming, even when theyre not. Retreat is often the right option (include a reasonable way for the PCs to escape).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Horror","next_link":{"label":"Intrigue","url":"/Rules.aspx?ID=954"},"previous_link":{"label":"High Adventure","url":"/Rules.aspx?ID=952"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Styles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 41"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>","speed":{},"text":" Horror Source Gamemastery Guide pg. 41 Number of Sessions 12 Exploration Scenes 1 short voyage on foot; 24 creepy areas to investigate, like haunted mansions or dark forests Combat Encounters 2 moderate, 1 severe, possibly 1 extreme. Avoid trivial- and low-threat encounters, except as moments of relief in a longer adventure. Extreme-threat encounters against overwhelming foes are excellent in horror one-shots. Roleplaying Encounters 2 conversations with doubtful authority figures, 1 opportunity to gather information and rumors, 1 revelation of a horrible truth Encounter Tropes Surprising and jarring encounters, making it hard for the PCs to feel safe. Encounters that feel overwhelming, even when theyre not. Retreat is often the right option (include a reasonable way for the PCs to escape). ","type":"Rules","url":"/Rules.aspx?ID=953","weakness":{}}},{"_index":"aon18","_id":"rules-954","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Styles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-954","markdown":"<title level=\"1\" right=\"Rules\">[Intrigue](/Rules.aspx?ID=954)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n**Number of Sessions** 23 <br />**Exploration Scenes** 1 long voyage, often by land or sea; 34 competitions, performances, or other test of skill; 12 infiltrations or escapes <br />**Combat Encounters** 2 trivial, 2 low, 4 moderate, 1 severe. Severethreat encounters should be reserved for major reveals of the ongoing intrigue—an ally is revealed to be a foe, a schemer is exposed and must call on his guard, and so on. <br />**Roleplaying Encounters** 23 battles of wits; 2 political or courtroom scenes; 1 conversation with a cryptic source; 2 opportunities to gather information and rumors <br />**Encounter Tropes** Urban environments, including fights atop runaway carriages, around (and atop) banquet tables, and running over rooftops. Ambushes in apparently safe social settings. Assassination attempts.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Intrigue","next_link":{"label":"Military Adventure","url":"/Rules.aspx?ID=955"},"previous_link":{"label":"Horror","url":"/Rules.aspx?ID=953"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Styles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 41"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 41</row>","speed":{},"text":" Intrigue Source Gamemastery Guide pg. 41 Number of Sessions 23 Exploration Scenes 1 long voyage, often by land or sea; 34 competitions, performances, or other test of skill; 12 infiltrations or escapes Combat Encounters 2 trivial, 2 low, 4 moderate, 1 severe. Severethreat encounters should be reserved for major reveals of the ongoing intrigue—an ally is revealed to be a foe, a schemer is exposed and must call on his guard, and so on. Roleplaying Encounters 23 battles of wits; 2 political or courtroom scenes; 1 conversation with a cryptic source; 2 opportunities to gather information and rumors Encounter Tropes Urban environments, including fights atop runaway carriages, around (and atop) banquet tables, and running over rooftops. Ambushes in apparently safe social settings. Assassination attempts. ","type":"Rules","url":"/Rules.aspx?ID=954","weakness":{}}},{"_index":"aon18","_id":"rules-955","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Styles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-955","markdown":"<title level=\"1\" right=\"Rules\">[Military Adventure](/Rules.aspx?ID=955)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 42</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n**Number of Sessions** 23 <br />**Exploration** Scenes 1 long march and 23 short marches, or a tour of the defenses for a siege; 23 trapped enemy campsites and secret spy redoubts <br />**Combat Encounters** 4 low, 4 moderate, 1 severe. Most combat encounters should be made up of 24 foes, typically humanoid soldiers with a range of capabilities. <br />**Roleplaying Encounters** 12 skill challenges to convince neutral parties to become allies or raise troops morale <br />**Encounter Tropes** Fortified battlegrounds, with moats, walls, defensive towers, and siege weapons. Victory conditions that are goal or deadline oriented—holding a gate for 10 minutes while reserves rush to defend it, setting fire to an enemy catapult, rescuing prisoners, and so on.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Military Adventure","next_link":{"label":"Mystery","url":"/Rules.aspx?ID=956"},"previous_link":{"label":"Intrigue","url":"/Rules.aspx?ID=954"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 42</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Styles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 42"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 42</row>","speed":{},"text":" Military Adventure Source Gamemastery Guide pg. 42 Number of Sessions 23 Exploration Scenes 1 long march and 23 short marches, or a tour of the defenses for a siege; 23 trapped enemy campsites and secret spy redoubts Combat Encounters 4 low, 4 moderate, 1 severe. Most combat encounters should be made up of 24 foes, typically humanoid soldiers with a range of capabilities. Roleplaying Encounters 12 skill challenges to convince neutral parties to become allies or raise troops morale Encounter Tropes Fortified battlegrounds, with moats, walls, defensive towers, and siege weapons. Victory conditions that are goal or deadline oriented—holding a gate for 10 minutes while reserves rush to defend it, setting fire to an enemy catapult, rescuing prisoners, and so on. ","type":"Rules","url":"/Rules.aspx?ID=955","weakness":{}}},{"_index":"aon18","_id":"rules-956","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Styles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-956","markdown":"<title level=\"1\" right=\"Rules\">[Mystery](/Rules.aspx?ID=956)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 42</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n**Number of Sessions** 23 <br />**Exploration Scenes** 23 trapped rooms, concealed hideouts, or other tests of skill; 2 puzzles or investigations <br />**Combat Encounters** 2 trivial, 4 low, 6 moderate, 6 severe. Solving the mystery uncovers an advantage over the most powerful foe. <br />**Roleplaying Encounters** 1 battles of wits, 1 conversation with a bizarre creature, 1 opportunity to gather information and rumors, 1 gathering to reveal the answer to the mystery <br />**Encounter Tropes** Encounters come naturally during investigations or upon discovering some element of the mystery. Multiple clues can send PCs to the same locations; if the mystery stalls, some creature that doesnt want the PCs to solve the mystery can attack to move the plot forward.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Mystery","next_link":{"label":"Planar Adventure","url":"/Rules.aspx?ID=957"},"previous_link":{"label":"Military Adventure","url":"/Rules.aspx?ID=955"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 42</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Styles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 42"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 42</row>","speed":{},"text":" Mystery Source Gamemastery Guide pg. 42 Number of Sessions 23 Exploration Scenes 23 trapped rooms, concealed hideouts, or other tests of skill; 2 puzzles or investigations Combat Encounters 2 trivial, 4 low, 6 moderate, 6 severe. Solving the mystery uncovers an advantage over the most powerful foe. Roleplaying Encounters 1 battles of wits, 1 conversation with a bizarre creature, 1 opportunity to gather information and rumors, 1 gathering to reveal the answer to the mystery Encounter Tropes Encounters come naturally during investigations or upon discovering some element of the mystery. Multiple clues can send PCs to the same locations; if the mystery stalls, some creature that doesnt want the PCs to solve the mystery can attack to move the plot forward. ","type":"Rules","url":"/Rules.aspx?ID=956","weakness":{}}},{"_index":"aon18","_id":"rules-957","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Styles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-957","markdown":"<title level=\"1\" right=\"Rules\">[Planar Adventure](/Rules.aspx?ID=957)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 42</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n**Number of Sessions** 68 <br />**Exploration Scenes** 34 long voyages through different planes, often by gate, spells, or planar vessel, punctuated by combat; 12 scouting a demiplane, planar city or fortress, or other planar stronghold <br />**Combat Encounters** 12 moderate, 12 severe. Avoid trivial- and low-threat encounters, except as set dressing to introduce a new plane. <br />**Roleplaying Encounters** 6 conversations with bizarre creatures, including some with alien ways of thinking; 2 opportunities to gather information and rumors <br />**Encounter Tropes** Fights showcasing otherworldly environs— on the sides of glaciers, in limitless oceans, on chunks of rock floating along rivers of lava, atop bottomless pits, or on the chains of 100-foot-tall gates.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Planar Adventure","next_link":{"label":"Romantic Adventure","url":"/Rules.aspx?ID=958"},"previous_link":{"label":"Mystery","url":"/Rules.aspx?ID=956"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 42</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Styles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 42"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 42</row>","speed":{},"text":" Planar Adventure Source Gamemastery Guide pg. 42 Number of Sessions 68 Exploration Scenes 34 long voyages through different planes, often by gate, spells, or planar vessel, punctuated by combat; 12 scouting a demiplane, planar city or fortress, or other planar stronghold Combat Encounters 12 moderate, 12 severe. Avoid trivial- and low-threat encounters, except as set dressing to introduce a new plane. Roleplaying Encounters 6 conversations with bizarre creatures, including some with alien ways of thinking; 2 opportunities to gather information and rumors Encounter Tropes Fights showcasing otherworldly environs— on the sides of glaciers, in limitless oceans, on chunks of rock floating along rivers of lava, atop bottomless pits, or on the chains of 100-foot-tall gates. ","type":"Rules","url":"/Rules.aspx?ID=957","weakness":{}}},{"_index":"aon18","_id":"rules-958","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Styles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-958","markdown":"<title level=\"1\" right=\"Rules\">[Romantic Adventure](/Rules.aspx?ID=958)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 42</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n**Number of Sessions** 46 <br />**Exploration Scenes** 1 tour of a kingdom or other central locale; 1 adventure into the wilds on a hunting trip or bandit hunt; 1 tournament to prove a PCs love or worth <br />**Combat Encounters** 3 low, 6 moderate, 3 severe. Emphasize emotional stakes and battles that end with the loss of honor or pride, not life. <br />**Roleplaying Encounters** 2 battles of wits, 1 grand ball, 1 entreaty before a ruler, 2 scenes of relaxation or carousing with unexpected import <br />**Encounter Tropes** Duels—social or combat—against romantic rivals. PCs and their foes fight only for a purpose or cause. Savvy enemies have strong connections to the PCs.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Romantic Adventure","next_link":{"label":"Threats","url":"/Rules.aspx?ID=959"},"previous_link":{"label":"Planar Adventure","url":"/Rules.aspx?ID=957"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 42</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Styles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 42"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 42</row>","speed":{},"text":" Romantic Adventure Source Gamemastery Guide pg. 42 Number of Sessions 46 Exploration Scenes 1 tour of a kingdom or other central locale; 1 adventure into the wilds on a hunting trip or bandit hunt; 1 tournament to prove a PCs love or worth Combat Encounters 3 low, 6 moderate, 3 severe. Emphasize emotional stakes and battles that end with the loss of honor or pride, not life. Roleplaying Encounters 2 battles of wits, 1 grand ball, 1 entreaty before a ruler, 2 scenes of relaxation or carousing with unexpected import Encounter Tropes Duels—social or combat—against romantic rivals. PCs and their foes fight only for a purpose or cause. Savvy enemies have strong connections to the PCs. ","type":"Rules","url":"/Rules.aspx?ID=958","weakness":{}}},{"_index":"aon18","_id":"rules-959","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-959","markdown":"<title level=\"1\" right=\"Rules\">[Threats](/Rules.aspx?ID=959)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 43</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThink of each type of threat as the deep, visceral danger the enemies represent. NPCs should be avatars of the threat, whether theyre enemies who represent different aspects of the threat or allies and bystanders damaged by it. Each threat entry gives a brief description, followed by some bullet points you can use to guide you in expressing the consequences of the threat. This is followed by monsters that typify this theme. As always, you can come up with your own thematic threats too!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-960\" />\r\n\r\n<document level=\"2\" id=\"rules-961\" />\r\n\r\n<document level=\"2\" id=\"rules-962\" />\r\n\r\n<document level=\"2\" id=\"rules-963\" />\r\n\r\n<document level=\"2\" id=\"rules-964\" />","name":"Threats","next_link":{"label":"Motivations","url":"/Rules.aspx?ID=965"},"previous_link":{"label":"Styles","url":"/Rules.aspx?ID=949"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 43</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 43"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 43</row>","speed":{},"text":" Threats Source Gamemastery Guide pg. 43 Think of each type of threat as the deep, visceral danger the enemies represent. NPCs should be avatars of the threat, whether theyre enemies who represent different aspects of the threat or allies and bystanders damaged by it. Each threat entry gives a brief description, followed by some bullet points you can use to guide you in expressing the consequences of the threat. This is followed by monsters that typify this theme. As always, you can come up with your own thematic threats too! ","type":"Rules","url":"/Rules.aspx?ID=959","weakness":{}}},{"_index":"aon18","_id":"rules-960","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Threats"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-960","markdown":"<title level=\"1\" right=\"Rules\">[Corruption](/Rules.aspx?ID=960)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 43</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe opposition wants to weaken or even change the motivation of a place, person, institution, ideal, or group. \n<ul><li>Show the effects of corruption on people and places, especially those closely connected to the PCs. Once-safe areas become less friendly and present threats, allies become unable to help or even turn against the PCs. </li><li>Make enemies subtle; patient; and willing to allow rumors, lies, diseases, and poisons time to take effect. In battle, they may be satisfied to curse PCs and their allies or otherwise inflict long-term afflictions, then retreat. </li><li>Contrast the corruption with education, healing, and working towards betterment. </li><li>When the PCs make progress, allow them to expose agents of corruption, and inoculate allies and neutral parties against the growing threat or educate them about it.</li></ul> **Foes** alghollthu, fiends, undead\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Corruption","next_link":{"label":"Devastation","url":"/Rules.aspx?ID=961"},"previous_link":{"label":"Styles","url":"/Rules.aspx?ID=949"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 43</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Threats\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 43"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 43</row>","speed":{},"text":" Corruption Source Gamemastery Guide pg. 43 The opposition wants to weaken or even change the motivation of a place, person, institution, ideal, or group. Show the effects of corruption on people and places, especially those closely connected to the PCs. Once-safe areas become less friendly and present threats, allies become unable to help or even turn against the PCs. Make enemies subtle; patient; and willing to allow rumors, lies, diseases, and poisons time to take effect. In battle, they may be satisfied to curse PCs and their allies or otherwise inflict long-term afflictions, then retreat. Contrast the corruption with education, healing, and working towards betterment. When the PCs make progress, allow them to expose agents of corruption, and inoculate allies and neutral parties against the growing threat or educate them about it. Foes alghollthu, fiends, undead ","type":"Rules","url":"/Rules.aspx?ID=960","weakness":{}}},{"_index":"aon18","_id":"rules-961","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Threats"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-961","markdown":"<title level=\"1\" right=\"Rules\">[Devastation](/Rules.aspx?ID=961)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 43</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe opposition wants to destroy or lay waste to a place, person, institution, ideal, or group. \n<ul><li>Show the effects of destruction on people and places, especially those the PCs hold dear. Show them desperate, devoid of resources, and psychologically changed. </li><li>Make enemies hard to reason with and overwhelming in number. In battle, they want not just to win, but to kill, maim, or devour. </li><li>Contrast devastation with forces of preservation and order. </li><li>When the PCs make progress, show the slow recovery from devastation.</li></ul> **Foes** chromatic dragons, demons, orcs\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Devastation","next_link":{"label":"Extremism","url":"/Rules.aspx?ID=962"},"previous_link":{"label":"Corruption","url":"/Rules.aspx?ID=960"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 43</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Threats\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 43"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 43</row>","speed":{},"text":" Devastation Source Gamemastery Guide pg. 43 The opposition wants to destroy or lay waste to a place, person, institution, ideal, or group. Show the effects of destruction on people and places, especially those the PCs hold dear. Show them desperate, devoid of resources, and psychologically changed. Make enemies hard to reason with and overwhelming in number. In battle, they want not just to win, but to kill, maim, or devour. Contrast devastation with forces of preservation and order. When the PCs make progress, show the slow recovery from devastation. Foes chromatic dragons, demons, orcs ","type":"Rules","url":"/Rules.aspx?ID=961","weakness":{}}},{"_index":"aon18","_id":"rules-962","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Threats"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-962","markdown":"<title level=\"1\" right=\"Rules\">[Extremism](/Rules.aspx?ID=962)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 43</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe opposition seeks a massive change—one they think is for the better. Their violent means of achieving it put them in conflict with the PCs. \n<ul><li>Demonstrate the ruthlessness of the enemy, especially the discrepancy between their care for their cause and their ambivalence or hatred toward everything else. </li><li>Have enemies focus purely on their goal. Have them fall back on their rhetoric or dogma to justify themselves. </li><li>If something about the extremists cause is just—such as preserving the natural world or protecting their people— reveal the foes sympathetic side. Demonstrate the horror of what theyre fighting against in addition to the horror of the way they fight it. </li><li>When the PCs make progress, show uncertainty or demoralization in their foes, possibly even desertion.</li></ul> **Foes** cultists, revolutionaries\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Extremism","next_link":{"label":"Mayhem","url":"/Rules.aspx?ID=963"},"previous_link":{"label":"Devastation","url":"/Rules.aspx?ID=961"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 43</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Threats\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 43"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 43</row>","speed":{},"text":" Extremism Source Gamemastery Guide pg. 43 The opposition seeks a massive change—one they think is for the better. Their violent means of achieving it put them in conflict with the PCs. Demonstrate the ruthlessness of the enemy, especially the discrepancy between their care for their cause and their ambivalence or hatred toward everything else. Have enemies focus purely on their goal. Have them fall back on their rhetoric or dogma to justify themselves. If something about the extremists cause is just—such as preserving the natural world or protecting their people— reveal the foes sympathetic side. Demonstrate the horror of what theyre fighting against in addition to the horror of the way they fight it. When the PCs make progress, show uncertainty or demoralization in their foes, possibly even desertion. Foes cultists, revolutionaries ","type":"Rules","url":"/Rules.aspx?ID=962","weakness":{}}},{"_index":"aon18","_id":"rules-963","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Threats"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-963","markdown":"<title level=\"1\" right=\"Rules\">[Mayhem](/Rules.aspx?ID=963)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 44</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe opposition is a force for mayhem, without any greater plan or long-term goal. It may be a mindless force of violence such as a wounded beast, or a thinking foe that simply revels in causing chaos and damage. \n<ul><li>Mayhem is easy to track and find, often leaving a trail of destruction in its path. Show how the senseless violence causes uncertainty and fear, disrupting both settlements and the natural order of things. </li><li>A single powerful foe is a common source of mayhem, but a pack, herd, cult, or secret society could also be to blame. The source of the mayhem may be the result of the natural order being out of balance, or might be a distraction set off by a different foe looking to use it to further its own goals. </li><li>Emphasize the cascading effects of unchecked mayhem. Normal trade, farming, migration, and similar systems are disrupted, causing problems far from the immediate location of violence and disruption. </li><li>When the PCs make progress, show how resilient systems can recover from massive disruptions but may need additional help or protection.</li></ul> **Foes** beasts, dinosaurs, drakes, giants\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Mayhem","next_link":{"label":"Subjugation","url":"/Rules.aspx?ID=964"},"previous_link":{"label":"Extremism","url":"/Rules.aspx?ID=962"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 44</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Threats\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 44"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 44</row>","speed":{},"text":" Mayhem Source Gamemastery Guide pg. 44 The opposition is a force for mayhem, without any greater plan or long-term goal. It may be a mindless force of violence such as a wounded beast, or a thinking foe that simply revels in causing chaos and damage. Mayhem is easy to track and find, often leaving a trail of destruction in its path. Show how the senseless violence causes uncertainty and fear, disrupting both settlements and the natural order of things. A single powerful foe is a common source of mayhem, but a pack, herd, cult, or secret society could also be to blame. The source of the mayhem may be the result of the natural order being out of balance, or might be a distraction set off by a different foe looking to use it to further its own goals. Emphasize the cascading effects of unchecked mayhem. Normal trade, farming, migration, and similar systems are disrupted, causing problems far from the immediate location of violence and disruption. When the PCs make progress, show how resilient systems can recover from massive disruptions but may need additional help or protection. Foes beasts, dinosaurs, drakes, giants ","type":"Rules","url":"/Rules.aspx?ID=963","weakness":{}}},{"_index":"aon18","_id":"rules-964","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes","Threats"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-964","markdown":"<title level=\"1\" right=\"Rules\">[Subjugation](/Rules.aspx?ID=964)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 44</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe opposition wants to rule over a group, location, or even the world. Their ultimate objective is to control and rule. \n<ul><li>Show how groups submit to subjugation rather than suffer the consequences of resistance. The PCs see elements of culture destroyed to ensure subjugation—are religions and churches destroyed, subverted, or replaced? Are lackeys put in place to keep oppressed populations in line? </li><li>Make enemies self-righteous, focused, and in control of groups they have previously subjugated. Fights arent just for the sake of violence, but steps towards greater control. </li><li>Show opposition: open conflict, rebellion, secret groups, sabotage, and countercultural art. Give PCs the opportunity to support or participate in each. </li><li>When the PCs make progress, have previously cowed or neutral parties be moved to rebel.</li></ul> **Foes** chromatic dragons, devils, hags, hobgoblins, rakshasas\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Subjugation","next_link":{"label":"Motivations","url":"/Rules.aspx?ID=965"},"previous_link":{"label":"Mayhem","url":"/Rules.aspx?ID=963"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 44</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes / Threats\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 44"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 44</row>","speed":{},"text":" Subjugation Source Gamemastery Guide pg. 44 The opposition wants to rule over a group, location, or even the world. Their ultimate objective is to control and rule. Show how groups submit to subjugation rather than suffer the consequences of resistance. The PCs see elements of culture destroyed to ensure subjugation—are religions and churches destroyed, subverted, or replaced? Are lackeys put in place to keep oppressed populations in line? Make enemies self-righteous, focused, and in control of groups they have previously subjugated. Fights arent just for the sake of violence, but steps towards greater control. Show opposition: open conflict, rebellion, secret groups, sabotage, and countercultural art. Give PCs the opportunity to support or participate in each. When the PCs make progress, have previously cowed or neutral parties be moved to rebel. Foes chromatic dragons, devils, hags, hobgoblins, rakshasas ","type":"Rules","url":"/Rules.aspx?ID=964","weakness":{}}},{"_index":"aon18","_id":"rules-965","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-965","markdown":"<title level=\"1\" right=\"Rules\">[Motivations](/Rules.aspx?ID=965)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 44</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThink about your opposition, and what their goals and motivations are. The motivation of the opposition needs to match your threat. If you have multiple adversaries, their motivations should all work toward your theme, but they might have different goals and act more as rivals or enemies. Motivations should be more than one dimensional. There should be a reason for every action the opposition takes—not necessarily a good one or a smart one, but a believable one. Be true to each character! Consider these questions so you can use the answers when deciding what the opposition will do. \n<ul><li>What does the opposition want? </li><li>Who or what does the opposition fear? (And no, “the PCs” isnt an answer.) </li><li>Why is the opposition sure to succeed? If the PCs dont do anything, what makes the opposition unstoppable? </li><li>What are the oppositions weaknesses? How can they be bribed or tricked? Whats something they ignore that might be used against them?</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Motivations","next_link":{"label":"Story Arcs","url":"/Rules.aspx?ID=966"},"previous_link":{"label":"Threats","url":"/Rules.aspx?ID=959"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 44</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 44"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 44</row>","speed":{},"text":" Motivations Source Gamemastery Guide pg. 44 Think about your opposition, and what their goals and motivations are. The motivation of the opposition needs to match your threat. If you have multiple adversaries, their motivations should all work toward your theme, but they might have different goals and act more as rivals or enemies. Motivations should be more than one dimensional. There should be a reason for every action the opposition takes—not necessarily a good one or a smart one, but a believable one. Be true to each character! Consider these questions so you can use the answers when deciding what the opposition will do. What does the opposition want? Who or what does the opposition fear? (And no, “the PCs” isnt an answer.) Why is the opposition sure to succeed? If the PCs dont do anything, what makes the opposition unstoppable? What are the oppositions weaknesses? How can they be bribed or tricked? Whats something they ignore that might be used against them? ","type":"Rules","url":"/Rules.aspx?ID=965","weakness":{}}},{"_index":"aon18","_id":"rules-966","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-966","markdown":"<title level=\"1\" right=\"Rules\">[Story Arcs](/Rules.aspx?ID=966)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 44</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nKeep several story arcs in mind. Most of these will be driven by the opposition in the early going, but PCs might initiate their own story arcs. Think of what the beginning, middle, and end of each arc might look like. Imagine a logical end point the arc would reach if nothing else changes. Then, adjust it based on events in the game. As changes occur, revisit the end point youve imagined. If the adversarys plan has been derailed, what might they do instead? Story arcs should reflect the theme of the adventure and be well-positioned to show off motivations.\n\n Many arcs will last only for the duration of one adventure, but others build up and recur across the whole campaign. Include some of each so you have variety. This also provides closure, as the players can see some storylines wrapped up in the short term and others over a long period. Too many dangling plot threads can result in some being forgotten or make players feel overloaded.\n\n Touchstones like the ones below make a story arc adaptable, not too restricted to specific scenes or characters. \n<ul><li>**Use motifs**. Use repeated thematic elements, visuals, phrases, and items to reinforce the connection between one adventure or segment of the story and another. The motif can also build in complexity as you move further along in the overarching story. </li><li>**Follow character** growth. Respond to how the PCs changed in previous adventures. Their next undertaking should reflect who they are now. </li><li>**Escalate!** Build on the previous story and show that the next threat is scarier. The first adventure may endanger a village, the next a city, the next a whole nation, and so on. </li><li>**Bring in recurring characters**. A recurring character is especially strong if they appear in similar circumstances each time. For instance, a merchant who travels the world might appear in the campaign only when she wants the PCs to undermine her rivals. </li><li>**Make each adventure count**. While developing an arc, dont diminish individual adventures by making what happened in them inconsequential compared to the larger story. Illustrate the consequences of such adventures so the players feel a sense of accomplishment for completing one before they move onto the next. Each adventure needs some sort of denouement to show immediate and lingering effects of the PCs victory or defeat.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Story Arcs","next_link":{"label":"NPCs and Organizations","url":"/Rules.aspx?ID=967"},"previous_link":{"label":"Motivations","url":"/Rules.aspx?ID=965"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 44</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 44"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 44</row>","speed":{},"text":" Story Arcs Source Gamemastery Guide pg. 44 Keep several story arcs in mind. Most of these will be driven by the opposition in the early going, but PCs might initiate their own story arcs. Think of what the beginning, middle, and end of each arc might look like. Imagine a logical end point the arc would reach if nothing else changes. Then, adjust it based on events in the game. As changes occur, revisit the end point youve imagined. If the adversarys plan has been derailed, what might they do instead? Story arcs should reflect the theme of the adventure and be well-positioned to show off motivations. Many arcs will last only for the duration of one adventure, but others build up and recur across the whole campaign. Include some of each so you have variety. This also provides closure, as the players can see some storylines wrapped up in the short term and others over a long period. Too many dangling plot threads can result in some being forgotten or make players feel overloaded. Touchstones like the ones below make a story arc adaptable, not too restricted to specific scenes or characters. Use motifs . Use repeated thematic elements, visuals, phrases, and items to reinforce the connection between one adventure or segment of the story and another. The motif can also build in complexity as you move further along in the overarching story. Follow character growth. Respond to how the PCs changed in previous adventures. Their next undertaking should reflect who they are now. Escalate! Build on the previous story and show that the next threat is scarier. The first adventure may endanger a village, the next a city, the next a whole nation, and so on. Bring in recurring characters . A recurring character is especially strong if they appear in similar circumstances each time. For instance, a merchant who travels the world might appear in the campaign only when she wants the PCs to undermine her rivals. Make each adventure count . While developing an arc, dont diminish individual adventures by making what happened in them inconsequential compared to the larger story. Illustrate the consequences of such adventures so the players feel a sense of accomplishment for completing one before they move onto the next. Each adventure needs some sort of denouement to show immediate and lingering effects of the PCs victory or defeat. ","type":"Rules","url":"/Rules.aspx?ID=966","weakness":{}}},{"_index":"aon18","_id":"rules-967","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-967","markdown":"<title level=\"1\" right=\"Rules\">[NPCs and Organizations](/Rules.aspx?ID=967)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 45</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAllied, neutral, and adversarial NPCs and organizations can all contribute to the theme. Youll want most to follow the theme directly, like the examples in [Threats](/Rules.aspx?ID=959). However, you can add a few counterpoints to the theme. For example, a horror game might include one or two NPCs who are more hopeful, either to grant respite from the dread or to kill off to show just how bad things are. Including NPCs who arent adversaries makes the world feel more real. It also increases the stakes, as PCs have people to care about, protect, and socialize with. Youll often find that NPCs you create will become more or less important than you expected. You can “demote” an NPC if the players dont find them interesting or “promote” them if the PCs like them more than expected.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"NPCs and Organizations","next_link":{"label":"Mechanics","url":"/Rules.aspx?ID=968"},"previous_link":{"label":"Story Arcs","url":"/Rules.aspx?ID=966"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 45</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 45"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 45</row>","speed":{},"text":" NPCs and Organizations Source Gamemastery Guide pg. 45 Allied, neutral, and adversarial NPCs and organizations can all contribute to the theme. Youll want most to follow the theme directly, like the examples in Threats. However, you can add a few counterpoints to the theme. For example, a horror game might include one or two NPCs who are more hopeful, either to grant respite from the dread or to kill off to show just how bad things are. Including NPCs who arent adversaries makes the world feel more real. It also increases the stakes, as PCs have people to care about, protect, and socialize with. Youll often find that NPCs you create will become more or less important than you expected. You can “demote” an NPC if the players dont find them interesting or “promote” them if the PCs like them more than expected. ","type":"Rules","url":"/Rules.aspx?ID=967","weakness":{}}},{"_index":"aon18","_id":"rules-968","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Adventure Design","Adventure Recipes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-968","markdown":"<title level=\"1\" right=\"Rules\">[Mechanics](/Rules.aspx?ID=968)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 45</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLast of all, youll fill out specific encounters, NPCs, treasure hoards, maps, and so on. For many games, you can save most of this work for between later sessions, spreading out your preparations over the course of the game.\n\n You can find more detail on these in the _Core Rulebook_: \n<ul><li>[Treasure guidelines](/Rules.aspx?ID=580) </li><li>[Accomplishment XP](/Rules.aspx?ID=577) </li><li>[Environments](/Rules.aspx?ID=590) </li><li>[Building Encounters](/Rules.aspx?ID=497) </li><li>[Hazards](/Rules.aspx?ID=668)</li></ul> You can also find more information on these in this book: \n<ul><li>[Building your own creatures](/Rules.aspx?ID=995) </li><li>[Building your own hazards](/Rules.aspx?ID=1043) </li><li>[Building encounters](/Rules.aspx?ID=969)</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Mechanics","next_link":{"label":"Encounter Design","url":"/Rules.aspx?ID=969"},"previous_link":{"label":"NPCs and Organizations","url":"/Rules.aspx?ID=967"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 45</row>\r\n\r\nChapter 1: Gamemastery Basics / Adventure Design / Adventure Recipes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 45"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 45</row>","speed":{},"text":" Mechanics Source Gamemastery Guide pg. 45 Last of all, youll fill out specific encounters, NPCs, treasure hoards, maps, and so on. For many games, you can save most of this work for between later sessions, spreading out your preparations over the course of the game. You can find more detail on these in the Core Rulebook : Treasure guidelines Accomplishment XP Environments Building Encounters Hazards You can also find more information on these in this book: Building your own creatures Building your own hazards Building encounters ","type":"Rules","url":"/Rules.aspx?ID=968","weakness":{}}},{"_index":"aon18","_id":"rules-969","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-969","markdown":"<title level=\"1\" right=\"Rules\">[Encounter Design](/Rules.aspx?ID=969)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCreating a compelling encounter goes beyond just following the guidelines for selecting monsters of a given level. Good encounters have a place in the story, compelling adversaries, interesting locations, and twists and turns to make them dynamic. Encounters play a fundamental part in roleplaying games, but it can be tricky to know where to start when building them. This section covers ways to expand on the basics provided on [page 489 of the _Core Rulebook_](/Rules.aspx?ID=497) to make your encounters an exciting and integral part of the plot. Encounter design goes hand in hand with location, map, and adventure design. You might set an adventure in a swamp and populate it with swamp creatures and environmental features. Or you might have a dungeon denizen in mind, and structure a section of your dungeon to fit that creature.\n\n When youre starting out, straightforward encounters of low or moderate threat can let you get your bearings. Then, you can increase complexity as you get more confident and as the PCs collect more tools to use against their foes. The more encounters you build, the more comfortable youll get with your own personal style. You can always come back here to get more ideas or advice on executing a certain type of encounter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Quick Adventure Groups</title>\r\n\r\nIf you want an easy framework for building an encounter, you can use one of the following basic structures and slot in monsters and NPCs. \n<ul><li>**Boss and Lackeys (120 XP)**: One creature of party level + 2, four creatures of party level 4 </li><li>**Boss and Lieutenant (120 XP)**: One creature of party level + 2, one creature of party level </li><li>**Elite Enemies (120 XP)**: Three creatures of party level </li><li>**Lieutenant and Lackeys (80 XP)**: One creature of party level, four creatures of party level 4 </li><li>**Mated Pair (80 XP)**: Two creatures of party level </li><li>**Troop (80 XP)**: One creature of party level, two creatures of party level 2 </li><li>**Mook Squad (60 XP)**: Six creatures of party level 4</li></ul>\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-970\" />\r\n\r\n<document level=\"2\" id=\"rules-971\" />\r\n\r\n<document level=\"2\" id=\"rules-976\" />\r\n\r\n<document level=\"2\" id=\"rules-978\" />\r\n\r\n<document level=\"2\" id=\"rules-987\" />\r\n\r\n<document level=\"2\" id=\"rules-988\" />","name":"Encounter Design","next_link":{"label":"Drawing Maps","url":"/Rules.aspx?ID=989"},"previous_link":{"label":"Adventure Design","url":"/Rules.aspx?ID=944"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>\r\n\r\nChapter 1: Gamemastery Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 46"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>","speed":{},"text":" Encounter Design Source Gamemastery Guide pg. 46 Creating a compelling encounter goes beyond just following the guidelines for selecting monsters of a given level. Good encounters have a place in the story, compelling adversaries, interesting locations, and twists and turns to make them dynamic. Encounters play a fundamental part in roleplaying games, but it can be tricky to know where to start when building them. This section covers ways to expand on the basics provided on page 489 of the Core Rulebook to make your encounters an exciting and integral part of the plot. Encounter design goes hand in hand with location, map, and adventure design. You might set an adventure in a swamp and populate it with swamp creatures and environmental features. Or you might have a dungeon denizen in mind, and structure a section of your dungeon to fit that creature. When youre starting out, straightforward encounters of low or moderate threat can let you get your bearings. Then, you can increase complexity as you get more confident and as the PCs collect more tools to use against their foes. The more encounters you build, the more comfortable youll get with your own personal style. You can always come back here to get more ideas or advice on executing a certain type of encounter. Quick Adventure Groups If you want an easy framework for building an encounter, you can use one of the following basic structures and slot in monsters and NPCs. Boss and Lackeys (120 XP) : One creature of party level + 2, four creatures of party level 4 Boss and Lieutenant (120 XP) : One creature of party level + 2, one creature of party level Elite Enemies (120 XP) : Three creatures of party level Lieutenant and Lackeys (80 XP) : One creature of party level, four creatures of party level 4 Mated Pair (80 XP) : Two creatures of party level Troop (80 XP) : One creature of party level, two creatures of party level 2 Mook Squad (60 XP) : Six creatures of party level 4 ","type":"Rules","url":"/Rules.aspx?ID=969","weakness":{}}},{"_index":"aon18","_id":"rules-970","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-970","markdown":"<title level=\"1\" right=\"Rules\">[Variety](/Rules.aspx?ID=970)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nVariety in encounters is essential to let players try new tactics and give different PCs chances to shine as they face foes with weak points they're uniquely suited to exploiting. Consider the following forms of encounter variety. \n<ul><li>**Theme**: Look for ways to include varied creatures and locations. Even if the PCs delve into a dungeon inhabited by drow, they should encounter other creatures, too! All creatures should have a justification for fitting in, but no place needs to be uniform. </li><li>**Difficulty**: A string of moderate-threat encounters can feel flat. Use low- and even trivial-threat encounters to give PCs chances to really dominate, and severe-threat encounters for especially powerful enemies. Extreme-threat encounters should be used sparingly, for enemies who match the threat posed by the PCs and have a solid chance of beating them! </li><li>**Complexity**: Use high complexity judiciously, saving it for important or memorable fights. </li><li>**Encounter Composition**: The number of creatures per encounter and their levels should vary. Higher-level single enemies, squads of enemies, and large numbers of lackeys all feel different. </li><li>**Setup**: Not all encounters should start and end the same way. PCs might sneak up on unprepared enemies, get ambushed by foes hunting them, enter into a formal duel, or find a diplomatic overture fails and turns into a fight. On the other side, enemies might all be taken out, retreat, beg for mercy, or even shift the encounter to a chase or other phase. </li><li>**Information**: Uncertainty can increase the tension and sense of danger the players feel. Ambushes, fights against unknown foes or foes behind battlements, and other scenarios can create this basic uncertainty.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Variety","next_link":{"label":"Encounter Locations","url":"/Rules.aspx?ID=971"},"previous_link":{"label":"Adventure Design","url":"/Rules.aspx?ID=944"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 46"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>","speed":{},"text":" Variety Source Gamemastery Guide pg. 46 Variety in encounters is essential to let players try new tactics and give different PCs chances to shine as they face foes with weak points they're uniquely suited to exploiting. Consider the following forms of encounter variety. Theme : Look for ways to include varied creatures and locations. Even if the PCs delve into a dungeon inhabited by drow, they should encounter other creatures, too! All creatures should have a justification for fitting in, but no place needs to be uniform. Difficulty : A string of moderate-threat encounters can feel flat. Use low- and even trivial-threat encounters to give PCs chances to really dominate, and severe-threat encounters for especially powerful enemies. Extreme-threat encounters should be used sparingly, for enemies who match the threat posed by the PCs and have a solid chance of beating them! Complexity : Use high complexity judiciously, saving it for important or memorable fights. Encounter Composition : The number of creatures per encounter and their levels should vary. Higher-level single enemies, squads of enemies, and large numbers of lackeys all feel different. Setup : Not all encounters should start and end the same way. PCs might sneak up on unprepared enemies, get ambushed by foes hunting them, enter into a formal duel, or find a diplomatic overture fails and turns into a fight. On the other side, enemies might all be taken out, retreat, beg for mercy, or even shift the encounter to a chase or other phase. Information : Uncertainty can increase the tension and sense of danger the players feel. Ambushes, fights against unknown foes or foes behind battlements, and other scenarios can create this basic uncertainty. ","type":"Rules","url":"/Rules.aspx?ID=970","weakness":{}}},{"_index":"aon18","_id":"rules-971","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-971","markdown":"<title level=\"1\" right=\"Rules\">[Encounter Locations](/Rules.aspx?ID=971)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nChoose compelling settings for your encounters. When encounters take place in a building or lair, the most significant environmental features originate from the occupants, both past and present. Think about their tastes, biology, or wealth. These features could be natural, such as the sickening reek of decay in the lair of a great predator. They could also be alchemical, such as a cloud of poisonous gas, or magical, such as a strange electric current that arcs through the walls and occasionally leaps out at passersby.\n\n In some cases, youll have a location in which an enemy always appears, and you can design your location to suit that specific creature. Other times, an encounter might appear in a variety of places, such as a guard patrol or wandering monster. In these cases, youll need several terrain and structure options so theres something interesting about the environment no matter where the battle takes place.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-972\" />\r\n\r\n<document level=\"2\" id=\"rules-973\" />\r\n\r\n<document level=\"2\" id=\"rules-974\" />\r\n\r\n<document level=\"2\" id=\"rules-975\" />","name":"Encounter Locations","next_link":{"label":"Enemy Motivations","url":"/Rules.aspx?ID=976"},"previous_link":{"label":"Variety","url":"/Rules.aspx?ID=970"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 46"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>","speed":{},"text":" Encounter Locations Source Gamemastery Guide pg. 46 Choose compelling settings for your encounters. When encounters take place in a building or lair, the most significant environmental features originate from the occupants, both past and present. Think about their tastes, biology, or wealth. These features could be natural, such as the sickening reek of decay in the lair of a great predator. They could also be alchemical, such as a cloud of poisonous gas, or magical, such as a strange electric current that arcs through the walls and occasionally leaps out at passersby. In some cases, youll have a location in which an enemy always appears, and you can design your location to suit that specific creature. Other times, an encounter might appear in a variety of places, such as a guard patrol or wandering monster. In these cases, youll need several terrain and structure options so theres something interesting about the environment no matter where the battle takes place. ","type":"Rules","url":"/Rules.aspx?ID=971","weakness":{}}},{"_index":"aon18","_id":"rules-972","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design","Encounter Locations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-972","markdown":"<title level=\"1\" right=\"Rules\">[Maps and Terrain](/Rules.aspx?ID=972)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFeatures on the map have a substantial impact on the flow of combat. Three considerations to keep in mind when designing a map are maneuverability, line of sight, and attack ranges. Even empty rooms and corridors can provide variety based on their size and shape. Narrow passageways make natural choke points. In particularly small rooms, space is at a premium, favoring melee combatants and making area effects hard to aim without friendly fire. By contrast, huge areas lend themselves to spread-out combat, which gives plenty of room to use all manner of abilities but poses challenges for ones with limited range. To make large rooms more interesting, add furniture, stalagmites, or other features the PCs and their foes can duck behind for cover.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Maps and Terrain","next_link":{"label":"Inhabitant or Intruder","url":"/Rules.aspx?ID=973"},"previous_link":{"label":"Variety","url":"/Rules.aspx?ID=970"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Encounter Locations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 46"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>","speed":{},"text":" Maps and Terrain Source Gamemastery Guide pg. 46 Features on the map have a substantial impact on the flow of combat. Three considerations to keep in mind when designing a map are maneuverability, line of sight, and attack ranges. Even empty rooms and corridors can provide variety based on their size and shape. Narrow passageways make natural choke points. In particularly small rooms, space is at a premium, favoring melee combatants and making area effects hard to aim without friendly fire. By contrast, huge areas lend themselves to spread-out combat, which gives plenty of room to use all manner of abilities but poses challenges for ones with limited range. To make large rooms more interesting, add furniture, stalagmites, or other features the PCs and their foes can duck behind for cover. ","type":"Rules","url":"/Rules.aspx?ID=972","weakness":{}}},{"_index":"aon18","_id":"rules-973","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design","Encounter Locations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-973","markdown":"<title level=\"1\" right=\"Rules\">[Inhabitant or Intruder](/Rules.aspx?ID=973)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn most cases, the PCs enter territory thats far more familiar to their foes than it is to them. NPCs and monsters who live in an area are likely to be adapted to its dangers, either because they know where they are and how to avoid them, or because they are unaffected by them. A kobold in their lair might bait a PC into walking into a trap the kobold avoided. Marshland may be troublesome terrain for most PCs, but it poses little inconvenience to amphibious creatures. When using creatures with the ability to burrow, climb, or swim, consider incorporating features such as mazelike corridors, high walls with platforms, or rivers. If the foes are smaller or larger than the PCs, consider including paths, cubbyholes, staircases, or narrow passages that one side of the fight can use more effectively.\n\n Sometimes, though, the PCs must defend their own base from intruders. In these situations, youre flipping the script, so give the PCs time to trap and ward the area. Watching the invaders fall prey to hazards and ambushes can be a delightful change of pace for your players.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Inhabitant or Intruder","next_link":{"label":"Wild Weather","url":"/Rules.aspx?ID=974"},"previous_link":{"label":"Maps and Terrain","url":"/Rules.aspx?ID=972"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Encounter Locations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 46"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 46</row>","speed":{},"text":" Inhabitant or Intruder Source Gamemastery Guide pg. 46 In most cases, the PCs enter territory thats far more familiar to their foes than it is to them. NPCs and monsters who live in an area are likely to be adapted to its dangers, either because they know where they are and how to avoid them, or because they are unaffected by them. A kobold in their lair might bait a PC into walking into a trap the kobold avoided. Marshland may be troublesome terrain for most PCs, but it poses little inconvenience to amphibious creatures. When using creatures with the ability to burrow, climb, or swim, consider incorporating features such as mazelike corridors, high walls with platforms, or rivers. If the foes are smaller or larger than the PCs, consider including paths, cubbyholes, staircases, or narrow passages that one side of the fight can use more effectively. Sometimes, though, the PCs must defend their own base from intruders. In these situations, youre flipping the script, so give the PCs time to trap and ward the area. Watching the invaders fall prey to hazards and ambushes can be a delightful change of pace for your players. ","type":"Rules","url":"/Rules.aspx?ID=973","weakness":{}}},{"_index":"aon18","_id":"rules-974","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design","Encounter Locations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-974","markdown":"<title level=\"1\" right=\"Rules\">[Wild Weather](/Rules.aspx?ID=974)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOn a bright, sunny day, the PCs see clearly and fight without obstruction, but adding wind, precipitation, or fog creates additional challenges. Rain creates sloshy, muddy ground that slows movement, and cold weather introduces the threat of slippery patches of ice. Only the most extreme temperatures have a direct impact on the PCs during an encounter, but a slog through blistering heat or freezing cold can leave the PCs worn out and more vulnerable to foes. Light levels play a key role in both outdoor and indoor encounters. Although torches are plentiful, their reach is limited, and lights are sure to draw attention in dark areas.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Wild Weather","next_link":{"label":"Budgeting for Terrain","url":"/Rules.aspx?ID=975"},"previous_link":{"label":"Inhabitant or Intruder","url":"/Rules.aspx?ID=973"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Encounter Locations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 47"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>","speed":{},"text":" Wild Weather Source Gamemastery Guide pg. 47 On a bright, sunny day, the PCs see clearly and fight without obstruction, but adding wind, precipitation, or fog creates additional challenges. Rain creates sloshy, muddy ground that slows movement, and cold weather introduces the threat of slippery patches of ice. Only the most extreme temperatures have a direct impact on the PCs during an encounter, but a slog through blistering heat or freezing cold can leave the PCs worn out and more vulnerable to foes. Light levels play a key role in both outdoor and indoor encounters. Although torches are plentiful, their reach is limited, and lights are sure to draw attention in dark areas. ","type":"Rules","url":"/Rules.aspx?ID=974","weakness":{}}},{"_index":"aon18","_id":"rules-975","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design","Encounter Locations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-975","markdown":"<title level=\"1\" right=\"Rules\">[Budgeting for Terrain](/Rules.aspx?ID=975)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you include terrain thats tricky to navigate or takes extra work to deal with, consider whether it should count toward the encounters XP budget. A fight that requires [Climbing](/Actions.aspx?ID=33), [Swimming](/Actions.aspx?ID=39), or pushing through difficult terrain can be much tougher—especially if the enemies have strong ranged attacks. Think about the impact of the terrain in advance, especially if the battle would already be a severe threat, or you might kill the party. You can pick an equivalent monster level for your terrain and factor that into your budget, or just assign extra XP at the end if the threat without terrain is on the low or moderate end.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Budgeting for Terrain","next_link":{"label":"Enemy Motivations","url":"/Rules.aspx?ID=976"},"previous_link":{"label":"Wild Weather","url":"/Rules.aspx?ID=974"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Encounter Locations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 47"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>","speed":{},"text":" Budgeting for Terrain Source Gamemastery Guide pg. 47 If you include terrain thats tricky to navigate or takes extra work to deal with, consider whether it should count toward the encounters XP budget. A fight that requires Climbing, Swimming, or pushing through difficult terrain can be much tougher—especially if the enemies have strong ranged attacks. Think about the impact of the terrain in advance, especially if the battle would already be a severe threat, or you might kill the party. You can pick an equivalent monster level for your terrain and factor that into your budget, or just assign extra XP at the end if the threat without terrain is on the low or moderate end. ","type":"Rules","url":"/Rules.aspx?ID=975","weakness":{}}},{"_index":"aon18","_id":"rules-976","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-976","markdown":"<title level=\"1\" right=\"Rules\">[Enemy Motivations](/Rules.aspx?ID=976)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEvery encounter should happen for a reason. Consider a creatures motivation to fight. Is it defending its lair? Robbing to enrich itself? Following sadistic impulses? Simply being paid to fight? You may realize a creature doesnt have a compelling motivation, or that the PCs have done something that eliminates the impetus to fight. In that case, the encounter doesnt need to happen! Your game might be more satisfying if the PCs clever actions avoid the fight—provided you award them XP accordingly.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-977\" />","name":"Enemy Motivations","next_link":{"label":"Dynamic Encounters","url":"/Rules.aspx?ID=978"},"previous_link":{"label":"Encounter Locations","url":"/Rules.aspx?ID=971"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 47"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>","speed":{},"text":" Enemy Motivations Source Gamemastery Guide pg. 47 Every encounter should happen for a reason. Consider a creatures motivation to fight. Is it defending its lair? Robbing to enrich itself? Following sadistic impulses? Simply being paid to fight? You may realize a creature doesnt have a compelling motivation, or that the PCs have done something that eliminates the impetus to fight. In that case, the encounter doesnt need to happen! Your game might be more satisfying if the PCs clever actions avoid the fight—provided you award them XP accordingly. ","type":"Rules","url":"/Rules.aspx?ID=976","weakness":{}}},{"_index":"aon18","_id":"rules-977","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design","Enemy Motivations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-977","markdown":"<title level=\"1\" right=\"Rules\">[Morale](/Rules.aspx?ID=977)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThink how an enemy reacts when a fight is going poorly for them—or well! Enemies who do something other than fight to the death make an encounter more dynamic and believable. While PCs occasionally encounter truly fanatical zealots or single-minded creatures that would never back down from a fight, most creatures—even nonsapient creatures like animals—back down from a battle theyre obviously losing. This normally means foes fleeing at a certain point, potentially ending the encounter, but if the PCs need to capture those opponents, it could add a secondary objective and split their focus. Look at how differences in morale between participants impact the fight. For instance, after the necromancers living allies surrender to the PCs, she might activate a latent magic she implanted within them, killing them and merging their bodies into an enormous undead abomination. An enemys morale could even change the encounter from combat to social, as the PCs enter negotiations over a surrender or try to convince their foes of the errors of their ways.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Morale","next_link":{"label":"Dynamic Encounters","url":"/Rules.aspx?ID=978"},"previous_link":{"label":"Encounter Locations","url":"/Rules.aspx?ID=971"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Enemy Motivations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 47"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 47</row>","speed":{},"text":" Morale Source Gamemastery Guide pg. 47 Think how an enemy reacts when a fight is going poorly for them—or well! Enemies who do something other than fight to the death make an encounter more dynamic and believable. While PCs occasionally encounter truly fanatical zealots or single-minded creatures that would never back down from a fight, most creatures—even nonsapient creatures like animals—back down from a battle theyre obviously losing. This normally means foes fleeing at a certain point, potentially ending the encounter, but if the PCs need to capture those opponents, it could add a secondary objective and split their focus. Look at how differences in morale between participants impact the fight. For instance, after the necromancers living allies surrender to the PCs, she might activate a latent magic she implanted within them, killing them and merging their bodies into an enormous undead abomination. An enemys morale could even change the encounter from combat to social, as the PCs enter negotiations over a surrender or try to convince their foes of the errors of their ways. ","type":"Rules","url":"/Rules.aspx?ID=977","weakness":{}}},{"_index":"aon18","_id":"rules-978","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-978","markdown":"<title level=\"1\" right=\"Rules\">[Dynamic Encounters](/Rules.aspx?ID=978)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 48</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile you can certainly create enjoyable encounters by placing a group of opponents in a square room with little else, you have numerous tools to create encounters that are more interactive and dynamic. These tools can challenge your players to invent new strategies, inspire interesting character decisions, and make your setting richer.\n\n No encounter needs to use all of the elements presented here, and not all encounters need more than one or two. The more complex a dynamic encounter is, the longer it takes to run and the more demanding it is. In general, these tools are perfectly suited for boss encounters, for memorable foes, and as a spice to add throughout your campaign however often works best for you and your players.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Pitfalls</title>\r\n\r\nThis section arms you with a wide variety of useful tricks to add interest to your encounters, but you should keep an eye out for some common pitfalls of encounter building. \n<ul><li>**Don't Make Every Encounter Complex**: There are many ways to make complex and dynamic encounters, but making every single encounter complex will become exhausting for you and your players. Some encounters should be simple, both because it will make the world feel more real and because it's a good way for the group to relax without as much to keep track of. </li><li>**Avoid Flat Difficulty**: Ensure that not too many of your encounters fall at the same threat level. Having some low-and even trivial-threat battles adds variety, and it's great to throw in a few severe encounters beyond just bosses. </li><li>**Beware of Unexpected Difficulty**: You might end up with creatures that have abilities that fit well together, making them extremely powerful as a combo, or that are particularly well-suited against your PCs. Compare the creatures and what you know about your PCs in advance, especially if the encounter is already a severe threat by the numbers. Page 16 has suggestions for what to do if you find a spike in difficulty during an encounter rather than in advance. </li><li>**Watch for Overpowered Terrain**: As noted under [Budgeting for Terrain](/Rules.aspx?ID=975), some features of the environment can increase the danger drastically. Consider your creature and the environment, and see whether the creature has a massive advantage compared to PCs in that terrain, such as a monster with powerful, long-range attacks when PCs are stuck at a distance. If so, you might want to adjust.</li></ul>\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-979\" />\r\n\r\n<document level=\"2\" id=\"rules-980\" />\r\n\r\n<document level=\"2\" id=\"rules-981\" />\r\n\r\n<document level=\"2\" id=\"rules-982\" />\r\n\r\n<document level=\"2\" id=\"rules-983\" />\r\n\r\n<document level=\"2\" id=\"rules-984\" />\r\n\r\n<document level=\"2\" id=\"rules-985\" />\r\n\r\n<document level=\"2\" id=\"rules-986\" />","name":"Dynamic Encounters","next_link":{"label":"Social Encounters","url":"/Rules.aspx?ID=987"},"previous_link":{"label":"Enemy Motivations","url":"/Rules.aspx?ID=976"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 48</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 48"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 48</row>","speed":{},"text":" Dynamic Encounters Source Gamemastery Guide pg. 48 While you can certainly create enjoyable encounters by placing a group of opponents in a square room with little else, you have numerous tools to create encounters that are more interactive and dynamic. These tools can challenge your players to invent new strategies, inspire interesting character decisions, and make your setting richer. No encounter needs to use all of the elements presented here, and not all encounters need more than one or two. The more complex a dynamic encounter is, the longer it takes to run and the more demanding it is. In general, these tools are perfectly suited for boss encounters, for memorable foes, and as a spice to add throughout your campaign however often works best for you and your players. Pitfalls This section arms you with a wide variety of useful tricks to add interest to your encounters, but you should keep an eye out for some common pitfalls of encounter building. Don't Make Every Encounter Complex : There are many ways to make complex and dynamic encounters, but making every single encounter complex will become exhausting for you and your players. Some encounters should be simple, both because it will make the world feel more real and because it's a good way for the group to relax without as much to keep track of. Avoid Flat Difficulty : Ensure that not too many of your encounters fall at the same threat level. Having some low-and even trivial-threat battles adds variety, and it's great to throw in a few severe encounters beyond just bosses. Beware of Unexpected Difficulty : You might end up with creatures that have abilities that fit well together, making them extremely powerful as a combo, or that are particularly well-suited against your PCs. Compare the creatures and what you know about your PCs in advance, especially if the encounter is already a severe threat by the numbers. Page 16 has suggestions for what to do if you find a spike in difficulty during an encounter rather than in advance. Watch for Overpowered Terrain : As noted under Budgeting for Terrain, some features of the environment can increase the danger drastically. Consider your creature and the environment, and see whether the creature has a massive advantage compared to PCs in that terrain, such as a monster with powerful, long-range attacks when PCs are stuck at a distance. If so, you might want to adjust. ","type":"Rules","url":"/Rules.aspx?ID=978","weakness":{}}},{"_index":"aon18","_id":"rules-979","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design","Dynamic Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-979","markdown":"<title level=\"1\" right=\"Rules\">[Hazards in Combat](/Rules.aspx?ID=979)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 48</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn isolated encounters where the PCs have plenty of time to recover from hazards effects, simple hazards can feel more like speed bumps than true challenges. But when combined with other threats, even simple hazards can prove perilous. A noisy explosion can draw attention, allowing foes to burst through the door for a dramatic start to the encounter. Simple hazards can also be an active part of an encounter, particularly if the foes know how to avoid triggering them.\n\n As their name suggests, complex hazards are a more powerful tool for encounters. Because they continue to act, they are an ongoing presence in the fight. When combined with hostile creatures, complex hazards offer the PCs plenty of choices for what they want to do next. This is particularly true if foes benefit from the hazard. Should the PCs first disable the array of pipes spewing magical fire into the room, or should they prioritize the fire elemental growing stronger with exposure to the inferno? Theres no right answer, and the PCs choices have a clear impact on the obstacles they face. Hazards in combat shine when they give the PCs ways to contribute meaningfully other than dealing damage to a creature. Interesting actions to disable a hazard are a fun way to give several PCs something fresh and different to do rather than piling on damage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hazards in Combat","next_link":{"label":"Evolving Battlefields","url":"/Rules.aspx?ID=980"},"previous_link":{"label":"Enemy Motivations","url":"/Rules.aspx?ID=976"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 48</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Dynamic Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 48"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 48</row>","speed":{},"text":" Hazards in Combat Source Gamemastery Guide pg. 48 In isolated encounters where the PCs have plenty of time to recover from hazards effects, simple hazards can feel more like speed bumps than true challenges. But when combined with other threats, even simple hazards can prove perilous. A noisy explosion can draw attention, allowing foes to burst through the door for a dramatic start to the encounter. Simple hazards can also be an active part of an encounter, particularly if the foes know how to avoid triggering them. As their name suggests, complex hazards are a more powerful tool for encounters. Because they continue to act, they are an ongoing presence in the fight. When combined with hostile creatures, complex hazards offer the PCs plenty of choices for what they want to do next. This is particularly true if foes benefit from the hazard. Should the PCs first disable the array of pipes spewing magical fire into the room, or should they prioritize the fire elemental growing stronger with exposure to the inferno? Theres no right answer, and the PCs choices have a clear impact on the obstacles they face. Hazards in combat shine when they give the PCs ways to contribute meaningfully other than dealing damage to a creature. Interesting actions to disable a hazard are a fun way to give several PCs something fresh and different to do rather than piling on damage. ","type":"Rules","url":"/Rules.aspx?ID=979","weakness":{}}},{"_index":"aon18","_id":"rules-980","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design","Dynamic Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-980","markdown":"<title level=\"1\" right=\"Rules\">[Evolving Battlefields](/Rules.aspx?ID=980)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 48</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile some battlefields are relatively static, allowing the PCs and foes to clobber each other until one side wins, complex or evolving battlefields can lead to far more memorable encounters. One of the most straightforward ways to create an evolving battlefield is with dynamic environmental features. Maybe the floating platforms that make up the rooms floor shuffle around on their own turn each round, or various points teleport creatures to different locations—possibly between two rooms where separate battles take place simultaneously. These dynamic features have some overlap with complex hazards, though they dont tend to be an opposition or obstacle specifically threatening the PCs.\n\n Similarly, a third party in the encounter, perhaps a rampaging monster or a restless spirit, could pose a danger to both sides but potentially benefit either. For instance, perhaps the PCs or their foes could harness this third party as a dangerous but powerful ally with a successful skill check of some kind or by making a risky bargain.\n\n Sometimes the evolving battlefield is more of a state change, or series of state changes, and less of a constant presence. For instance, defeating a ritualist and ending his ritual could cause the foes to lose a powerful beneficial effect but unleash a demon that crawled through the remains of the botched ritual, or cause part of the room to collapse from the magical backlash. Major physical changes to the environment, like such a collapse, portions of the room rising or falling, or water beginning to rush in and fill the room, can force the PCs to rethink their plans to handle the new situation. Sometimes the evolving battlefield is more of an unexpected plot twist that occurs in the middle of the encounter. Perhaps the evil tyrant reveals that they were a dragon all along, or reinforcements arrive for whichever side was outmatched. Whatever you choose, make sure it changes things up and makes the encounter feel more dynamic and different. For instance, raising up a portion of the battlefield that isnt particularly relevant when neither the PCs nor their foes are likely to care is less interesting than raising up the pedestal holding the jewel the PCs and their enemies are trying to recover.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Evolving Battlefields","next_link":{"label":"Combining and Separating Encounters","url":"/Rules.aspx?ID=981"},"previous_link":{"label":"Hazards in Combat","url":"/Rules.aspx?ID=979"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 48</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Dynamic Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 48"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 48</row>","speed":{},"text":" Evolving Battlefields Source Gamemastery Guide pg. 48 While some battlefields are relatively static, allowing the PCs and foes to clobber each other until one side wins, complex or evolving battlefields can lead to far more memorable encounters. One of the most straightforward ways to create an evolving battlefield is with dynamic environmental features. Maybe the floating platforms that make up the rooms floor shuffle around on their own turn each round, or various points teleport creatures to different locations—possibly between two rooms where separate battles take place simultaneously. These dynamic features have some overlap with complex hazards, though they dont tend to be an opposition or obstacle specifically threatening the PCs. Similarly, a third party in the encounter, perhaps a rampaging monster or a restless spirit, could pose a danger to both sides but potentially benefit either. For instance, perhaps the PCs or their foes could harness this third party as a dangerous but powerful ally with a successful skill check of some kind or by making a risky bargain. Sometimes the evolving battlefield is more of a state change, or series of state changes, and less of a constant presence. For instance, defeating a ritualist and ending his ritual could cause the foes to lose a powerful beneficial effect but unleash a demon that crawled through the remains of the botched ritual, or cause part of the room to collapse from the magical backlash. Major physical changes to the environment, like such a collapse, portions of the room rising or falling, or water beginning to rush in and fill the room, can force the PCs to rethink their plans to handle the new situation. Sometimes the evolving battlefield is more of an unexpected plot twist that occurs in the middle of the encounter. Perhaps the evil tyrant reveals that they were a dragon all along, or reinforcements arrive for whichever side was outmatched. Whatever you choose, make sure it changes things up and makes the encounter feel more dynamic and different. For instance, raising up a portion of the battlefield that isnt particularly relevant when neither the PCs nor their foes are likely to care is less interesting than raising up the pedestal holding the jewel the PCs and their enemies are trying to recover. ","type":"Rules","url":"/Rules.aspx?ID=980","weakness":{}}},{"_index":"aon18","_id":"rules-981","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design","Dynamic Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-981","markdown":"<title level=\"1\" right=\"Rules\">[Combining and Separating Encounters](/Rules.aspx?ID=981)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 49</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPicture this: the PCs storm a castle. They choose to eschew stealth in favor of a direct approach. On the ramparts, a guard spots them and raises an alarm. The sound of horns and whistles blare throughout the keep as each defender ensures that everyone is ready for a fight. And then, they politely wait in whatever room they were already standing in for the PCs to come and attack them. It sounds pretty unrealistic, and it feels unrealistic at the table. Many players find it far more satisfying when their foes take reasonable actions and countermeasures against them. This means moving to defensible positions or banding together with allies. Taken to an extreme, combining encounters can quickly lead to fights that are unwinnable, so be careful. In the castle example, some guards may come out to attack the PCs, while others cluster around the central keep. Perhaps each individual patrol of guards around the castle is a trivial-threat encounter, but as they gather together, they form groups of gradually escalating threat. Such groups give the PCs a sense of how challenging their opposition is, so that if a fight against six guards is a challenge, they wont try to pick a fight with 30. When the PCs foes amass into an overwhelming force, give the PCs fair warning and a chance to retreat and try again another day. Of course, if the PCs come back after the alarm has been raised, the guards are likely to change their rotations to better secure the keep.\n\n The most common reason to separate an encounter into multiple pieces is to set up a combined encounter, like when an injured foe retreats to gather reinforcements. This provides the PCs with a choice: do they ignore the fleeing enemy and focus on the battle in front of them, or do they split their own forces, weighing the risk of being led into a dangerous encounter against the chance of stopping later foes from preparing for their approach? An encounter might also separate into pieces because of dramatic changes to the battlefield, such as a collapsing ceiling or a magical wall that prevents those on each side of the barrier from accessing the other without spending actions to bypass the obstruction.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Combining and Separating Encounters","next_link":{"label":"Time Pressure","url":"/Rules.aspx?ID=982"},"previous_link":{"label":"Evolving Battlefields","url":"/Rules.aspx?ID=980"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 49</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Dynamic Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 49"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 49</row>","speed":{},"text":" Combining and Separating Encounters Source Gamemastery Guide pg. 49 Picture this: the PCs storm a castle. They choose to eschew stealth in favor of a direct approach. On the ramparts, a guard spots them and raises an alarm. The sound of horns and whistles blare throughout the keep as each defender ensures that everyone is ready for a fight. And then, they politely wait in whatever room they were already standing in for the PCs to come and attack them. It sounds pretty unrealistic, and it feels unrealistic at the table. Many players find it far more satisfying when their foes take reasonable actions and countermeasures against them. This means moving to defensible positions or banding together with allies. Taken to an extreme, combining encounters can quickly lead to fights that are unwinnable, so be careful. In the castle example, some guards may come out to attack the PCs, while others cluster around the central keep. Perhaps each individual patrol of guards around the castle is a trivial-threat encounter, but as they gather together, they form groups of gradually escalating threat. Such groups give the PCs a sense of how challenging their opposition is, so that if a fight against six guards is a challenge, they wont try to pick a fight with 30. When the PCs foes amass into an overwhelming force, give the PCs fair warning and a chance to retreat and try again another day. Of course, if the PCs come back after the alarm has been raised, the guards are likely to change their rotations to better secure the keep. The most common reason to separate an encounter into multiple pieces is to set up a combined encounter, like when an injured foe retreats to gather reinforcements. This provides the PCs with a choice: do they ignore the fleeing enemy and focus on the battle in front of them, or do they split their own forces, weighing the risk of being led into a dangerous encounter against the chance of stopping later foes from preparing for their approach? An encounter might also separate into pieces because of dramatic changes to the battlefield, such as a collapsing ceiling or a magical wall that prevents those on each side of the barrier from accessing the other without spending actions to bypass the obstruction. ","type":"Rules","url":"/Rules.aspx?ID=981","weakness":{}}},{"_index":"aon18","_id":"rules-982","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design","Dynamic Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-982","markdown":"<title level=\"1\" right=\"Rules\">[Time Pressure](/Rules.aspx?ID=982)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 49</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTime pressure adds an extra sense of urgency to any encounter and can be a great way to make an otherwise trivial- or low-threat encounter tactically engaging, satisfying, and memorable. After all, while low- and trivial-threat encounters have an incredibly low chance of defeating the PCs, the opposition can usually hold on long enough to make the PCs spend a few rounds to defeat them unless the PCs expend more resources than they normally would on such foes. Time pressure is often related to a secondary objective in the encounter, though it could be a countdown directly related to the encounter itself. For instance, if the ritual will grant a lich its apotheosis in 4 rounds, the heroes need to defeat the lich before then!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Time Pressure","next_link":{"label":"Secondary Objectives","url":"/Rules.aspx?ID=983"},"previous_link":{"label":"Combining and Separating Encounters","url":"/Rules.aspx?ID=981"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 49</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Dynamic Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 49"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 49</row>","speed":{},"text":" Time Pressure Source Gamemastery Guide pg. 49 Time pressure adds an extra sense of urgency to any encounter and can be a great way to make an otherwise trivial- or low-threat encounter tactically engaging, satisfying, and memorable. After all, while low- and trivial-threat encounters have an incredibly low chance of defeating the PCs, the opposition can usually hold on long enough to make the PCs spend a few rounds to defeat them unless the PCs expend more resources than they normally would on such foes. Time pressure is often related to a secondary objective in the encounter, though it could be a countdown directly related to the encounter itself. For instance, if the ritual will grant a lich its apotheosis in 4 rounds, the heroes need to defeat the lich before then! ","type":"Rules","url":"/Rules.aspx?ID=982","weakness":{}}},{"_index":"aon18","_id":"rules-983","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design","Dynamic Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-983","markdown":"<title level=\"1\" right=\"Rules\">[Secondary Objectives](/Rules.aspx?ID=983)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 50</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOne of the simplest and most exciting ways to create a dynamic encounter, even if the combat itself is not so difficult, is to add a secondary objective beyond simply defeating foes. Perhaps the villains are about to burn captives in a fire, and some of the PCs need to divert their efforts to avoid a pyrrhic victory. Encounters with a parallel objective that require PCs to take actions other than destroying foes can keep those foes around long enough to do interesting things without inflating their power level. It also makes PCs skilled in areas related to the side mission feel amazing when they handle it quickly or well.\n\n Sometimes a secondary objective might present a time limit, like if the PCs need to prevent evidence from being burned, either by fighting quickly or actively protecting the documents. Another type of secondary objective relates to how the PCs engage in combat with the primary opposition. The PCs might need to use nonlethal attacks against guards who mistakenly believe the PCs are criminals, or they might need to prevent slippery scouts from retreating to alert others. Options like these highlight mobile characters like the monk. You could even create truly off-the-wall secondary objectives that require the PCs to lose the encounter in order to succeed. The PCs might need to put up a believable fight but retreat and let foes steal their caravan in order to follow the foes back to their lair. Secondary objectives are a great way to highlight different abilities in combat and make for a memorable encounter, but—like all of these tactics—they can become annoying if overused.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Secondary Objectives","next_link":{"label":"Opponent Synergy","url":"/Rules.aspx?ID=984"},"previous_link":{"label":"Time Pressure","url":"/Rules.aspx?ID=982"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 50</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Dynamic Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 50"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 50</row>","speed":{},"text":" Secondary Objectives Source Gamemastery Guide pg. 50 One of the simplest and most exciting ways to create a dynamic encounter, even if the combat itself is not so difficult, is to add a secondary objective beyond simply defeating foes. Perhaps the villains are about to burn captives in a fire, and some of the PCs need to divert their efforts to avoid a pyrrhic victory. Encounters with a parallel objective that require PCs to take actions other than destroying foes can keep those foes around long enough to do interesting things without inflating their power level. It also makes PCs skilled in areas related to the side mission feel amazing when they handle it quickly or well. Sometimes a secondary objective might present a time limit, like if the PCs need to prevent evidence from being burned, either by fighting quickly or actively protecting the documents. Another type of secondary objective relates to how the PCs engage in combat with the primary opposition. The PCs might need to use nonlethal attacks against guards who mistakenly believe the PCs are criminals, or they might need to prevent slippery scouts from retreating to alert others. Options like these highlight mobile characters like the monk. You could even create truly off-the-wall secondary objectives that require the PCs to lose the encounter in order to succeed. The PCs might need to put up a believable fight but retreat and let foes steal their caravan in order to follow the foes back to their lair. Secondary objectives are a great way to highlight different abilities in combat and make for a memorable encounter, but—like all of these tactics—they can become annoying if overused. ","type":"Rules","url":"/Rules.aspx?ID=983","weakness":{}}},{"_index":"aon18","_id":"rules-984","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design","Dynamic Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-984","markdown":"<title level=\"1\" right=\"Rules\">[Opponent Synergy](/Rules.aspx?ID=984)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 50</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost encounters assume that the PCs opponents work together to oppose the PCs, but when groups of foes have been collaborating and fighting together for a long time, they can develop additional strategies. Consider giving each member of these tightly knit teams a reaction triggered by their allies abilities, or another benefit they gain based on their allies actions. Just as a team of PCs learns how to best position the rogue to flank enemies and minimize the harm they take from the wizards [_fireball_](/Spells.aspx?ID=119) spell, NPCs can learn to complement each others strategies and avoid interfering with each other. On the opposite end of the spectrum, opponents with poor coordination make the fight much easier for the PCs. Poor coordination between mindless creatures is common, and PCs can use clever tactics to run circles around these foes. When intelligent creatures accidentally (or deliberately) harm each other or pursue conflicting strategies, particularly if they engage in banter with each other as they fight, it can make for an amusing break in the typical rhythm of combat.\n\n When taken to its extreme, synergy can represent the actions of a hive mind or a single massive creature. These synergistic components can be creatures, hazards, or both. For example, instead of representing a kraken the size of a warship as a single foe, you could represent each of its tentacles as an individual opponent. Perhaps the kraken can sacrifice actions it would otherwise use to crush PCs in its maw to use its tentacles more freely. In this case, you could model a field of tentacles as a complex hazard that mainly reacts to the PCs moving within it, but allow the krakens head to act with a few tentacles directly.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Opponent Synergy","next_link":{"label":"Misdirection","url":"/Rules.aspx?ID=985"},"previous_link":{"label":"Secondary Objectives","url":"/Rules.aspx?ID=983"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 50</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Dynamic Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 50"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 50</row>","speed":{},"text":" Opponent Synergy Source Gamemastery Guide pg. 50 Most encounters assume that the PCs opponents work together to oppose the PCs, but when groups of foes have been collaborating and fighting together for a long time, they can develop additional strategies. Consider giving each member of these tightly knit teams a reaction triggered by their allies abilities, or another benefit they gain based on their allies actions. Just as a team of PCs learns how to best position the rogue to flank enemies and minimize the harm they take from the wizards fireball spell, NPCs can learn to complement each others strategies and avoid interfering with each other. On the opposite end of the spectrum, opponents with poor coordination make the fight much easier for the PCs. Poor coordination between mindless creatures is common, and PCs can use clever tactics to run circles around these foes. When intelligent creatures accidentally (or deliberately) harm each other or pursue conflicting strategies, particularly if they engage in banter with each other as they fight, it can make for an amusing break in the typical rhythm of combat. When taken to its extreme, synergy can represent the actions of a hive mind or a single massive creature. These synergistic components can be creatures, hazards, or both. For example, instead of representing a kraken the size of a warship as a single foe, you could represent each of its tentacles as an individual opponent. Perhaps the kraken can sacrifice actions it would otherwise use to crush PCs in its maw to use its tentacles more freely. In this case, you could model a field of tentacles as a complex hazard that mainly reacts to the PCs moving within it, but allow the krakens head to act with a few tentacles directly. ","type":"Rules","url":"/Rules.aspx?ID=984","weakness":{}}},{"_index":"aon18","_id":"rules-985","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design","Dynamic Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-985","markdown":"<title level=\"1\" right=\"Rules\">[Misdirection](/Rules.aspx?ID=985)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 50</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes, a bit of misdirection can add a lot of interest to an encounter, especially against offense-heavy groups. Rather than amping up the opposition to match the PCs firepower and creating opponents whose own offenses are too powerful for the PCs defenses, consider a little sleight of hand. For instance, a villain might have an illusory or disguised decoy target with just enough durability to take a few hits while the true villain is hiding nearby, ready to emerge and attack. Spells like [_project image_](/Spells.aspx?ID=237) can allow a foe to attack from a safer position, and [_possession_](/Spells.aspx?ID=225) grants the foe a disposable body unless the PCs brought along [_spirit blast_](/Spells.aspx?ID=301) or similar magic. Sometimes you can even hide the villain in plain sight: for instance, in an encounter with three goblins with similar-looking gear and an ogre, one of the goblins might be the biggest threat, but the PCs are likely to target the ogre first.\n\nCare when setting up the battle map can also go a long way to misdirect your players—or at least avoid accidentally telegraphing what an encounter will be. For instance, if you always put out statue minis whenever there are statues in the room, the PCs might at first be overly suspicious of ordinary statues, but they will be more surprised later on when a statue turns out to be a construct than if you place minis only when the statue is actually a construct.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Misdirection","next_link":{"label":"Recurring Villains","url":"/Rules.aspx?ID=986"},"previous_link":{"label":"Opponent Synergy","url":"/Rules.aspx?ID=984"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 50</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Dynamic Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 50"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 50</row>","speed":{},"text":" Misdirection Source Gamemastery Guide pg. 50 Sometimes, a bit of misdirection can add a lot of interest to an encounter, especially against offense-heavy groups. Rather than amping up the opposition to match the PCs firepower and creating opponents whose own offenses are too powerful for the PCs defenses, consider a little sleight of hand. For instance, a villain might have an illusory or disguised decoy target with just enough durability to take a few hits while the true villain is hiding nearby, ready to emerge and attack. Spells like project image can allow a foe to attack from a safer position, and possession grants the foe a disposable body unless the PCs brought along spirit blast or similar magic. Sometimes you can even hide the villain in plain sight: for instance, in an encounter with three goblins with similar-looking gear and an ogre, one of the goblins might be the biggest threat, but the PCs are likely to target the ogre first. Care when setting up the battle map can also go a long way to misdirect your players—or at least avoid accidentally telegraphing what an encounter will be. For instance, if you always put out statue minis whenever there are statues in the room, the PCs might at first be overly suspicious of ordinary statues, but they will be more surprised later on when a statue turns out to be a construct than if you place minis only when the statue is actually a construct. ","type":"Rules","url":"/Rules.aspx?ID=985","weakness":{}}},{"_index":"aon18","_id":"rules-986","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design","Dynamic Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-986","markdown":"<title level=\"1\" right=\"Rules\">[Recurring Villains](/Rules.aspx?ID=986)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 51</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNot every villain dies the first time the PCs defeat them in combat. Some may escape, perhaps through teleportation, misdirection, or with other ploys. When a villain escapes and lives to fight the PCs again another day, its good to have that foe learn from their past failures. In their next encounter with the PCs, give them additional minions, spells, or other defenses designed to counteract the strategies the PCs used against them previously. Even if the villain doesnt escape, they might have other tricks up their sleeves, rising again to oppose the PCs. They could well return later in the adventure—or they might come back immediately for a second battle, so long as there is a proper justification for doing so. For example, a previously living necromancer might rise again as an undead monstrosity bent upon destroying the PCs, or defeating an otherworldly villains outer shell might reveal its terrible true form.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Recurring Villains","next_link":{"label":"Social Encounters","url":"/Rules.aspx?ID=987"},"previous_link":{"label":"Misdirection","url":"/Rules.aspx?ID=985"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 51</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design / Dynamic Encounters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 51"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 51</row>","speed":{},"text":" Recurring Villains Source Gamemastery Guide pg. 51 Not every villain dies the first time the PCs defeat them in combat. Some may escape, perhaps through teleportation, misdirection, or with other ploys. When a villain escapes and lives to fight the PCs again another day, its good to have that foe learn from their past failures. In their next encounter with the PCs, give them additional minions, spells, or other defenses designed to counteract the strategies the PCs used against them previously. Even if the villain doesnt escape, they might have other tricks up their sleeves, rising again to oppose the PCs. They could well return later in the adventure—or they might come back immediately for a second battle, so long as there is a proper justification for doing so. For example, a previously living necromancer might rise again as an undead monstrosity bent upon destroying the PCs, or defeating an otherworldly villains outer shell might reveal its terrible true form. ","type":"Rules","url":"/Rules.aspx?ID=986","weakness":{}}},{"_index":"aon18","_id":"rules-987","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-987","markdown":"<title level=\"1\" right=\"Rules\">[Social Encounters](/Rules.aspx?ID=987)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 51</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe setup for a social encounter tends to be less detailed. For the NPCs involved, youll just need statistics for their social skills, Perception, and Will. If youre making your own, you can find guidelines under [Non-Combat Level](/Rules.aspx?ID=1041) on page 72. You also need to decide the objective or consequences of the social encounter—what the PCs can achieve and what happens if they fail—and the form of the challenge. It might be a public debate, a private audience with a powerful person, or some kind of contest. Just like with combat encounters, think about the environment, with a particular eye toward the other people around. Is there a crowd the PCs can sway? Are they in an imposing, luxurious throne room or at a city gate? Is the atmosphere oppressive? Hopeful?\n\n You might find the PCs goal ends up being quite different from what you initially thought they would be. Fortunately, social encounters can be pretty adaptable. Thinking of their likely objective helps you construct the scene in your mind more easily but shouldnt limit you.\n\n The basics of social encounters are on [_Core Rulebook_ page 494](/Rules.aspx?ID=517), and [page 16 of this book](/Rules.aspx?ID=857) has more advice.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Social Encounters","next_link":{"label":"Treasure by Encounter","url":"/Rules.aspx?ID=988"},"previous_link":{"label":"Dynamic Encounters","url":"/Rules.aspx?ID=978"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 51</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 51"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 51</row>","speed":{},"text":" Social Encounters Source Gamemastery Guide pg. 51 The setup for a social encounter tends to be less detailed. For the NPCs involved, youll just need statistics for their social skills, Perception, and Will. If youre making your own, you can find guidelines under Non-Combat Level on page 72. You also need to decide the objective or consequences of the social encounter—what the PCs can achieve and what happens if they fail—and the form of the challenge. It might be a public debate, a private audience with a powerful person, or some kind of contest. Just like with combat encounters, think about the environment, with a particular eye toward the other people around. Is there a crowd the PCs can sway? Are they in an imposing, luxurious throne room or at a city gate? Is the atmosphere oppressive? Hopeful? You might find the PCs goal ends up being quite different from what you initially thought they would be. Fortunately, social encounters can be pretty adaptable. Thinking of their likely objective helps you construct the scene in your mind more easily but shouldnt limit you. The basics of social encounters are on Core Rulebook page 494, and page 16 of this book has more advice. ","type":"Rules","url":"/Rules.aspx?ID=987","weakness":{}}},{"_index":"aon18","_id":"rules-988","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Encounter Design"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-988","markdown":"<title level=\"1\" right=\"Rules\">[Treasure by Encounter](/Rules.aspx?ID=988)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 51</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table below. It takes the treasure budget for each level from [Table 109](/Rules.aspx?ID=581) on page 509 of the _Core Rulebook_ and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat. The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesnt include items by item level, as the value doesnt cleanly break down for most single encounters. Its recommended you still give out those permanent items, but youll need to borrow from other encounters treasure to account for their value. Include encounters against creatures without treasure to account for this.\n\n## Table 1-3: Treasure by Encounter\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Total Treasure per Level**</td><td>**Low**</td><td>**Moderate**</td><td>**Severe**</td><td>**Extreme**</td><td>**Extra Treasure**</td></tr> <tr><td>1</td><td>175 gp</td><td>13 gp</td><td>18 gp</td><td>26 gp</td><td>35 gp</td><td>35 gp</td></tr> <tr><td>2</td><td>300 gp</td><td>23 gp</td><td>30 gp</td><td>45 gp</td><td>60 gp</td><td>60 gp</td></tr> <tr><td>3</td><td>500 gp</td><td>38 gp</td><td>50 gp</td><td>75 gp</td><td>100 gp</td><td>100 gp</td></tr> <tr><td>4</td><td>850 gp</td><td>65 gp</td><td>85 gp</td><td>130 gp</td><td>170 gp</td><td>170 gp</td></tr> <tr><td>5</td><td>1,350 gp</td><td>100 gp</td><td>135 gp</td><td>200 gp</td><td>270 gp</td><td>270 gp</td></tr> <tr><td>6</td><td>2,000 gp</td><td>150 gp</td><td>200 gp</td><td>300 gp</td><td>400 gp</td><td>400 gp</td></tr> <tr><td>7</td><td>2,900 gp</td><td>220 gp</td><td>290 gp</td><td>440 gp</td><td>580 gp</td><td>580 gp</td></tr> <tr><td>8</td><td>4,000 gp</td><td>300 gp</td><td>400 gp</td><td>600 gp</td><td>800 gp</td><td>800 gp</td></tr> <tr><td>9</td><td>5,700 gp</td><td>430 gp</td><td>570 gp</td><td>860 gp</td><td>1,140 gp</td><td>1,140 gp</td></tr> <tr><td>10</td><td>8,000 gp</td><td>600 gp</td><td>800 gp</td><td>1,200 gp</td><td>1,600 gp</td><td>1,600 gp</td></tr> <tr><td>11</td><td>11,500 gp</td><td>865 gp</td><td>1,150 gp</td><td>1,725 gp</td><td>2,300 gp</td><td>2,300 gp</td></tr> <tr><td>12</td><td>16,500 gp</td><td>1,250 gp</td><td>1,650 gp</td><td>2,475 gp</td><td>3,300 gp</td><td>3,300 gp</td></tr> <tr><td>13</td><td>25,000 gp</td><td>1,875 gp</td><td>2,500 gp</td><td>3,750 gp</td><td>5,000 gp</td><td>5,000 gp</td></tr> <tr><td>14</td><td>36,500 gp</td><td>2,750 gp</td><td>3,650 gp</td><td>5,500 gp</td><td>7,300 gp</td><td>7,300 gp</td></tr> <tr><td>15</td><td>54,500 gp</td><td>4,100 gp</td><td>5,450 gp</td><td>8,200 gp</td><td>10,900 gp</td><td>10,900 gp</td></tr> <tr><td>16</td><td>82,500 gp</td><td>6,200 gp</td><td>8,250 gp</td><td>12,400 gp</td><td>16,500 gp</td><td>16,500 gp</td></tr> <tr><td>17</td><td>128,000 gp</td><td>9,600 gp</td><td>12,800 gp</td><td>19,200 gp</td><td>25,600 gp</td><td>25,600 gp</td></tr> <tr><td>18</td><td>208,000 gp</td><td>15,600 gp</td><td>20,800 gp</td><td>31,200 gp</td><td>41,600 gp</td><td>41,600 gp</td></tr> <tr><td>19</td><td>355,000 gp</td><td>26,600 gp</td><td>35,500 gp</td><td>53,250 gp</td><td>71,000 gp</td><td>71,000 gp</td></tr> <tr><td>20</td><td>490,000 gp</td><td>36,800 gp</td><td>49,000 gp</td><td>73,500 gp</td><td>98,000 gp</td><td>98,000 gp</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Treasure by Encounter","next_link":{"label":"Drawing Maps","url":"/Rules.aspx?ID=989"},"previous_link":{"label":"Social Encounters","url":"/Rules.aspx?ID=987"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 51</row>\r\n\r\nChapter 1: Gamemastery Basics / Encounter Design\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 51"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 51</row>","speed":{},"text":" Treasure by Encounter Source Gamemastery Guide pg. 51 The standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table below. It takes the treasure budget for each level from Table 109 on page 509 of the Core Rulebook and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat. The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesnt include items by item level, as the value doesnt cleanly break down for most single encounters. Its recommended you still give out those permanent items, but youll need to borrow from other encounters treasure to account for their value. Include encounters against creatures without treasure to account for this. ## Table 1-3: Treasure by Encounter Level Total Treasure per Level Low Moderate Severe Extreme Extra Treasure 1 175 gp 13 gp 18 gp 26 gp 35 gp 35 gp 2 300 gp 23 gp 30 gp 45 gp 60 gp 60 gp 3 500 gp 38 gp 50 gp 75 gp 100 gp 100 gp 4 850 gp 65 gp 85 gp 130 gp 170 gp 170 gp 5 1,350 gp 100 gp 135 gp 200 gp 270 gp 270 gp 6 2,000 gp 150 gp 200 gp 300 gp 400 gp 400 gp 7 2,900 gp 220 gp 290 gp 440 gp 580 gp 580 gp 8 4,000 gp 300 gp 400 gp 600 gp 800 gp 800 gp 9 5,700 gp 430 gp 570 gp 860 gp 1,140 gp 1,140 gp 10 8,000 gp 600 gp 800 gp 1,200 gp 1,600 gp 1,600 gp 11 11,500 gp 865 gp 1,150 gp 1,725 gp 2,300 gp 2,300 gp 12 16,500 gp 1,250 gp 1,650 gp 2,475 gp 3,300 gp 3,300 gp 13 25,000 gp 1,875 gp 2,500 gp 3,750 gp 5,000 gp 5,000 gp 14 36,500 gp 2,750 gp 3,650 gp 5,500 gp 7,300 gp 7,300 gp 15 54,500 gp 4,100 gp 5,450 gp 8,200 gp 10,900 gp 10,900 gp 16 82,500 gp 6,200 gp 8,250 gp 12,400 gp 16,500 gp 16,500 gp 17 128,000 gp 9,600 gp 12,800 gp 19,200 gp 25,600 gp 25,600 gp 18 208,000 gp 15,600 gp 20,800 gp 31,200 gp 41,600 gp 41,600 gp 19 355,000 gp 26,600 gp 35,500 gp 53,250 gp 71,000 gp 71,000 gp 20 490,000 gp 36,800 gp 49,000 gp 73,500 gp 98,000 gp 98,000 gp ","type":"Rules","url":"/Rules.aspx?ID=988","weakness":{}}},{"_index":"aon18","_id":"rules-989","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-989","markdown":"<title level=\"1\" right=\"Rules\">[Drawing Maps](/Rules.aspx?ID=989)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce you have an idea of the scope and the challenges in your adventure, the next step is to map out your adventure location, whether its an underground dungeon, a desert ruin, or an undersea coral forest.\n\n If youre worried that you dont have the kind of artistic mastery to create a map, dont be! Fundamentally, your maps should serve your purposes, framing the flow of action and story in a way that allows you to track the campaigns action and possibilities. No one expects you to create stunning maps that look as professional as those in published adventures. Just follow some best practices to make your maps both interesting and clear. So, grab the following supplies and lets get started. \n<ul><li>Sheets of graph paper </li><li>Scratch paper </li><li>A pencil, preferably with H or 3H lead to leave a soft mark thats easy to erase </li><li>An eraser </li><li>Ink pens (optional) </li><li>Ruler and compass (optional)</li></ul> In all stages of mapmaking, dont be frustrated by missteps. You can always fix them later—the eraser is your friend! Drawing or erasing too much can weaken the paper, but you can always throw out a draft and start again. Remind yourself that this doesnt need to be the most exquisite piece of art ever made—all it needs to be is a tool for you to keep your story straight.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-990\" />\r\n\r\n<document level=\"2\" id=\"rules-991\" />\r\n\r\n<document level=\"2\" id=\"rules-992\" />\r\n\r\n<document level=\"2\" id=\"rules-993\" />","name":"Drawing Maps","next_link":{"label":"Chapter 2: Tools\r\n","url":"/Rules.aspx?ID=994"},"previous_link":{"label":"Encounter Design","url":"/Rules.aspx?ID=969"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>\r\n\r\nChapter 1: Gamemastery Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 52"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>","speed":{},"text":" Drawing Maps Source Gamemastery Guide pg. 52 Once you have an idea of the scope and the challenges in your adventure, the next step is to map out your adventure location, whether its an underground dungeon, a desert ruin, or an undersea coral forest. If youre worried that you dont have the kind of artistic mastery to create a map, dont be! Fundamentally, your maps should serve your purposes, framing the flow of action and story in a way that allows you to track the campaigns action and possibilities. No one expects you to create stunning maps that look as professional as those in published adventures. Just follow some best practices to make your maps both interesting and clear. So, grab the following supplies and lets get started. Sheets of graph paper Scratch paper A pencil, preferably with H or 3H lead to leave a soft mark thats easy to erase An eraser Ink pens (optional) Ruler and compass (optional) In all stages of mapmaking, dont be frustrated by missteps. You can always fix them later—the eraser is your friend! Drawing or erasing too much can weaken the paper, but you can always throw out a draft and start again. Remind yourself that this doesnt need to be the most exquisite piece of art ever made—all it needs to be is a tool for you to keep your story straight. ","type":"Rules","url":"/Rules.aspx?ID=989","weakness":{}}},{"_index":"aon18","_id":"rules-990","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Drawing Maps"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-990","markdown":"<title level=\"1\" right=\"Rules\">[Create a Legend](/Rules.aspx?ID=990)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBegin by making a list of the features your adventure site should contain—from geographic features to the types of rooms in a building to the monsters and traps the PC will face—and deciding the maps scale and orientation. The scale, orientation, and a key for any symbols you use to indicate features will go in the maps legend.\n\n The scale for your adventure maps is usually the easiest to decide. If the map is meant to be usable for combat on a grid, where 1 inch equals 5 feet, you can assume each square of your graph paper equals 5 feet. If you are mapping a larger area, you could use each square to represent 10 feet or even more.\n\n For the orientation, draw an arrow toward the north, write an “N” above the arrows point, and youre done. The key of the various details your map depicts is less predictable. Once youve decided what features your map should include—such as monsters, secret doors, and traps for a dungeon, or settlements and ruins for a regional map—think of a symbol to represent each feature on the map. You can also use the symbols in the sample map.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Create a Legend","next_link":{"label":"Start Sketching","url":"/Rules.aspx?ID=991"},"previous_link":{"label":"Encounter Design","url":"/Rules.aspx?ID=969"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>\r\n\r\nChapter 1: Gamemastery Basics / Drawing Maps\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 52"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>","speed":{},"text":" Create a Legend Source Gamemastery Guide pg. 52 Begin by making a list of the features your adventure site should contain—from geographic features to the types of rooms in a building to the monsters and traps the PC will face—and deciding the maps scale and orientation. The scale, orientation, and a key for any symbols you use to indicate features will go in the maps legend. The scale for your adventure maps is usually the easiest to decide. If the map is meant to be usable for combat on a grid, where 1 inch equals 5 feet, you can assume each square of your graph paper equals 5 feet. If you are mapping a larger area, you could use each square to represent 10 feet or even more. For the orientation, draw an arrow toward the north, write an “N” above the arrows point, and youre done. The key of the various details your map depicts is less predictable. Once youve decided what features your map should include—such as monsters, secret doors, and traps for a dungeon, or settlements and ruins for a regional map—think of a symbol to represent each feature on the map. You can also use the symbols in the sample map. ","type":"Rules","url":"/Rules.aspx?ID=990","weakness":{}}},{"_index":"aon18","_id":"rules-991","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Drawing Maps"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-991","markdown":"<title level=\"1\" right=\"Rules\">[Start Sketching](/Rules.aspx?ID=991)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNow that you have your legend, its time to start the map. Grab a pencil and begin sketching your adventure site.\n\n If youre drawing a dungeon complex, start by detailing the corridors and rooms. If youre creating an outdoor area, begin with any bodies of water, rivers, and topography. No matter what you are drawing, do so with soft lines so you can easily erase—you might make mistakes, or you might have better ideas later in the process. As your map starts to take shape, start populating it with features matching the symbols youve designated in your map key.\n\n Try not to overcomplicate your maps. Keeping your map as simple as possible will make sure important details stand out and aids in the maps legibility.\n\n When sketching your maps—especially when drawing areas of wilderness or buildings—pull inspiration from the real world. An internet search will turn up reference images that can help when youre deciding the placement of trees and shapes of canyons and streams, or when youre replicating ancient, medieval, renaissance, or fantasy architecture. Basing your terrain and buildings on these references will help your creation seem more natural and believable.\n\n When you draw dungeons and similar adventure sites, remember the size of the creatures that live in your complex, and give them enough room to live and move around. In other words, make sure the ancient black dragon fits through the entrance to its lair! Second, avoid empty rooms, and dont put rooms in just to have them. Each room should have a purpose. Maybe its an abandoned purpose, but each time you create a chamber, ask yourself, “Why was this room built?” Lastly, avoid symmetrical or just plain dull structures. Part of the fun of exploring is being surprised by what you find, and needless symmetry and repetitive layouts can ruin that surprise.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Start Sketching","next_link":{"label":"Number Encounter Areas","url":"/Rules.aspx?ID=992"},"previous_link":{"label":"Create a Legend","url":"/Rules.aspx?ID=990"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>\r\n\r\nChapter 1: Gamemastery Basics / Drawing Maps\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 52"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>","speed":{},"text":" Start Sketching Source Gamemastery Guide pg. 52 Now that you have your legend, its time to start the map. Grab a pencil and begin sketching your adventure site. If youre drawing a dungeon complex, start by detailing the corridors and rooms. If youre creating an outdoor area, begin with any bodies of water, rivers, and topography. No matter what you are drawing, do so with soft lines so you can easily erase—you might make mistakes, or you might have better ideas later in the process. As your map starts to take shape, start populating it with features matching the symbols youve designated in your map key. Try not to overcomplicate your maps. Keeping your map as simple as possible will make sure important details stand out and aids in the maps legibility. When sketching your maps—especially when drawing areas of wilderness or buildings—pull inspiration from the real world. An internet search will turn up reference images that can help when youre deciding the placement of trees and shapes of canyons and streams, or when youre replicating ancient, medieval, renaissance, or fantasy architecture. Basing your terrain and buildings on these references will help your creation seem more natural and believable. When you draw dungeons and similar adventure sites, remember the size of the creatures that live in your complex, and give them enough room to live and move around. In other words, make sure the ancient black dragon fits through the entrance to its lair! Second, avoid empty rooms, and dont put rooms in just to have them. Each room should have a purpose. Maybe its an abandoned purpose, but each time you create a chamber, ask yourself, “Why was this room built?” Lastly, avoid symmetrical or just plain dull structures. Part of the fun of exploring is being surprised by what you find, and needless symmetry and repetitive layouts can ruin that surprise. ","type":"Rules","url":"/Rules.aspx?ID=991","weakness":{}}},{"_index":"aon18","_id":"rules-992","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Drawing Maps"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-992","markdown":"<title level=\"1\" right=\"Rules\">[Number Encounter Areas](/Rules.aspx?ID=992)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe next step is to number the encounter areas. You can then use that numbering system in your encounter notes. If you are designing multiple sites, or many levels of a massive dungeon, consider adding a letter designation before your numbering. The first area of your first site can be A1, while the first area of your next site can be B1, and so on.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Number Encounter Areas","next_link":{"label":"Add Definition","url":"/Rules.aspx?ID=993"},"previous_link":{"label":"Start Sketching","url":"/Rules.aspx?ID=991"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>\r\n\r\nChapter 1: Gamemastery Basics / Drawing Maps\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 52"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>","speed":{},"text":" Number Encounter Areas Source Gamemastery Guide pg. 52 The next step is to number the encounter areas. You can then use that numbering system in your encounter notes. If you are designing multiple sites, or many levels of a massive dungeon, consider adding a letter designation before your numbering. The first area of your first site can be A1, while the first area of your next site can be B1, and so on. ","type":"Rules","url":"/Rules.aspx?ID=992","weakness":{}}},{"_index":"aon18","_id":"rules-993","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Gamemastery Basics","Drawing Maps"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-993","markdown":"<title level=\"1\" right=\"Rules\">[Add Definition](/Rules.aspx?ID=993)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWith your map sketched and keyed, you can solidify your sketches with either darker pencil strokes or ink. This allows you to preserve your map so you can rerun the adventure or reuse the map for a different adventure. If youre feeling artistically inspired, you can color your map with colored pencils, marker, or paint.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Add Definition","next_link":{"label":"Chapter 2: Tools\r\n","url":"/Rules.aspx?ID=994"},"previous_link":{"label":"Number Encounter Areas","url":"/Rules.aspx?ID=992"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>\r\n\r\nChapter 1: Gamemastery Basics / Drawing Maps\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 52"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 52</row>","speed":{},"text":" Add Definition Source Gamemastery Guide pg. 52 With your map sketched and keyed, you can solidify your sketches with either darker pencil strokes or ink. This allows you to preserve your map so you can rerun the adventure or reuse the map for a different adventure. If youre feeling artistically inspired, you can color your map with colored pencils, marker, or paint. ","type":"Rules","url":"/Rules.aspx?ID=993","weakness":{}}},{"_index":"aon18","_id":"rules-994","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-994","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 2: Tools](/Rules.aspx?ID=994)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 55</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile the Core Rulebook provides all the tools you need to be a Game Master, you may want resources to create original game content, whether it be new items, unique creatures, or a sprawling new world for adventurers to explore.\n\n This chapter provides a variety of tools to help you quickly and easily build your own elements for your game, as well as some special types of rules you can incorporate in your game, such as more hazards and strange magic items. This chapter is organized into the following sections. \n<ul><li>[**Building Creatures](/Rules.aspx?ID=995)** demonstrates a top-down approach for quickly and easily constructing the creatures and NPCs you want or need for any possible situation in your game. </li><li>[**Building Hazards](/Rules.aspx?ID=1043)** gives rules and advice for creating your own brandnew hazards. </li><li>[**Building Items](/Rules.aspx?ID=1053)** teaches you how to create new pieces of treasure to delight your PCs. </li><li>[**Item Quirks](/Rules.aspx?ID=1083)** introduces simple but memorable quirks that you can use to quickly personalize an item and make its nature seem just as unique and exciting as its special abilities. </li><li>[**Intelligent Items](/Rules.aspx?ID=1084)** includes rules for creating items with a mind of their own that are characters in their own right, as well as several examples to get you started. </li><li>[**Cursed Items](/Rules.aspx?ID=1094)** examines items that have a nasty drawback or might be altogether unpleasant. The section includes specific cursed items and a list of curses you can add to an existing item, akin to a rune. </li><li>[**Relics](/Rules.aspx?ID=1096)** are special magic items that increase in power along with the PCs, and that you and your players work together to build and enhance. </li><li>[**Artifacts](/Rules.aspx?ID=1106)** are the most powerful and story-rich magic items in the game, and can only be destroyed in a specific way. </li><li>[**Gems and Art Objects](/Rules.aspx?ID=1110)** expands the diversity of monetary awards given to PCs and includes 100 sample art objects. </li><li>[**Afflictions](/Rules.aspx?ID=1113)** provides a plethora of curses, diseases, and drugs for use in your games, as well as drug and addiction rules useful in creating your own afflictions. </li><li>[**Building Worlds](/Rules.aspx?ID=1117)** explains how to go about building your own entire world or setting from scratch. This section leads into the next three, which provide tools to help you flesh out the finer details of specific parts of your game world. </li><li>[**Nations](/Rules.aspx?ID=1154)** includes a system to quickly encapsulate a nation in a stat block that contains all the information you need. </li><li>[**Settlements](/Rules.aspx?ID=1157)** covers everything from tiny villages to incredible metropolises. The section explains the settlements role in a game and provides a system to describe a settlement in a stat block with all the important information. </li><li>[**Planes](/Rules.aspx?ID=1173)** includes the various planar traits you can use to build your own planes, and explores all the planes of reality in the Age of Lost Omens setting as well.</li></ul> Its up to you to determine how much of your game you want to customize. Many GMs use the default rules and creatures, and set their adventures on Golarion or another published game world. Other GMs devise and incorporate all-new creatures and places with strange themes that dont fit in the standard Pathfinder game or world. Unless youre building your entire game world from scratch, you can usually wait to implement any new rules creation until you think youll need it for your next session.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building Versus Modifying</title>\r\n\r\nMany times, a small adjustment to an existing creature, item, adventure, or other part of the game can serve you just as well as building something brand new. Before you delve into creating your own new content, ask yourself a few questions. First, does something similar already exist? When answering this question, look beyond the surface level. Maybe you want a 5th-level clawed centipede creature that can make Attacks of Opportunity and that regenerates unless hit by acid or fire damage. It might not look very much like a troll on the surface, but the statistics for a troll are going to get you most or all the way there. Ask yourself what youll need to change between your idea and the existing material. This will help you decide between using the original rule with minimal modification, using the original with adjustments, starting with the original as a framework to build your own, or just starting from scratch. Finally, ask yourself how much time you have to prepare the content, what overall impact you expect it to have in your campaign, and how important any discrepancies from existing material are to the core concept. The less important an element is to your game, or the less time youll be using it at the table, the more likely you should modify something that already exists.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-995\" />\r\n\r\n<document level=\"2\" id=\"rules-1043\" />\r\n\r\n<document level=\"2\" id=\"rules-1053\" />\r\n\r\n<document level=\"2\" id=\"rules-1083\" />\r\n\r\n<document level=\"2\" id=\"rules-1084\" />\r\n\r\n<document level=\"2\" id=\"rules-1094\" />\r\n\r\n<document level=\"2\" id=\"rules-1096\" />\r\n\r\n<document level=\"2\" id=\"rules-1106\" />\r\n\r\n<document level=\"2\" id=\"rules-1110\" />\r\n\r\n<document level=\"2\" id=\"rules-1113\" />\r\n\r\n<document level=\"2\" id=\"rules-1117\" />\r\n\r\n<document level=\"2\" id=\"rules-1154\" />\r\n\r\n<document level=\"2\" id=\"rules-1157\" />\r\n\r\n<document level=\"2\" id=\"rules-1172\" />","name":"Chapter 2: Tools","next_link":{"label":"Chapter 3: Subsystems","url":"/Rules.aspx?ID=1187"},"previous_link":{"label":"Chapter 1: Gamemastery Basics","url":"/Rules.aspx?ID=813"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 55</row>\n\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 55"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 55</row>","speed":{},"text":" Chapter 2: Tools Source Gamemastery Guide pg. 55 While the Core Rulebook provides all the tools you need to be a Game Master, you may want resources to create original game content, whether it be new items, unique creatures, or a sprawling new world for adventurers to explore. This chapter provides a variety of tools to help you quickly and easily build your own elements for your game, as well as some special types of rules you can incorporate in your game, such as more hazards and strange magic items. This chapter is organized into the following sections. Building Creatures demonstrates a top-down approach for quickly and easily constructing the creatures and NPCs you want or need for any possible situation in your game. Building Hazards gives rules and advice for creating your own brandnew hazards. Building Items teaches you how to create new pieces of treasure to delight your PCs. Item Quirks introduces simple but memorable quirks that you can use to quickly personalize an item and make its nature seem just as unique and exciting as its special abilities. Intelligent Items includes rules for creating items with a mind of their own that are characters in their own right, as well as several examples to get you started. Cursed Items examines items that have a nasty drawback or might be altogether unpleasant. The section includes specific cursed items and a list of curses you can add to an existing item, akin to a rune. Relics are special magic items that increase in power along with the PCs, and that you and your players work together to build and enhance. Artifacts are the most powerful and story-rich magic items in the game, and can only be destroyed in a specific way. Gems and Art Objects expands the diversity of monetary awards given to PCs and includes 100 sample art objects. Afflictions provides a plethora of curses, diseases, and drugs for use in your games, as well as drug and addiction rules useful in creating your own afflictions. Building Worlds explains how to go about building your own entire world or setting from scratch. This section leads into the next three, which provide tools to help you flesh out the finer details of specific parts of your game world. Nations includes a system to quickly encapsulate a nation in a stat block that contains all the information you need. Settlements covers everything from tiny villages to incredible metropolises. The section explains the settlements role in a game and provides a system to describe a settlement in a stat block with all the important information. Planes includes the various planar traits you can use to build your own planes, and explores all the planes of reality in the Age of Lost Omens setting as well. Its up to you to determine how much of your game you want to customize. Many GMs use the default rules and creatures, and set their adventures on Golarion or another published game world. Other GMs devise and incorporate all-new creatures and places with strange themes that dont fit in the standard Pathfinder game or world. Unless youre building your entire game world from scratch, you can usually wait to implement any new rules creation until you think youll need it for your next session. Building Versus Modifying Many times, a small adjustment to an existing creature, item, adventure, or other part of the game can serve you just as well as building something brand new. Before you delve into creating your own new content, ask yourself a few questions. First, does something similar already exist? When answering this question, look beyond the surface level. Maybe you want a 5th-level clawed centipede creature that can make Attacks of Opportunity and that regenerates unless hit by acid or fire damage. It might not look very much like a troll on the surface, but the statistics for a troll are going to get you most or all the way there. Ask yourself what youll need to change between your idea and the existing material. This will help you decide between using the original rule with minimal modification, using the original with adjustments, starting with the original as a framework to build your own, or just starting from scratch. Finally, ask yourself how much time you have to prepare the content, what overall impact you expect it to have in your campaign, and how important any discrepancies from existing material are to the core concept. The less important an element is to your game, or the less time youll be using it at the table, the more likely you should modify something that already exists. ","type":"Rules","url":"/Rules.aspx?ID=994","weakness":{}}},{"_index":"aon18","_id":"rules-995","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-995","markdown":"<title level=\"1\" right=\"Rules\">[Building Creatures](/Rules.aspx?ID=995)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 56</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMaking your own creatures fleshes out your game world and lets you introduce concepts not yet available in published products like the Bestiary volumes. These guidelines help you customize creatures to your specifications and explore your imagination. From strange beasts to canny political rivals, you have the power to design creatures that fit the narrative needs of your story.\n\n Creatures arent built the same way PCs are. The rules for building them are more flexible, and their statistics are based on benchmark final numbers rather than combining each individual modifier together. This is called top-down design, in which you consider the design process as a whole and select the details that reflect your intended result, rather than building statistics from the bottom up and hoping the finished creature matches your vision.\n\n This guide provides a step-by-step process to build creatures, but as you get more comfortable with creature creation, you may prefer to use different methods. You could start with one ability you think is cool, or you might look to create a spellcaster of a certain type. Theres no wrong starting place or wrong way to compile and present your creation; some GMs prefer to generate a stat block that is as similar to an official _Bestiary_ entry as possible, while others prefer to compile just a brief set of notes.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Base Road Maps</title>\r\n\r\nYou can use the following suggestions to set the baseline when creating your road map. For example, use brute for a big, tough creature like an ogre, and skirmisher for a darting enemy. Each entry is a starting point you can customize as you see fit. Any core statistic that isnt listed should typically use moderate numbers. You can set ability modifiers and add additional abilities as needed. To make a creature that resembles a character of a certain class, see Class Road maps on page 73.\n\n **Brute** low Perception; high or extreme Str modifier, high to moderate Con modifier, low or lower Dex and mental modifiers; moderate or low AC; high Fortitude, low Reflex or Will or both; high HP; high attack bonus and high damage or moderate attack bonus and extreme damage\n\n **Magical Striker** high attack and high damage; moderate to high spell DCs; either a scattering of innate spells or prepared or spontaneous spells up to half the creatures level (rounded up) minus 1\n\n **Skill Paragon** high or extreme ability modifier matching its best skills; typically high Reflex or Will and low Fortitude; many skills at moderate or high and potentially one or two extreme skills; at least one special ability to use the creatures skills in combat\n\n **Skirmisher** high Dex modifier; low Fortitude, high Reflex; higher Speed than typical\n\n **Sniper** high Perception; high Dex modifier; low Fortitude, high Reflex; moderate to low HP; ranged Strikes have high attack bonus and damage or moderate attack bonus and extreme damage (melee Strikes are weaker)\n\n **Soldier** high Str modifier; high to extreme AC; high Fortitude; high attack bonus and high damage; Attack of Opportunity or other tactical abilities\n\n **Spellcaster** high or extreme modifier for the corresponding mental ability; low Fortitude, high Will; low HP; low attack bonus and moderate or low damage; high or extreme spell DCs; prepared or spontaneous spells up to half the creatures level (rounded up)\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building Creatures Overview</title>\r\n\r\nThis section details the creature-building process using the following steps. <ol><li>**Develop the Concept (page 56)** Think about your creature, and make notes you can use in future steps.</li> <li>**Build the Stat Block** Pick all the statistics for the creatures, going through the list below.<br /> Level (page 58)<br /> Alignment, Size, and Traits (page 58)<br /> Ability Modifiers (page 59)<br /> Perception and Senses (page 60)<br /> Languages (page 60)<br /> Skills (page 60)<br /> Items, if necessary (page 61)<br /> AC (page 61)<br /> Saving Throws (page 62)<br /> Hit Points (page 62)<br /> Immunities, Weaknesses, and Resistances (page 63)<br /> Speed (page 64)<br /> Strikes, including their damage (page 64)<br /> Spells, if necessary (page 65)</li> <li>**Design Abilities (page 67)** Create the special abilities your creature can use.</li> <li>**Review Holistically (page 69)** Step back, take stock of your creature as a whole, and tweak as needed.</li></ol>\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Converting First Edition Creatures</title>\r\n\r\nIf youre converting creatures from First Edition, you wont find a direct numerical conversion. Instead, use the original statistics to create your road map, giving a better AC to a creature that had a good AC in First Edition, and so on.\n\n Here are the main areas of difference that youll want to keep in mind for your conversion. \n<ul><li>Ability modifiers scale differently, so dont copy them over exactly. The highest modifiers tend not to get as high in Second Edition. Youll rarely see a +10 Strength modifier, for example. Creatures also tend to get better low statistics at higher levels than they used to, particularly for Dexterity and Wisdom. This is most evident in highlevel First Edition creatures with awful Dexterity.</li> <li>Low-Intelligence creatures, particularly animals, tend to have more special actions than they would have in First Edition. This is to make encounters with them more dynamic and distinct. Compare dinosaurs between the editions for good examples.</li> <li>When converting spell-like abilities to innate spells, you might need to make some substitutions. Some spells will appear as heightened versions of spells (such as greater dispel magic now being heightened dispel magic), but others will require you to find something different. Also, dont feel like you need to keep every spell; focus on the most thematic and potent ones. The Spells section on page 65 has more advice on this subject.</li> <li>Damage reduction has been replaced with two options: resistance to all damage (possibly with exceptions), or more HP and a weakness. Immunities, Weaknesses, and Resistances on page 63 describes the distinction.</li> <li>If you want to convert spell resistance, you can give the creature a +1 status bonus to all saves against magic, or +2 if it had abnormally high spell resistance for its level.</li></ul>\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Designing NPCs</title>\r\n\r\nSometimes youll design a creature thats meant to have abilities or characteristics similar to those of a PC. Maybe you need a bold champion, a sly rogue master criminal, or a wizened druid elder for your game. You also might need a common baker, who has little combat ability but great skill with dough and an oven. This section provides ways you might modify aspects of the creature-building process to fit those needs.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Improvising a Creature</title>\r\n\r\nAs you get more experienced, you might find that you dont need to build some creatures in advance. In many cases, especially for simple creatures, you can just select values from the relevant tables on the fly and track its HP. When you do, track which value you used as it came up. For instance, lets say youre improvising a 2nd-level kobold soldier. When its time for initiative, you decide it has moderate Perception and jot down “Per +8.” Your groups fighter beats it at initiative and attacks. You decide the soldier has high AC—looking at Table 25, you see thats 18—and add this information to your note. The fighters Strike hits, and you select the low end of high HP: 36. Well, now its 25. Your note says “Per +8, AC 18, HP 25.” If it gets to take a turn, you can give it a Strike then.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Reskinning Creatures</title>\r\n\r\nSometimes you need a creature with abilities that are almost exactly the same as those of a published creature. In that case, it can be more efficient to simply “reskin” the old creature rather than design a new one—that is, to change the description but keep the abilities mostly the same. Occasionally reskinning requires small mechanical adjustments. For instance, a fire cat that has immunity to fire, an aura that deals fire damage, and the ability to light people on fire with its jaws to deal persistent fire damage could be reskinned as a caustic animate tree that has immunity to acid, an aura that deals acid damage, and branch attacks that smear acidic sap on a creatures body when they hit, dealing persistent acid damage.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Trait Abilities</title>\r\n\r\nThis section provides the abilities conveyed by certain traits, such as demon, dragon, and undead. Youll also find abilities typical of creatures with those traits to help guide you as you plan your creatures.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-996\" />\r\n\r\n<document level=\"2\" id=\"rules-997\" />\r\n\r\n<document level=\"2\" id=\"rules-1000\" />\r\n\r\n<document level=\"2\" id=\"rules-1001\" />\r\n\r\n<document level=\"2\" id=\"rules-1002\" />\r\n\r\n<document level=\"2\" id=\"rules-1003\" />\r\n\r\n<document level=\"2\" id=\"rules-1005\" />\r\n\r\n<document level=\"2\" id=\"rules-1006\" />\r\n\r\n<document level=\"2\" id=\"rules-1008\" />\r\n\r\n<document level=\"2\" id=\"rules-1009\" />\r\n\r\n<document level=\"2\" id=\"rules-1011\" />\r\n\r\n<document level=\"2\" id=\"rules-1012\" />\r\n\r\n<document level=\"2\" id=\"rules-1014\" />\r\n\r\n<document level=\"2\" id=\"rules-1015\" />\r\n\r\n<document level=\"2\" id=\"rules-1016\" />\r\n\r\n<document level=\"2\" id=\"rules-1019\" />\r\n\r\n<document level=\"2\" id=\"rules-1024\" />\r\n\r\n<document level=\"2\" id=\"rules-1038\" />\r\n\r\n<document level=\"2\" id=\"rules-1039\" />\r\n\r\n<document level=\"2\" id=\"rules-1040\" />","name":"Building Creatures","next_link":{"label":"Building Hazards","url":"/Rules.aspx?ID=1043"},"previous_link":{"label":"Chapter 1: Gamemastery Basics","url":"/Rules.aspx?ID=813"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 56</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 56"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 56</row>","speed":{},"text":" Building Creatures Source Gamemastery Guide pg. 56 Making your own creatures fleshes out your game world and lets you introduce concepts not yet available in published products like the Bestiary volumes. These guidelines help you customize creatures to your specifications and explore your imagination. From strange beasts to canny political rivals, you have the power to design creatures that fit the narrative needs of your story. Creatures arent built the same way PCs are. The rules for building them are more flexible, and their statistics are based on benchmark final numbers rather than combining each individual modifier together. This is called top-down design, in which you consider the design process as a whole and select the details that reflect your intended result, rather than building statistics from the bottom up and hoping the finished creature matches your vision. This guide provides a step-by-step process to build creatures, but as you get more comfortable with creature creation, you may prefer to use different methods. You could start with one ability you think is cool, or you might look to create a spellcaster of a certain type. Theres no wrong starting place or wrong way to compile and present your creation; some GMs prefer to generate a stat block that is as similar to an official Bestiary entry as possible, while others prefer to compile just a brief set of notes. Base Road Maps You can use the following suggestions to set the baseline when creating your road map. For example, use brute for a big, tough creature like an ogre, and skirmisher for a darting enemy. Each entry is a starting point you can customize as you see fit. Any core statistic that isnt listed should typically use moderate numbers. You can set ability modifiers and add additional abilities as needed. To make a creature that resembles a character of a certain class, see Class Road maps on page 73. Brute low Perception; high or extreme Str modifier, high to moderate Con modifier, low or lower Dex and mental modifiers; moderate or low AC; high Fortitude, low Reflex or Will or both; high HP; high attack bonus and high damage or moderate attack bonus and extreme damage Magical Striker high attack and high damage; moderate to high spell DCs; either a scattering of innate spells or prepared or spontaneous spells up to half the creatures level (rounded up) minus 1 Skill Paragon high or extreme ability modifier matching its best skills; typically high Reflex or Will and low Fortitude; many skills at moderate or high and potentially one or two extreme skills; at least one special ability to use the creatures skills in combat Skirmisher high Dex modifier; low Fortitude, high Reflex; higher Speed than typical Sniper high Perception; high Dex modifier; low Fortitude, high Reflex; moderate to low HP; ranged Strikes have high attack bonus and damage or moderate attack bonus and extreme damage (melee Strikes are weaker) Soldier high Str modifier; high to extreme AC; high Fortitude; high attack bonus and high damage; Attack of Opportunity or other tactical abilities Spellcaster high or extreme modifier for the corresponding mental ability; low Fortitude, high Will; low HP; low attack bonus and moderate or low damage; high or extreme spell DCs; prepared or spontaneous spells up to half the creatures level (rounded up) Building Creatures Overview This section details the creature-building process using the following steps. Develop the Concept (page 56) Think about your creature, and make notes you can use in future steps. Build the Stat Block Pick all the statistics for the creatures, going through the list below. Level (page 58) Alignment, Size, and Traits (page 58) Ability Modifiers (page 59) Perception and Senses (page 60) Languages (page 60) Skills (page 60) Items, if necessary (page 61) AC (page 61) Saving Throws (page 62) Hit Points (page 62) Immunities, Weaknesses, and Resistances (page 63) Speed (page 64) Strikes, including their damage (page 64) Spells, if necessary (page 65) Design Abilities (page 67) Create the special abilities your creature can use. Review Holistically (page 69) Step back, take stock of your creature as a whole, and tweak as needed. Converting First Edition Creatures If youre converting creatures from First Edition, you wont find a direct numerical conversion. Instead, use the original statistics to create your road map, giving a better AC to a creature that had a good AC in First Edition, and so on. Here are the main areas of difference that youll want to keep in mind for your conversion. Ability modifiers scale differently, so dont copy them over exactly. The highest modifiers tend not to get as high in Second Edition. Youll rarely see a +10 Strength modifier, for example. Creatures also tend to get better low statistics at higher levels than they used to, particularly for Dexterity and Wisdom. This is most evident in highlevel First Edition creatures with awful Dexterity. Low-Intelligence creatures, particularly animals, tend to have more special actions than they would have in First Edition. This is to make encounters with them more dynamic and distinct. Compare dinosaurs between the editions for good examples. When converting spell-like abilities to innate spells, you might need to make some substitutions. Some spells will appear as heightened versions of spells (such as greater dispel magic now being heightened dispel magic), but others will require you to find something different. Also, dont feel like you need to keep every spell; focus on the most thematic and potent ones. The Spells section on page 65 has more advice on this subject. Damage reduction has been replaced with two options: resistance to all damage (possibly with exceptions), or more HP and a weakness. Immunities, Weaknesses, and Resistances on page 63 describes the distinction. If you want to convert spell resistance, you can give the creature a +1 status bonus to all saves against magic, or +2 if it had abnormally high spell resistance for its level. Designing NPCs Sometimes youll design a creature thats meant to have abilities or characteristics similar to those of a PC. Maybe you need a bold champion, a sly rogue master criminal, or a wizened druid elder for your game. You also might need a common baker, who has little combat ability but great skill with dough and an oven. This section provides ways you might modify aspects of the creature-building process to fit those needs. Improvising a Creature As you get more experienced, you might find that you dont need to build some creatures in advance. In many cases, especially for simple creatures, you can just select values from the relevant tables on the fly and track its HP. When you do, track which value you used as it came up. For instance, lets say youre improvising a 2nd-level kobold soldier. When its time for initiative, you decide it has moderate Perception and jot down “Per +8.” Your groups fighter beats it at initiative and attacks. You decide the soldier has high AC—looking at Table 25, you see thats 18—and add this information to your note. The fighters Strike hits, and you select the low end of high HP: 36. Well, now its 25. Your note says “Per +8, AC 18, HP 25.” If it gets to take a turn, you can give it a Strike then. Reskinning Creatures Sometimes you need a creature with abilities that are almost exactly the same as those of a published creature. In that case, it can be more efficient to simply “reskin” the old creature rather than design a new one—that is, to change the description but keep the abilities mostly the same. Occasionally reskinning requires small mechanical adjustments. For instance, a fire cat that has immunity to fire, an aura that deals fire damage, and the ability to light people on fire with its jaws to deal persistent fire damage could be reskinned as a caustic animate tree that has immunity to acid, an aura that deals acid damage, and branch attacks that smear acidic sap on a creatures body when they hit, dealing persistent acid damage. Trait Abilities This section provides the abilities conveyed by certain traits, such as demon, dragon, and undead. Youll also find abilities typical of creatures with those traits to help guide you as you plan your creatures. ","type":"Rules","url":"/Rules.aspx?ID=995","weakness":{}}},{"_index":"aon18","_id":"rules-996","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-996","markdown":"<title level=\"1\" right=\"Rules\">[Develop the Concept](/Rules.aspx?ID=996)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 56</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo begin making a creature, you should first come up with its concept. You likely already have the basic idea. As you add details to the general idea, taking notes can help keep your creature on track. Consider the parts of your creature you find most compelling and that you want to emphasize when the creature hits the table. For example, in the _Bestiary_, demons are creatures of sin, and are designed to have weaknesses against specific virtues that oppose them. Harpies enchant creatures by singing, represented by their centerpiece ability, Captivating Song. Note your creatures core aspects, and if you feel uncertain later, you can look back and ask yourself, “Does this emphasize a core aspect or not?”\n\n Next, look at the creatures role in your game. Is it meant to be a combatant? A social creature? A trusted ally? Figuring this out will help you determine whether to give it strong combat abilities or to focus on skills, spells, and special abilities. Think about how the creature might behave if its in a fight, if someone tries to talk to it, or if its in a social situation. Does it work better alone or with allies? What sort of character should be best at facing it or be particularly weak against it?\n\n Consider also the complexity of the creature. This matters most when you plan to use a large number of creatures of that type. If youll use five at the same time, youll want their turns to move swiftly and avoid complex special actions. A creature likely to face a group of PCs alone can have more abilities, and it might need a more versatile set of defenses against PC tactics. Cut complexity as much as you can while retaining your desired theme.\n\n Now, how do you want an encounter with this creature to feel? Should it be scary? Mobile? Confusing? A mystical duel or a knock-down, drag-out fight? What can you give your creature to convey those characteristics? Note that much of this feel will come from your choice of the creatures special abilities or spells, rather than its raw numbers.\n\n With all this in mind, think about the specific abilities your creature should have. Take a few notes now, and get to the details later. You can use abilities from the _Bestiary_ or feats in the _Core Rulebook_, adjusting as needed, to save yourself time. It helps to think of a creature thats similar to yours and see what makes it tick—and what you can steal from it. Maybe you can just reskin that creature (page 58), instead of making a new one from scratch.\n\n Now that you understand your creatures concept, its time to get to the statistics. Remember that you can always change your concept later on. Your creation might evolve and transform as you go, so be open to change and revisions.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Develop the Concept","next_link":{"label":"Understanding and Choosing Statistics","url":"/Rules.aspx?ID=997"},"previous_link":{"label":"Chapter 1: Gamemastery Basics","url":"/Rules.aspx?ID=813"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 56</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 56"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 56</row>","speed":{},"text":" Develop the Concept Source Gamemastery Guide pg. 56 To begin making a creature, you should first come up with its concept. You likely already have the basic idea. As you add details to the general idea, taking notes can help keep your creature on track. Consider the parts of your creature you find most compelling and that you want to emphasize when the creature hits the table. For example, in the Bestiary , demons are creatures of sin, and are designed to have weaknesses against specific virtues that oppose them. Harpies enchant creatures by singing, represented by their centerpiece ability, Captivating Song. Note your creatures core aspects, and if you feel uncertain later, you can look back and ask yourself, “Does this emphasize a core aspect or not?” Next, look at the creatures role in your game. Is it meant to be a combatant? A social creature? A trusted ally? Figuring this out will help you determine whether to give it strong combat abilities or to focus on skills, spells, and special abilities. Think about how the creature might behave if its in a fight, if someone tries to talk to it, or if its in a social situation. Does it work better alone or with allies? What sort of character should be best at facing it or be particularly weak against it? Consider also the complexity of the creature. This matters most when you plan to use a large number of creatures of that type. If youll use five at the same time, youll want their turns to move swiftly and avoid complex special actions. A creature likely to face a group of PCs alone can have more abilities, and it might need a more versatile set of defenses against PC tactics. Cut complexity as much as you can while retaining your desired theme. Now, how do you want an encounter with this creature to feel? Should it be scary? Mobile? Confusing? A mystical duel or a knock-down, drag-out fight? What can you give your creature to convey those characteristics? Note that much of this feel will come from your choice of the creatures special abilities or spells, rather than its raw numbers. With all this in mind, think about the specific abilities your creature should have. Take a few notes now, and get to the details later. You can use abilities from the Bestiary or feats in the Core Rulebook , adjusting as needed, to save yourself time. It helps to think of a creature thats similar to yours and see what makes it tick—and what you can steal from it. Maybe you can just reskin that creature (page 58), instead of making a new one from scratch. Now that you understand your creatures concept, its time to get to the statistics. Remember that you can always change your concept later on. Your creation might evolve and transform as you go, so be open to change and revisions. ","type":"Rules","url":"/Rules.aspx?ID=996","weakness":{}}},{"_index":"aon18","_id":"rules-997","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-997","markdown":"<title level=\"1\" right=\"Rules\">[Understanding and Choosing Statistics](/Rules.aspx?ID=997)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 57</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost of the statistics in this section use a scale of extreme, high, moderate, and low—some use terrible values as well.\n\n **Extreme:** The creature is world class in this statistic and can challenge almost any character. Most creatures have no extreme statistics or only one extreme statistic, although some creatures might have additional extreme statistics and weaker related statistics elsewhere (a common example being a creature trading accuracy for extreme damage). Examples from the _Bestiary_ include the succubuss Diplomacy and the lichs spell DC.\n\n **High:** Extremely capable but not world class, the creature presents a challenge for most characters. Just about all creatures have at least one high value. Most combat-focused creatures have high AC and either a high attack bonus and high damage, or a merely moderate attack bonus but extreme damage. An ogre warriors attack bonus and a kobold scouts Stealth are high values.\n\n **Moderate:** A middle-of-the road statistic can cover anything unremarkable about the creature. Use this one often.\n\n **Low:** The creature is actively bad at this. Choose these intentionally to represent the creatures weak points. Most creatures should have at least one low statistic; an example is the goblin pyros Will save.\n\n **Terrible:** Some statistics can dip even lower than low, to terrible. This indicates a truly awful statistic that still isnt game-breakingly bad. A spiders Intelligence is terrible, as is a dero stalkers Will save.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-998\" />\r\n\r\n<document level=\"2\" id=\"rules-999\" />","name":"Understanding and Choosing Statistics","next_link":{"label":"Level","url":"/Rules.aspx?ID=1000"},"previous_link":{"label":"Develop the Concept\r\n","url":"/Rules.aspx?ID=996"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 57</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 57"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 57</row>","speed":{},"text":" Understanding and Choosing Statistics Source Gamemastery Guide pg. 57 Most of the statistics in this section use a scale of extreme, high, moderate, and low—some use terrible values as well. Extreme: The creature is world class in this statistic and can challenge almost any character. Most creatures have no extreme statistics or only one extreme statistic, although some creatures might have additional extreme statistics and weaker related statistics elsewhere (a common example being a creature trading accuracy for extreme damage). Examples from the Bestiary include the succubuss Diplomacy and the lichs spell DC. High: Extremely capable but not world class, the creature presents a challenge for most characters. Just about all creatures have at least one high value. Most combat-focused creatures have high AC and either a high attack bonus and high damage, or a merely moderate attack bonus but extreme damage. An ogre warriors attack bonus and a kobold scouts Stealth are high values. Moderate: A middle-of-the road statistic can cover anything unremarkable about the creature. Use this one often. Low: The creature is actively bad at this. Choose these intentionally to represent the creatures weak points. Most creatures should have at least one low statistic; an example is the goblin pyros Will save. Terrible: Some statistics can dip even lower than low, to terrible. This indicates a truly awful statistic that still isnt game-breakingly bad. A spiders Intelligence is terrible, as is a dero stalkers Will save. ","type":"Rules","url":"/Rules.aspx?ID=997","weakness":{}}},{"_index":"aon18","_id":"rules-998","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Understanding and Choosing Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-998","markdown":"<title level=\"1\" right=\"Rules\">[Push and Pull](/Rules.aspx?ID=998)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 57</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen it comes to statistics, a creature should be balanced overall. That means if youre giving a creature an extreme statistic, it should have some low or terrible statistics to compensate. For example, if you were making a creature extremely hard to hit by giving it an extreme AC, youd likely give it lower saving throws or low HP. If a creature is great at spellcasting, it might need several low statistics to be a balanced challenge. Theres no perfect system for making these decisions. If youve made a creature that has four high stats and nothing low, or vice-versa, take another look. A creatures strengths and weaknesses change the PCs strategies for dealing with it, and thats what makes playing the game fun!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Push and Pull","next_link":{"label":"Extreme Increases","url":"/Rules.aspx?ID=999"},"previous_link":{"label":"Develop the Concept\r\n","url":"/Rules.aspx?ID=996"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 57</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Understanding and Choosing Statistics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 57"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 57</row>","speed":{},"text":" Push and Pull Source Gamemastery Guide pg. 57 When it comes to statistics, a creature should be balanced overall. That means if youre giving a creature an extreme statistic, it should have some low or terrible statistics to compensate. For example, if you were making a creature extremely hard to hit by giving it an extreme AC, youd likely give it lower saving throws or low HP. If a creature is great at spellcasting, it might need several low statistics to be a balanced challenge. Theres no perfect system for making these decisions. If youve made a creature that has four high stats and nothing low, or vice-versa, take another look. A creatures strengths and weaknesses change the PCs strategies for dealing with it, and thats what makes playing the game fun! ","type":"Rules","url":"/Rules.aspx?ID=998","weakness":{}}},{"_index":"aon18","_id":"rules-999","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Understanding and Choosing Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-999","markdown":"<title level=\"1\" right=\"Rules\">[Extreme Increases](/Rules.aspx?ID=999)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 58</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt the higher levels of the game, PCs have more tools at their disposal, so the creatures they face need to hit back harder! At higher levels, give each creature more extreme statistics. Having one extreme statistic becomes typical around 11th level. A creature of 15th level or higher typically has two extreme statistics, and one of 20th level or higher should have three or four. Keep in mind that these should be relevant to the encounters you expect them to have—extreme social skills arent much use to a combat-focused creature. Be careful about giving multiple extreme statistics that are closely linked: a creature with extreme damage and Fortitude saves is one thing, but having an extreme attack bonus and extreme damage allows the creature to apply both extreme statistics to each attack.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Extreme Increases","next_link":{"label":"Level","url":"/Rules.aspx?ID=1000"},"previous_link":{"label":"Push and Pull","url":"/Rules.aspx?ID=998"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 58</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Understanding and Choosing Statistics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 58"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 58</row>","speed":{},"text":" Extreme Increases Source Gamemastery Guide pg. 58 At the higher levels of the game, PCs have more tools at their disposal, so the creatures they face need to hit back harder! At higher levels, give each creature more extreme statistics. Having one extreme statistic becomes typical around 11th level. A creature of 15th level or higher typically has two extreme statistics, and one of 20th level or higher should have three or four. Keep in mind that these should be relevant to the encounters you expect them to have—extreme social skills arent much use to a combat-focused creature. Be careful about giving multiple extreme statistics that are closely linked: a creature with extreme damage and Fortitude saves is one thing, but having an extreme attack bonus and extreme damage allows the creature to apply both extreme statistics to each attack. ","type":"Rules","url":"/Rules.aspx?ID=999","weakness":{}}},{"_index":"aon18","_id":"rules-1000","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1000","markdown":"<title level=\"1\" right=\"Rules\">[Level](/Rules.aspx?ID=1000)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 58</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFor most creatures you build, their level depends on the level of the party who will encounter it. Look at other creatures you think are similar in power to yours to determine its level. Note that level represents a creatures combat ability, so a creature thats more social might have, for example, 3rd-level combat statistics and 6th-level skills but remain a 3rd-level creature. Most such creatures are NPCs; for more information on this distinction and how to use it, see Non-Combat Level on page 72.\n\n Some abilities are hard for PCs to deal with at low levels. For instance, creatures that can fly and have ranged attacks should typically appear around 7th level, when PCs gain access to flight. Natural invisibility or at-will [_invisibility_](/Spells.aspx?ID=164) as an innate spell should come at around 6th level, when PCs are more likely to prepare [_see invisibility_](/Spells.aspx?ID=271) in lower-level spell slots, or 8th level, when some PCs get the [Blind-Fight](/Feats.aspx?ID=388) feat.\n\n The tables in this chapter go up to 24th level—the highest-level extreme encounter a party might face.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Level","next_link":{"label":"Alignment, Size, and Traits","url":"/Rules.aspx?ID=1001"},"previous_link":{"label":"Understanding and Choosing Statistics","url":"/Rules.aspx?ID=997"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 58</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 58"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 58</row>","speed":{},"text":" Level Source Gamemastery Guide pg. 58 For most creatures you build, their level depends on the level of the party who will encounter it. Look at other creatures you think are similar in power to yours to determine its level. Note that level represents a creatures combat ability, so a creature thats more social might have, for example, 3rd-level combat statistics and 6th-level skills but remain a 3rd-level creature. Most such creatures are NPCs; for more information on this distinction and how to use it, see Non-Combat Level on page 72. Some abilities are hard for PCs to deal with at low levels. For instance, creatures that can fly and have ranged attacks should typically appear around 7th level, when PCs gain access to flight. Natural invisibility or at-will invisibility as an innate spell should come at around 6th level, when PCs are more likely to prepare see invisibility in lower-level spell slots, or 8th level, when some PCs get the Blind-Fight feat. The tables in this chapter go up to 24th level—the highest-level extreme encounter a party might face. ","type":"Rules","url":"/Rules.aspx?ID=1000","weakness":{}}},{"_index":"aon18","_id":"rules-1001","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1001","markdown":"<title level=\"1\" right=\"Rules\">[Alignment, Size, and Traits](/Rules.aspx?ID=1001)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 58</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFill out the trait line of your creatures stat block. The alignment can be whatever suits your story, though some types of creatures must be or tend to be certain alignments. Creatures can be whatever size you need them to be, though you seldom find Large creatures below 1st level, Huge creatures below 5th level, or Gargantuan creatures below 10th level. Generally, you dont automatically adjust statistics for size, except for an exception to Strength modifiers for Large and bigger creatures, which youll find in Ability Modifiers on the next page.\n\n Your creature will almost certainly have one of the following traits to define its type: aberration, animal, astral, beast, celestial, construct, dragon, elemental, ethereal, fey, fiend, fungus, giant, humanoid, monitor, ooze, plant, or undead. If youre making a creature from an existing category of a type, such as demon, it also has that category as a trait. Creatures with a close affinity to elements—air, earth, fire, and water—or types of energy—like acid, cold, and electricity—have those traits.\n\n Some abilities typical of creatures with the traits listed above can be found in Trait Abilities on page 70. As with the other steps, looking at similar creatures will give you an idea of what traits to use.\n\n Add any traits that have detailed rules attached to them, like amphibious, aquatic, incorporeal, mindless, and swarm. You can add traits related to the creature category, such as dinosaur or werecreature, but most of these traits are pretty self-evident in play. If at any point you realize during play that you didnt add a trait the creature really should have, you can usually apply it retroactively.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alignment, Size, and Traits","next_link":{"label":"Ability Modifiers","url":"/Rules.aspx?ID=1002"},"previous_link":{"label":"Level","url":"/Rules.aspx?ID=1000"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 58</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 58"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 58</row>","speed":{},"text":" Alignment, Size, and Traits Source Gamemastery Guide pg. 58 Fill out the trait line of your creatures stat block. The alignment can be whatever suits your story, though some types of creatures must be or tend to be certain alignments. Creatures can be whatever size you need them to be, though you seldom find Large creatures below 1st level, Huge creatures below 5th level, or Gargantuan creatures below 10th level. Generally, you dont automatically adjust statistics for size, except for an exception to Strength modifiers for Large and bigger creatures, which youll find in Ability Modifiers on the next page. Your creature will almost certainly have one of the following traits to define its type: aberration, animal, astral, beast, celestial, construct, dragon, elemental, ethereal, fey, fiend, fungus, giant, humanoid, monitor, ooze, plant, or undead. If youre making a creature from an existing category of a type, such as demon, it also has that category as a trait. Creatures with a close affinity to elements—air, earth, fire, and water—or types of energy—like acid, cold, and electricity—have those traits. Some abilities typical of creatures with the traits listed above can be found in Trait Abilities on page 70. As with the other steps, looking at similar creatures will give you an idea of what traits to use. Add any traits that have detailed rules attached to them, like amphibious, aquatic, incorporeal, mindless, and swarm. You can add traits related to the creature category, such as dinosaur or werecreature, but most of these traits are pretty self-evident in play. If at any point you realize during play that you didnt add a trait the creature really should have, you can usually apply it retroactively. ","type":"Rules","url":"/Rules.aspx?ID=1001","weakness":{}}},{"_index":"aon18","_id":"rules-1002","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1002","markdown":"<title level=\"1\" right=\"Rules\">[Ability Modifiers](/Rules.aspx?ID=1002)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 59</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNext, figure out your creatures ability modifiers, since these will suggest what their other statistics should be. You dont have to determine the exact numbers, but its good to avoid creating creatures whose ability modifiers are at odds with their abilities, like creatures with a terrible Wisdom modifier and very high Perception. Most of the time, youll just be using ability modifiers for untrained skills, so theyre useful as a guide but not crucial.\n\n Table 21 shows some benchmarks for your creatures. Use high for the creatures best ability modifiers, moderate for ones theyre okay at, and low for the rest. If a creature has a truly bad ability, you can go as low as 5. Thats the terrible range for ability modifiers, and doesnt really change by level. This is most common with animals, which have an Intelligence modifier of 4 (for dogs, dolphins, and such) or 5 (for more instinctual animals like spiders), and for mindless creatures, which have a 5 Intelligence modifier.\n\n Few creatures use the extreme column. A powerful, dedicated spellcaster might use an extreme spellcasting statistic, or a preternaturally charming creature like a succubus or nymph might have an extreme Charisma modifier. However, the most common way extreme numbers are used is for really big, really strong creatures. This happens with only Large or larger creatures from 1st to 5th level, only Huge or larger creatures from 6th to 9th level, and only Gargantuan creatures from 10th to 15th level. Beyond that level, a creature doesnt gain an extreme Strength modifier from size alone. \n\n## Table 21: Ability Modifier Scales\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Extreme**</td><td>**High**</td><td>**Moderate**</td><td>**Low**</td></tr> <tr><td>1</td><td>—</td><td>+3</td><td>+2</td><td>+0</td></tr> <tr><td>0</td><td>—</td><td>+3</td><td>+2</td><td>+0</td></tr> <tr><td>1</td><td>+5</td><td>+4</td><td>+3</td><td>+1</td></tr> <tr><td>2</td><td>+5</td><td>+4</td><td>+3</td><td>+1</td></tr> <tr><td>3</td><td>+5</td><td>+4</td><td>+3</td><td>+1</td></tr> <tr><td>4</td><td>+6</td><td>+5</td><td>+3</td><td>+2</td></tr> <tr><td>5</td><td>+6</td><td>+5</td><td>+4</td><td>+2</td></tr> <tr><td>6</td><td>+7</td><td>+5</td><td>+4</td><td>+2</td></tr> <tr><td>7</td><td>+7</td><td>+6</td><td>+4</td><td>+2</td></tr> <tr><td>8</td><td>+7</td><td>+6</td><td>+4</td><td>+3</td></tr> <tr><td>9</td><td>+7</td><td>+6</td><td>+4</td><td>+3</td></tr> <tr><td>10</td><td>+8</td><td>+7</td><td>+5</td><td>+3</td></tr> <tr><td>11</td><td>+8</td><td>+7</td><td>+5</td><td>+3</td></tr> <tr><td>12</td><td>+8</td><td>+7</td><td>+5</td><td>+4</td></tr> <tr><td>13</td><td>+9</td><td>+8</td><td>+5</td><td>+4</td></tr> <tr><td>14</td><td>+9</td><td>+8</td><td>+5</td><td>+4</td></tr> <tr><td>15</td><td>+9</td><td>+8</td><td>+6</td><td>+4</td></tr> <tr><td>16</td><td>+10</td><td>+9</td><td>+6</td><td>+5</td></tr> <tr><td>17</td><td>+10</td><td>+9</td><td>+6</td><td>+5</td></tr> <tr><td>18</td><td>+10</td><td>+9</td><td>+6</td><td>+5</td></tr> <tr><td>19</td><td>+11</td><td>+10</td><td>+6</td><td>+5</td></tr> <tr><td>20</td><td>+11</td><td>+10</td><td>+7</td><td>+6</td></tr> <tr><td>21</td><td>+11</td><td>+10</td><td>+7</td><td>+6</td></tr> <tr><td>22</td><td>+11</td><td>+10</td><td>+8</td><td>+6</td></tr> <tr><td>23</td><td>+11</td><td>+10</td><td>+8</td><td>+6</td></tr> <tr><td>24</td><td>+13</td><td>+12</td><td>+9</td><td>+7</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Modifiers","next_link":{"label":"Perception","url":"/Rules.aspx?ID=1003"},"previous_link":{"label":"Alignment, Size, and Traits","url":"/Rules.aspx?ID=1001"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 59</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 59"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 59</row>","speed":{},"text":" Ability Modifiers Source Gamemastery Guide pg. 59 Next, figure out your creatures ability modifiers, since these will suggest what their other statistics should be. You dont have to determine the exact numbers, but its good to avoid creating creatures whose ability modifiers are at odds with their abilities, like creatures with a terrible Wisdom modifier and very high Perception. Most of the time, youll just be using ability modifiers for untrained skills, so theyre useful as a guide but not crucial. Table 21 shows some benchmarks for your creatures. Use high for the creatures best ability modifiers, moderate for ones theyre okay at, and low for the rest. If a creature has a truly bad ability, you can go as low as 5. Thats the terrible range for ability modifiers, and doesnt really change by level. This is most common with animals, which have an Intelligence modifier of 4 (for dogs, dolphins, and such) or 5 (for more instinctual animals like spiders), and for mindless creatures, which have a 5 Intelligence modifier. Few creatures use the extreme column. A powerful, dedicated spellcaster might use an extreme spellcasting statistic, or a preternaturally charming creature like a succubus or nymph might have an extreme Charisma modifier. However, the most common way extreme numbers are used is for really big, really strong creatures. This happens with only Large or larger creatures from 1st to 5th level, only Huge or larger creatures from 6th to 9th level, and only Gargantuan creatures from 10th to 15th level. Beyond that level, a creature doesnt gain an extreme Strength modifier from size alone. ## Table 21: Ability Modifier Scales Level Extreme High Moderate Low 1 — +3 +2 +0 0 — +3 +2 +0 1 +5 +4 +3 +1 2 +5 +4 +3 +1 3 +5 +4 +3 +1 4 +6 +5 +3 +2 5 +6 +5 +4 +2 6 +7 +5 +4 +2 7 +7 +6 +4 +2 8 +7 +6 +4 +3 9 +7 +6 +4 +3 10 +8 +7 +5 +3 11 +8 +7 +5 +3 12 +8 +7 +5 +4 13 +9 +8 +5 +4 14 +9 +8 +5 +4 15 +9 +8 +6 +4 16 +10 +9 +6 +5 17 +10 +9 +6 +5 18 +10 +9 +6 +5 19 +11 +10 +6 +5 20 +11 +10 +7 +6 21 +11 +10 +7 +6 22 +11 +10 +8 +6 23 +11 +10 +8 +6 24 +13 +12 +9 +7 ","type":"Rules","url":"/Rules.aspx?ID=1002","weakness":{}}},{"_index":"aon18","_id":"rules-1003","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1003","markdown":"<title level=\"1\" right=\"Rules\">[Perception](/Rules.aspx?ID=1003)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPerception is a fairly straightforward statistic. Use Wisdom as a guide for setting it, and adjust to the high side if your creature has acute senses or extra training. If your creature has low Wisdom, for example, it would probably have a low Perception modifier, or moderate if its supposed to be a great hunter. Dont make your creatures Perception higher just because its often used for initiative; creatures with poor Perception could use a skill check for initiative instead, such as Stealth.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1004\" />","name":"Perception","next_link":{"label":"Languages","url":"/Rules.aspx?ID=1005"},"previous_link":{"label":"Ability Modifiers","url":"/Rules.aspx?ID=1002"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 60"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>","speed":{},"text":" Perception Source Gamemastery Guide pg. 60 Perception is a fairly straightforward statistic. Use Wisdom as a guide for setting it, and adjust to the high side if your creature has acute senses or extra training. If your creature has low Wisdom, for example, it would probably have a low Perception modifier, or moderate if its supposed to be a great hunter. Dont make your creatures Perception higher just because its often used for initiative; creatures with poor Perception could use a skill check for initiative instead, such as Stealth. ","type":"Rules","url":"/Rules.aspx?ID=1003","weakness":{}}},{"_index":"aon18","_id":"rules-1004","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Perception"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1004","markdown":"<title level=\"1\" right=\"Rules\">[Senses](/Rules.aspx?ID=1004)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nChoose or design any special senses for your creature, such as low-light vision, darkvision, or scent. If youre making a sense from scratch, simply decide what it senses, whether it has a range limit, and whether its precise or imprecise. For example, a [sinspawn](/Monsters.aspx?ID=371) has “sin scent (imprecise) 30 feet.” This means it can smell creatures bearing its associated sin if theyre within 30 feet, and the sense is imprecise—about as acute as human hearing. \n\n## Table 22: Perception\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Extreme**</td><td>**High**</td><td>**Moderate**</td><td>**Low**</td><td>**Terrible**</td></tr> <tr><td>1</td><td>+9</td><td>+8</td><td>+5</td><td>+2</td><td>+0</td></tr> <tr><td>0</td><td>+10</td><td>+9</td><td>+6</td><td>+3</td><td>+1</td></tr> <tr><td>1</td><td>+11</td><td>+10</td><td>+7</td><td>+4</td><td>+2</td></tr> <tr><td>2</td><td>+12</td><td>+11</td><td>+8</td><td>+5</td><td>+3</td></tr> <tr><td>3</td><td>+14</td><td>+12</td><td>+9</td><td>+6</td><td>+4</td></tr> <tr><td>4</td><td>+15</td><td>+14</td><td>+11</td><td>+8</td><td>+6</td></tr> <tr><td>5</td><td>+17</td><td>+15</td><td>+12</td><td>+9</td><td>+7</td></tr> <tr><td>6</td><td>+18</td><td>+17</td><td>+14</td><td>+11</td><td>+8</td></tr> <tr><td>7</td><td>+20</td><td>+18</td><td>+15</td><td>+12</td><td>+10</td></tr> <tr><td>8</td><td>+21</td><td>+19</td><td>+16</td><td>+13</td><td>+11</td></tr> <tr><td>9</td><td>+23</td><td>+21</td><td>+18</td><td>+15</td><td>+12</td></tr> <tr><td>10</td><td>+24</td><td>+22</td><td>+19</td><td>+16</td><td>+14</td></tr> <tr><td>11</td><td>+26</td><td>+24</td><td>+21</td><td>+18</td><td>+15</td></tr> <tr><td>12</td><td>+27</td><td>+25</td><td>+22</td><td>+19</td><td>+16</td></tr> <tr><td>13</td><td>+29</td><td>+26</td><td>+23</td><td>+20</td><td>+18</td></tr> <tr><td>14</td><td>+30</td><td>+28</td><td>+25</td><td>+22</td><td>+19</td></tr> <tr><td>15</td><td>+32</td><td>+29</td><td>+26</td><td>+23</td><td>+20</td></tr> <tr><td>16</td><td>+33</td><td>+30</td><td>+28</td><td>+25</td><td>+22</td></tr> <tr><td>17</td><td>+35</td><td>+32</td><td>+29</td><td>+26</td><td>+23</td></tr> <tr><td>18</td><td>+36</td><td>+33</td><td>+30</td><td>+27</td><td>+24</td></tr> <tr><td>19</td><td>+38</td><td>+35</td><td>+32</td><td>+29</td><td>+26</td></tr> <tr><td>20</td><td>+39</td><td>+36</td><td>+33</td><td>+30</td><td>+27</td></tr> <tr><td>21</td><td>+41</td><td>+38</td><td>+35</td><td>+32</td><td>+28</td></tr> <tr><td>22</td><td>+43</td><td>+39</td><td>+36</td><td>+33</td><td>+30</td></tr> <tr><td>23</td><td>+44</td><td>+40</td><td>+37</td><td>+34</td><td>+31</td></tr> <tr><td>24</td><td>+46</td><td>+42</td><td>+38</td><td>+36</td><td>+32</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Senses","next_link":{"label":"Languages","url":"/Rules.aspx?ID=1005"},"previous_link":{"label":"Ability Modifiers","url":"/Rules.aspx?ID=1002"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Perception\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 60"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>","speed":{},"text":" Senses Source Gamemastery Guide pg. 60 Choose or design any special senses for your creature, such as low-light vision, darkvision, or scent. If youre making a sense from scratch, simply decide what it senses, whether it has a range limit, and whether its precise or imprecise. For example, a sinspawn has “sin scent (imprecise) 30 feet.” This means it can smell creatures bearing its associated sin if theyre within 30 feet, and the sense is imprecise—about as acute as human hearing. ## Table 22: Perception Level Extreme High Moderate Low Terrible 1 +9 +8 +5 +2 +0 0 +10 +9 +6 +3 +1 1 +11 +10 +7 +4 +2 2 +12 +11 +8 +5 +3 3 +14 +12 +9 +6 +4 4 +15 +14 +11 +8 +6 5 +17 +15 +12 +9 +7 6 +18 +17 +14 +11 +8 7 +20 +18 +15 +12 +10 8 +21 +19 +16 +13 +11 9 +23 +21 +18 +15 +12 10 +24 +22 +19 +16 +14 11 +26 +24 +21 +18 +15 12 +27 +25 +22 +19 +16 13 +29 +26 +23 +20 +18 14 +30 +28 +25 +22 +19 15 +32 +29 +26 +23 +20 16 +33 +30 +28 +25 +22 17 +35 +32 +29 +26 +23 18 +36 +33 +30 +27 +24 19 +38 +35 +32 +29 +26 20 +39 +36 +33 +30 +27 21 +41 +38 +35 +32 +28 22 +43 +39 +36 +33 +30 23 +44 +40 +37 +34 +31 24 +46 +42 +38 +36 +32 ","type":"Rules","url":"/Rules.aspx?ID=1004","weakness":{}}},{"_index":"aon18","_id":"rules-1005","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1005","markdown":"<title level=\"1\" right=\"Rules\">[Languages](/Rules.aspx?ID=1005)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThink about what languages the creature would need to communicate with other creatures in its home. For instance, many intelligent undead speak Necril, and many creatures from the Darklands speak Undercommon. If you want your creature to be able to speak to the PCs, be sure it has Common; for a creature with no reason to speak the common tongue of your setting (such as most extraplanar creatures in a typical campaign), be sure it doesnt. Some creatures can understand language but cant vocalize; in this case, you can state that they cant speak any language. For creatures that need to be able to infiltrate and communicate wherever they go, you might give them [tongues](/Spells.aspx?ID=340) or a similar ability as a constant innate spell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Languages","next_link":{"label":"Skills","url":"/Rules.aspx?ID=1006"},"previous_link":{"label":"Perception","url":"/Rules.aspx?ID=1003"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 60"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>","speed":{},"text":" Languages Source Gamemastery Guide pg. 60 Think about what languages the creature would need to communicate with other creatures in its home. For instance, many intelligent undead speak Necril, and many creatures from the Darklands speak Undercommon. If you want your creature to be able to speak to the PCs, be sure it has Common; for a creature with no reason to speak the common tongue of your setting (such as most extraplanar creatures in a typical campaign), be sure it doesnt. Some creatures can understand language but cant vocalize; in this case, you can state that they cant speak any language. For creatures that need to be able to infiltrate and communicate wherever they go, you might give them tongues or a similar ability as a constant innate spell. ","type":"Rules","url":"/Rules.aspx?ID=1005","weakness":{}}},{"_index":"aon18","_id":"rules-1006","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1006","markdown":"<title level=\"1\" right=\"Rules\">[Skills](/Rules.aspx?ID=1006)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou have lots of flexibility in setting your creatures skills. Pick some skills you think are appropriate, and consider how good the creature is at them. High skills are roughly on par with a specialized PC of the creatures level, though they could be a little lower or higher. Most creatures have at least one high skill, but no more than three. The best skills should go with the best ability modifiers, and you might even want to estimate the creatures proficiency rank for these skills. Some skills can get a high bonus for free to fit the creatures theme, particularly Lore skills.\n\n Most creatures dont have an extreme skill unless they are world class for their level, like a succubuss Diplomacy. Having an extreme skill is less impactful than an extreme AC or attack bonus, but still might warrant a sacrifice elsewhere, especially if the creature also has more high skills than usual. Theres no need for terrible skill modifiers, since an untrained skill usually represents that. \n\n## Table 23: Skills\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Extreme**</td><td>**High**</td><td>**Moderate**</td><td>**Low**</td></tr> <tr><td>1</td><td>+8</td><td>+5</td><td>+4</td><td>+2 to +1</td></tr> <tr><td>0</td><td>+9</td><td>+6</td><td>+5</td><td>+3 to +2</td></tr> <tr><td>1</td><td>+10</td><td>+7</td><td>+6</td><td>+4 to +3</td></tr> <tr><td>2</td><td>+11</td><td>+8</td><td>+7</td><td>+5 to +4</td></tr> <tr><td>3</td><td>+13</td><td>+10</td><td>+9</td><td>+7 to +5</td></tr> <tr><td>4</td><td>+15</td><td>+12</td><td>+10</td><td>+8 to +7</td></tr> <tr><td>5</td><td>+16</td><td>+13</td><td>+12</td><td>+10 to +8</td></tr> <tr><td>6</td><td>+18</td><td>+15</td><td>+13</td><td>+11 to +9</td></tr> <tr><td>7</td><td>+20</td><td>+17</td><td>+15</td><td>+13 to +11</td></tr> <tr><td>8</td><td>+21</td><td>+18</td><td>+16</td><td>+14 to +12</td></tr> <tr><td>9</td><td>+23</td><td>+20</td><td>+18</td><td>+16 to +13</td></tr> <tr><td>10</td><td>+25</td><td>+22</td><td>+19</td><td>+17 to +15</td></tr> <tr><td>11</td><td>+26</td><td>+23</td><td>+21</td><td>+19 to +16</td></tr> <tr><td>12</td><td>+28</td><td>+25</td><td>+22</td><td>+20 to +17</td></tr> <tr><td>13</td><td>+30</td><td>+27</td><td>+24</td><td>+22 to +19</td></tr> <tr><td>14</td><td>+31</td><td>+28</td><td>+25</td><td>+23 to +20</td></tr> <tr><td>15</td><td>+33</td><td>+30</td><td>+27</td><td>+25 to +21</td></tr> <tr><td>16</td><td>+35</td><td>+32</td><td>+28</td><td>+26 to +23</td></tr> <tr><td>17</td><td>+36</td><td>+33</td><td>+30</td><td>+28 to +24</td></tr> <tr><td>18</td><td>+38</td><td>+35</td><td>+31</td><td>+29 to +25</td></tr> <tr><td>19</td><td>+40</td><td>+37</td><td>+33</td><td>+31 to +27</td></tr> <tr><td>20</td><td>+41</td><td>+38</td><td>+34</td><td>+32 to +28</td></tr> <tr><td>21</td><td>+43</td><td>+40</td><td>+36</td><td>+34 to +29</td></tr> <tr><td>22</td><td>+45</td><td>+42</td><td>+37</td><td>+35 to +31</td></tr> <tr><td>23</td><td>+46</td><td>+43</td><td>+38</td><td>+36 to +32</td></tr> <tr><td>24</td><td>+48</td><td>+45</td><td>+40</td><td>+38 to +33</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1007\" />","name":"Skills","next_link":{"label":"Items","url":"/Rules.aspx?ID=1008"},"previous_link":{"label":"Languages","url":"/Rules.aspx?ID=1005"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 60"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 60</row>","speed":{},"text":" Skills Source Gamemastery Guide pg. 60 You have lots of flexibility in setting your creatures skills. Pick some skills you think are appropriate, and consider how good the creature is at them. High skills are roughly on par with a specialized PC of the creatures level, though they could be a little lower or higher. Most creatures have at least one high skill, but no more than three. The best skills should go with the best ability modifiers, and you might even want to estimate the creatures proficiency rank for these skills. Some skills can get a high bonus for free to fit the creatures theme, particularly Lore skills. Most creatures dont have an extreme skill unless they are world class for their level, like a succubuss Diplomacy. Having an extreme skill is less impactful than an extreme AC or attack bonus, but still might warrant a sacrifice elsewhere, especially if the creature also has more high skills than usual. Theres no need for terrible skill modifiers, since an untrained skill usually represents that. ## Table 23: Skills Level Extreme High Moderate Low 1 +8 +5 +4 +2 to +1 0 +9 +6 +5 +3 to +2 1 +10 +7 +6 +4 to +3 2 +11 +8 +7 +5 to +4 3 +13 +10 +9 +7 to +5 4 +15 +12 +10 +8 to +7 5 +16 +13 +12 +10 to +8 6 +18 +15 +13 +11 to +9 7 +20 +17 +15 +13 to +11 8 +21 +18 +16 +14 to +12 9 +23 +20 +18 +16 to +13 10 +25 +22 +19 +17 to +15 11 +26 +23 +21 +19 to +16 12 +28 +25 +22 +20 to +17 13 +30 +27 +24 +22 to +19 14 +31 +28 +25 +23 to +20 15 +33 +30 +27 +25 to +21 16 +35 +32 +28 +26 to +23 17 +36 +33 +30 +28 to +24 18 +38 +35 +31 +29 to +25 19 +40 +37 +33 +31 to +27 20 +41 +38 +34 +32 to +28 21 +43 +40 +36 +34 to +29 22 +45 +42 +37 +35 to +31 23 +46 +43 +38 +36 to +32 24 +48 +45 +40 +38 to +33 ","type":"Rules","url":"/Rules.aspx?ID=1006","weakness":{}}},{"_index":"aon18","_id":"rules-1007","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Skills"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1007","markdown":"<title level=\"1\" right=\"Rules\">[Special Modifiers](/Rules.aspx?ID=1007)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 61</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can also add special, thematic modifiers for certain skill uses. For instance, you might give a creature that secretes adhesive “Athletics +7 (+9 to Climb or Grab).” This special bonus should still remain at or below the extreme number, especially if it has a combat purpose like the Grab bonus above.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Special Modifiers","next_link":{"label":"Items","url":"/Rules.aspx?ID=1008"},"previous_link":{"label":"Languages","url":"/Rules.aspx?ID=1005"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 61</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Skills\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 61"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 61</row>","speed":{},"text":" Special Modifiers Source Gamemastery Guide pg. 61 You can also add special, thematic modifiers for certain skill uses. For instance, you might give a creature that secretes adhesive “Athletics +7 (+9 to Climb or Grab).” This special bonus should still remain at or below the extreme number, especially if it has a combat purpose like the Grab bonus above. ","type":"Rules","url":"/Rules.aspx?ID=1007","weakness":{}}},{"_index":"aon18","_id":"rules-1008","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1008","markdown":"<title level=\"1\" right=\"Rules\">[Items](/Rules.aspx?ID=1008)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 61</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you gave a creature gear equivalent to a PC, your PCs would gain a huge amount of treasure by defeating a large group of them. Using Table 24: Safe Items can help you avoid that. A creature can have a single permanent item of the listed level without issue. For example, if a 6th-level creature has a _+1 weapon_, that items not worth so much that the PCs would be massively rich if they encountered many creatures of that type and sold everything they found. You can give a creature several lower-level items too. Just pay attention to your overall treasure as measured against the guidelines on pages 508510 of the _Core Rulebook_. At the lowest levels, a creature can certainly have multiple level 0 items, even though normally a creature should have only one item of the level listed in the Safe Item Level column.\n\n Specific creatures or NPCs have more leeway to break these guidelines because you can plan the rest of your adventures loot around them. Also, giving a boss villain a powerful magic item makes the fight and its aftermath more interesting. \n\n## Table 24: Safe Items\n<row gap=\"tiny\">\n<table> <tr><td>**Creature Level**</td><td>**Safe Item Level**</td></tr> <tr><td>3 or lower</td><td>0</td></tr> <tr><td>45</td><td>1</td></tr> <tr><td>6</td><td>2 (_+1 weapon_)</td></tr> <tr><td>7</td><td>3</td></tr> <tr><td>8</td><td>4 (_+1 striking weapon_)</td></tr> <tr><td>9</td><td>5 (_+1 armor_)</td></tr> <tr><td>10</td><td>6</td></tr> <tr><td>11</td><td>7</td></tr> <tr><td>12</td><td>8 (_+1 resilient armor_)</td></tr> <tr><td>13</td><td>9</td></tr> <tr><td>14</td><td>10 (_+2 striking weapon_)</td></tr> <tr><td>15</td><td>11 (_+2 resilient armor_)</td></tr> <tr><td>16</td><td>12 (_+2 greater striking weapon_)</td></tr> <tr><td>17</td><td>13</td></tr> <tr><td>18</td><td>14 (_+2 greater resilient armor_)</td></tr> <tr><td>19</td><td>15</td></tr> <tr><td>20</td><td>16 (_+3 greater striking weapon_)</td></tr> <tr><td>21</td><td>17</td></tr> <tr><td>22</td><td>18 (_+3 greater resilient armor_)</td></tr> <tr><td>23</td><td>19 (_+3 major striking weapon_)</td></tr> <tr><td>24</td><td>20 (_+3 major resilient armor_)</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Items","next_link":{"label":"Armor Class","url":"/Rules.aspx?ID=1009"},"previous_link":{"label":"Skills","url":"/Rules.aspx?ID=1006"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 61</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 61"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 61</row>","speed":{},"text":" Items Source Gamemastery Guide pg. 61 If you gave a creature gear equivalent to a PC, your PCs would gain a huge amount of treasure by defeating a large group of them. Using Table 24: Safe Items can help you avoid that. A creature can have a single permanent item of the listed level without issue. For example, if a 6th-level creature has a +1 weapon , that items not worth so much that the PCs would be massively rich if they encountered many creatures of that type and sold everything they found. You can give a creature several lower-level items too. Just pay attention to your overall treasure as measured against the guidelines on pages 508510 of the Core Rulebook . At the lowest levels, a creature can certainly have multiple level 0 items, even though normally a creature should have only one item of the level listed in the Safe Item Level column. Specific creatures or NPCs have more leeway to break these guidelines because you can plan the rest of your adventures loot around them. Also, giving a boss villain a powerful magic item makes the fight and its aftermath more interesting. ## Table 24: Safe Items Creature Level Safe Item Level 3 or lower 0 45 1 6 2 ( +1 weapon ) 7 3 8 4 ( +1 striking weapon ) 9 5 ( +1 armor ) 10 6 11 7 12 8 ( +1 resilient armor ) 13 9 14 10 ( +2 striking weapon ) 15 11 ( +2 resilient armor ) 16 12 ( +2 greater striking weapon ) 17 13 18 14 ( +2 greater resilient armor ) 19 15 20 16 ( +3 greater striking weapon ) 21 17 22 18 ( +3 greater resilient armor ) 23 19 ( +3 major striking weapon ) 24 20 ( +3 major resilient armor ) ","type":"Rules","url":"/Rules.aspx?ID=1008","weakness":{}}},{"_index":"aon18","_id":"rules-1009","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1009","markdown":"<title level=\"1\" right=\"Rules\">[Armor Class](/Rules.aspx?ID=1009)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 61</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBecause AC is one of the most important combat stats, you need to be more careful with setting this number for any creature you expect will end up in a fight. Low AC typically fits spellcasters, who compensate with their selection of powerful spells. Most creatures use high or moderate AC—high is comparable to what a PC fighter would have. Reserve extreme AC for a creature that is even better defended; these values are for creatures that have defenses similar in power to those of a champion or monk. \n\n## Table 25: Armor Class\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Extreme**</td><td>**High**</td><td>**Moderate**</td><td>**Low**</td></tr> <tr><td>1</td><td>18</td><td>15</td><td>14</td><td>12</td></tr> <tr><td>0</td><td>19</td><td>16</td><td>15</td><td>13</td></tr> <tr><td>1</td><td>19</td><td>16</td><td>15</td><td>13</td></tr> <tr><td>2</td><td>21</td><td>18</td><td>17</td><td>15</td></tr> <tr><td>3</td><td>22</td><td>19</td><td>18</td><td>16</td></tr> <tr><td>4</td><td>24</td><td>21</td><td>20</td><td>18</td></tr> <tr><td>5</td><td>25</td><td>22</td><td>21</td><td>19</td></tr> <tr><td>6</td><td>27</td><td>24</td><td>23</td><td>21</td></tr> <tr><td>7</td><td>28</td><td>25</td><td>24</td><td>22</td></tr> <tr><td>8</td><td>30</td><td>27</td><td>26</td><td>24</td></tr> <tr><td>9</td><td>31</td><td>28</td><td>27</td><td>25</td></tr> <tr><td>10</td><td>33</td><td>30</td><td>29</td><td>27</td></tr> <tr><td>11</td><td>34</td><td>31</td><td>30</td><td>28</td></tr> <tr><td>12</td><td>36</td><td>33</td><td>32</td><td>30</td></tr> <tr><td>13</td><td>37</td><td>34</td><td>33</td><td>31</td></tr> <tr><td>14</td><td>39</td><td>36</td><td>35</td><td>33</td></tr> <tr><td>15</td><td>40</td><td>37</td><td>36</td><td>34</td></tr> <tr><td>16</td><td>42</td><td>39</td><td>38</td><td>36</td></tr> <tr><td>17</td><td>43</td><td>40</td><td>39</td><td>37</td></tr> <tr><td>18</td><td>45</td><td>42</td><td>41</td><td>39</td></tr> <tr><td>19</td><td>46</td><td>43</td><td>42</td><td>40</td></tr> <tr><td>20</td><td>48</td><td>45</td><td>44</td><td>42</td></tr> <tr><td>21</td><td>49</td><td>46</td><td>45</td><td>43</td></tr> <tr><td>22</td><td>51</td><td>48</td><td>47</td><td>45</td></tr> <tr><td>23</td><td>52</td><td>49</td><td>48</td><td>46</td></tr> <tr><td>24</td><td>54</td><td>51</td><td>50</td><td>48</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1010\" />","name":"Armor Class","next_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=1011"},"previous_link":{"label":"Items","url":"/Rules.aspx?ID=1008"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 61</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 61"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 61</row>","speed":{},"text":" Armor Class Source Gamemastery Guide pg. 61 Because AC is one of the most important combat stats, you need to be more careful with setting this number for any creature you expect will end up in a fight. Low AC typically fits spellcasters, who compensate with their selection of powerful spells. Most creatures use high or moderate AC—high is comparable to what a PC fighter would have. Reserve extreme AC for a creature that is even better defended; these values are for creatures that have defenses similar in power to those of a champion or monk. ## Table 25: Armor Class Level Extreme High Moderate Low 1 18 15 14 12 0 19 16 15 13 1 19 16 15 13 2 21 18 17 15 3 22 19 18 16 4 24 21 20 18 5 25 22 21 19 6 27 24 23 21 7 28 25 24 22 8 30 27 26 24 9 31 28 27 25 10 33 30 29 27 11 34 31 30 28 12 36 33 32 30 13 37 34 33 31 14 39 36 35 33 15 40 37 36 34 16 42 39 38 36 17 43 40 39 37 18 45 42 41 39 19 46 43 42 40 20 48 45 44 42 21 49 46 45 43 22 51 48 47 45 23 52 49 48 46 24 54 51 50 48 ","type":"Rules","url":"/Rules.aspx?ID=1009","weakness":{}}},{"_index":"aon18","_id":"rules-1010","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Armor Class"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1010","markdown":"<title level=\"1\" right=\"Rules\">[Compensating with HP and Saves](/Rules.aspx?ID=1010)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 62</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou might adjust your creatures HP, AC, and saves in tandem. Almost no creature has great defenses in all areas, as such creatures often result in frustrating fights. A creature with higher AC might have fewer HP and weaker saves, and one thats easy to hit could have more HP and a strong Fortitude to compensate. This depends on the theme of the creature. An extreme AC might mean reducing the creatures HP to the next lowest category, or reducing its HP by a smaller amount and making another reduction elsewhere.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Compensating with HP and Saves","next_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=1011"},"previous_link":{"label":"Items","url":"/Rules.aspx?ID=1008"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 62</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Armor Class\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 62"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 62</row>","speed":{},"text":" Compensating with HP and Saves Source Gamemastery Guide pg. 62 You might adjust your creatures HP, AC, and saves in tandem. Almost no creature has great defenses in all areas, as such creatures often result in frustrating fights. A creature with higher AC might have fewer HP and weaker saves, and one thats easy to hit could have more HP and a strong Fortitude to compensate. This depends on the theme of the creature. An extreme AC might mean reducing the creatures HP to the next lowest category, or reducing its HP by a smaller amount and making another reduction elsewhere. ","type":"Rules","url":"/Rules.aspx?ID=1010","weakness":{}}},{"_index":"aon18","_id":"rules-1011","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1011","markdown":"<title level=\"1\" right=\"Rules\">[Saving Throws](/Rules.aspx?ID=1011)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 62</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can often set saves quickly by assigning one high, one moderate, and one low modifier. Some creatures might vary from this, either because they have poor AC but better saves or because they should thematically have multiple good saves and compensate elsewhere. You have more flexibility with saves, and having one save off the listed number by 1 is rarely a big deal. Pay attention to the creatures Con, Dex, and Wis modifiers—these dont have to correspond to the creatures saves exactly, but should inform your choices.\n\n Extreme saves often pair with extreme or high ability modifiers. Almost no creature should have more than one extreme save, even at high levels. Assign terrible saves to creatures that have a clear weak point—for example, a nearly immobile creature would have a terrible Reflex save. \n\n## Table 26: Saving Throws\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Extreme**</td><td>**High**</td><td>**Moderate**</td><td>**Low**</td><td>**Terrible**</td></tr> <tr><td>1</td><td>+9</td><td>+8</td><td>+5</td><td>+2</td><td>+0</td></tr> <tr><td>0</td><td>+10</td><td>+9</td><td>+6</td><td>+3</td><td>+1</td></tr> <tr><td>1</td><td>+11</td><td>+10</td><td>+7</td><td>+4</td><td>+2</td></tr> <tr><td>2</td><td>+12</td><td>+11</td><td>+8</td><td>+5</td><td>+3</td></tr> <tr><td>3</td><td>+14</td><td>+12</td><td>+9</td><td>+6</td><td>+4</td></tr> <tr><td>4</td><td>+15</td><td>+14</td><td>+11</td><td>+8</td><td>+6</td></tr> <tr><td>5</td><td>+17</td><td>+15</td><td>+12</td><td>+9</td><td>+7</td></tr> <tr><td>6</td><td>+18</td><td>+17</td><td>+14</td><td>+11</td><td>+8</td></tr> <tr><td>7</td><td>+20</td><td>+18</td><td>+15</td><td>+12</td><td>+10</td></tr> <tr><td>8</td><td>+21</td><td>+19</td><td>+16</td><td>+13</td><td>+11</td></tr> <tr><td>9</td><td>+23</td><td>+21</td><td>+18</td><td>+15</td><td>+12</td></tr> <tr><td>10</td><td>+24</td><td>+22</td><td>+19</td><td>+16</td><td>+14</td></tr> <tr><td>11</td><td>+26</td><td>+24</td><td>+21</td><td>+18</td><td>+15</td></tr> <tr><td>12</td><td>+27</td><td>+25</td><td>+22</td><td>+19</td><td>+16</td></tr> <tr><td>13</td><td>+29</td><td>+26</td><td>+23</td><td>+20</td><td>+18</td></tr> <tr><td>14</td><td>+30</td><td>+28</td><td>+25</td><td>+22</td><td>+19</td></tr> <tr><td>15</td><td>+32</td><td>+29</td><td>+26</td><td>+23</td><td>+20</td></tr> <tr><td>16</td><td>+33</td><td>+30</td><td>+28</td><td>+25</td><td>+22</td></tr> <tr><td>17</td><td>+35</td><td>+32</td><td>+29</td><td>+26</td><td>+23</td></tr> <tr><td>18</td><td>+36</td><td>+33</td><td>+30</td><td>+27</td><td>+24</td></tr> <tr><td>19</td><td>+38</td><td>+35</td><td>+32</td><td>+29</td><td>+26</td></tr> <tr><td>20</td><td>+39</td><td>+36</td><td>+33</td><td>+30</td><td>+27</td></tr> <tr><td>21</td><td>+41</td><td>+38</td><td>+35</td><td>+32</td><td>+28</td></tr> <tr><td>22</td><td>+43</td><td>+39</td><td>+36</td><td>+33</td><td>+30</td></tr> <tr><td>23</td><td>+44</td><td>+40</td><td>+37</td><td>+34</td><td>+31</td></tr> <tr><td>24</td><td>+46</td><td>+42</td><td>+38</td><td>+36</td><td>+32</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Saving Throws","next_link":{"label":"Hit Points","url":"/Rules.aspx?ID=1012"},"previous_link":{"label":"Armor Class","url":"/Rules.aspx?ID=1009"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 62</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 62"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 62</row>","speed":{},"text":" Saving Throws Source Gamemastery Guide pg. 62 You can often set saves quickly by assigning one high, one moderate, and one low modifier. Some creatures might vary from this, either because they have poor AC but better saves or because they should thematically have multiple good saves and compensate elsewhere. You have more flexibility with saves, and having one save off the listed number by 1 is rarely a big deal. Pay attention to the creatures Con, Dex, and Wis modifiers—these dont have to correspond to the creatures saves exactly, but should inform your choices. Extreme saves often pair with extreme or high ability modifiers. Almost no creature should have more than one extreme save, even at high levels. Assign terrible saves to creatures that have a clear weak point—for example, a nearly immobile creature would have a terrible Reflex save. ## Table 26: Saving Throws Level Extreme High Moderate Low Terrible 1 +9 +8 +5 +2 +0 0 +10 +9 +6 +3 +1 1 +11 +10 +7 +4 +2 2 +12 +11 +8 +5 +3 3 +14 +12 +9 +6 +4 4 +15 +14 +11 +8 +6 5 +17 +15 +12 +9 +7 6 +18 +17 +14 +11 +8 7 +20 +18 +15 +12 +10 8 +21 +19 +16 +13 +11 9 +23 +21 +18 +15 +12 10 +24 +22 +19 +16 +14 11 +26 +24 +21 +18 +15 12 +27 +25 +22 +19 +16 13 +29 +26 +23 +20 +18 14 +30 +28 +25 +22 +19 15 +32 +29 +26 +23 +20 16 +33 +30 +28 +25 +22 17 +35 +32 +29 +26 +23 18 +36 +33 +30 +27 +24 19 +38 +35 +32 +29 +26 20 +39 +36 +33 +30 +27 21 +41 +38 +35 +32 +28 22 +43 +39 +36 +33 +30 23 +44 +40 +37 +34 +31 24 +46 +42 +38 +36 +32 ","type":"Rules","url":"/Rules.aspx?ID=1011","weakness":{}}},{"_index":"aon18","_id":"rules-1012","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1012","markdown":"<title level=\"1\" right=\"Rules\">[Hit Points](/Rules.aspx?ID=1012)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 62</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGive a creature HP in the moderate range unless its theme strongly suggests it should use another range. Spellcasters, for example, often have low HP. Brutish creatures usually have high HP, compensating with lower AC, weaker saves, few tactical options, or other limitations. As mentioned in the Armor Class section above, you dont want a creature with extreme AC to have high HP too.\n\n Hit Points are closely tied in with immunities, weaknesses, and resistances, so if your creature has any of those, look at that section before finalizing HP (page 63).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1013\" />","name":"Hit Points","next_link":{"label":"Immunities, Weaknesses, and Resistances","url":"/Rules.aspx?ID=1014"},"previous_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=1011"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 62</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 62"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 62</row>","speed":{},"text":" Hit Points Source Gamemastery Guide pg. 62 Give a creature HP in the moderate range unless its theme strongly suggests it should use another range. Spellcasters, for example, often have low HP. Brutish creatures usually have high HP, compensating with lower AC, weaker saves, few tactical options, or other limitations. As mentioned in the Armor Class section above, you dont want a creature with extreme AC to have high HP too. Hit Points are closely tied in with immunities, weaknesses, and resistances, so if your creature has any of those, look at that section before finalizing HP (page 63). ","type":"Rules","url":"/Rules.aspx?ID=1012","weakness":{}}},{"_index":"aon18","_id":"rules-1013","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Hit Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1013","markdown":"<title level=\"1\" right=\"Rules\">[Regeneration and Healing Abilities](/Rules.aspx?ID=1013)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 62</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour creature might have regeneration, fast healing, or some other ability to heal itself. These healing abilities can greatly affect the flow of a fight. Regeneration or fast healing heals some number of hits each round—usually one to one and a half hits. To determine the number of Hit Points it should restore, look at the high damage value on Table 210: Strike Damage (page 65) and multiply that value by the number of hits healed. For instance, if the high damage is 20, regeneration between 20 to 30 makes sense. The value should be higher if the regeneration is easy to overcome—and remember that most regeneration gets easier to overcome at higher levels. Also, you might want to decrease the creatures total HP by double its regeneration value. Fast healing follows the same rules, but because it cant prevent a creatures death and there isnt always have a way to deactivate it, you might want to give the creature more HP instead of fast healing to keep things simple.\n\n If a creature can use an ability that heals it, that ability typically restores more HP since it costs actions. An atwill healing ability should be based on a [_heal_](/Spells.aspx?ID=148) spell 2 levels lower than the highest-level spell a creature of that level could ordinarily cast (for example, an 11th-level creature can typically cast up to 6th-level spells, so you would base its healing ability on a 4th-level _heal_ spell). If the ability both deals damage and heals, use that same baseline scale from above but with [_vampiric touch_](/Spells.aspx?ID=354) instead of _heal_.\n\n## Table 27: Hit Points\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**High**</td><td>**Moderate**</td><td>**Low**</td></tr> <tr><td>1</td><td>9</td><td>87</td><td>65</td></tr> <tr><td>0</td><td>2017</td><td>1614</td><td>1311</td></tr> <tr><td>1</td><td>2624</td><td>2119</td><td>1614</td></tr> <tr><td>2</td><td>4036</td><td>3228</td><td>2521</td></tr> <tr><td>3</td><td>5953</td><td>4842</td><td>3731</td></tr> <tr><td>4</td><td>7872</td><td>6357</td><td>4842</td></tr> <tr><td>5</td><td>9791</td><td>7872</td><td>5953</td></tr> <tr><td>6</td><td>123115</td><td>9991</td><td>7567</td></tr> <tr><td>7</td><td>148140</td><td>119111</td><td>9082</td></tr> <tr><td>8</td><td>173165</td><td>139131</td><td>10597</td></tr> <tr><td>9</td><td>198190</td><td>159151</td><td>120112</td></tr> <tr><td>10</td><td>223215</td><td>179171</td><td>135127</td></tr> <tr><td>11</td><td>248240</td><td>199191</td><td>150142</td></tr> <tr><td>12</td><td>273265</td><td>219211</td><td>165157</td></tr> <tr><td>13</td><td>298290</td><td>239231</td><td>180172</td></tr> <tr><td>14</td><td>323315</td><td>259251</td><td>195187</td></tr> <tr><td>15</td><td>348340</td><td>279271</td><td>210202</td></tr> <tr><td>16</td><td>373365</td><td>299291</td><td>225217</td></tr> <tr><td>17</td><td>398390</td><td>319311</td><td>240232</td></tr> <tr><td>18</td><td>423415</td><td>339331</td><td>255247</td></tr> <tr><td>19</td><td>448440</td><td>359351</td><td>270262</td></tr> <tr><td>20</td><td>473465</td><td>379371</td><td>285277</td></tr> <tr><td>21</td><td>505495</td><td>405395</td><td>305295</td></tr> <tr><td>22</td><td>544532</td><td>436424</td><td>329317</td></tr> <tr><td>23</td><td>581569</td><td>466454</td><td>351339</td></tr> <tr><td>24</td><td>633617</td><td>508492</td><td>383367</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Regeneration and Healing Abilities","next_link":{"label":"Immunities, Weaknesses, and Resistances","url":"/Rules.aspx?ID=1014"},"previous_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=1011"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 62</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Hit Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 62"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 62</row>","speed":{},"text":" Regeneration and Healing Abilities Source Gamemastery Guide pg. 62 Your creature might have regeneration, fast healing, or some other ability to heal itself. These healing abilities can greatly affect the flow of a fight. Regeneration or fast healing heals some number of hits each round—usually one to one and a half hits. To determine the number of Hit Points it should restore, look at the high damage value on Table 210: Strike Damage (page 65) and multiply that value by the number of hits healed. For instance, if the high damage is 20, regeneration between 20 to 30 makes sense. The value should be higher if the regeneration is easy to overcome—and remember that most regeneration gets easier to overcome at higher levels. Also, you might want to decrease the creatures total HP by double its regeneration value. Fast healing follows the same rules, but because it cant prevent a creatures death and there isnt always have a way to deactivate it, you might want to give the creature more HP instead of fast healing to keep things simple. If a creature can use an ability that heals it, that ability typically restores more HP since it costs actions. An atwill healing ability should be based on a heal spell 2 levels lower than the highest-level spell a creature of that level could ordinarily cast (for example, an 11th-level creature can typically cast up to 6th-level spells, so you would base its healing ability on a 4th-level heal spell). If the ability both deals damage and heals, use that same baseline scale from above but with vampiric touch instead of heal . ## Table 27: Hit Points Level High Moderate Low 1 9 87 65 0 2017 1614 1311 1 2624 2119 1614 2 4036 3228 2521 3 5953 4842 3731 4 7872 6357 4842 5 9791 7872 5953 6 123115 9991 7567 7 148140 119111 9082 8 173165 139131 10597 9 198190 159151 120112 10 223215 179171 135127 11 248240 199191 150142 12 273265 219211 165157 13 298290 239231 180172 14 323315 259251 195187 15 348340 279271 210202 16 373365 299291 225217 17 398390 319311 240232 18 423415 339331 255247 19 448440 359351 270262 20 473465 379371 285277 21 505495 405395 305295 22 544532 436424 329317 23 581569 466454 351339 24 633617 508492 383367 ","type":"Rules","url":"/Rules.aspx?ID=1013","weakness":{}}},{"_index":"aon18","_id":"rules-1014","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1014","markdown":"<title level=\"1\" right=\"Rules\">[Immunities, Weaknesses, and Resistances](/Rules.aspx?ID=1014)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 63</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf its highly thematic for a creature to have an immunity, weakness, or resistance, consider adding it. Table 28 lists the ranges for weaknesses and resistances by level.\n\n Immunities are generally reserved for creatures made of an unusual substance (like a fire elemental being immune to fire). You can also give an immunity if a creatures biology or construction would logically cause it to be unaffected (like a mindless creatures immunity to mental effects).\n\n If the creature should be hard to affect with something but the conditions above arent true, give it a resistance instead. For instance, a giant octopus isnt actually made of cold water, so it wouldnt be immune to cold, but its life in the ocean depths make it resistant to cold. Youll typically use the lower end of the value on Table 28 for a broad resistance that applies to a wide range of effects, like “physical 5 (except silver)” and the higher end for something narrower, like a single damage type. A creature with a resistance, especially a broad resistance or a physical resistance, usually has fewer HP.\n\n Giving your creature a weakness adds flavor to it and greatly rewards effective player tactics once your players identify the weakness. The weakness should apply to one damage type or phenomenon and use the high end of the scale. Creatures typically have at most one weakness. If a creature has a weakness, especially to something common, give it additional HP. The amount of additional HP might depend on how tough the creature should feel if the PCs dont exploit its weakness; a tough creature might have additional HP equal to quadruple the weakness value. A creature with a hard-to-exploit weakness might have additional HP equal to the weakness value or less. \n\n## Table 28: Resistances and Weaknesses\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Maximum**</td><td>**Minimum**</td></tr> <tr><td>1</td><td>1</td><td>1</td></tr> <tr><td>0</td><td>3</td><td>1</td></tr> <tr><td>1</td><td>3</td><td>2</td></tr> <tr><td>2</td><td>5</td><td>2</td></tr> <tr><td>3</td><td>6</td><td>3</td></tr> <tr><td>4</td><td>7</td><td>4</td></tr> <tr><td>5</td><td>8</td><td>4</td></tr> <tr><td>6</td><td>9</td><td>5</td></tr> <tr><td>7</td><td>10</td><td>5</td></tr> <tr><td>8</td><td>11</td><td>6</td></tr> <tr><td>9</td><td>12</td><td>6</td></tr> <tr><td>10</td><td>13</td><td>7</td></tr> <tr><td>11</td><td>14</td><td>7</td></tr> <tr><td>12</td><td>15</td><td>8</td></tr> <tr><td>13</td><td>16</td><td>8</td></tr> <tr><td>14</td><td>17</td><td>9</td></tr> <tr><td>15</td><td>18</td><td>9</td></tr> <tr><td>16</td><td>19</td><td>9</td></tr> <tr><td>17</td><td>19</td><td>10</td></tr> <tr><td>18</td><td>20</td><td>10</td></tr> <tr><td>19</td><td>21</td><td>11</td></tr> <tr><td>20</td><td>22</td><td>11</td></tr> <tr><td>21</td><td>23</td><td>12</td></tr> <tr><td>22</td><td>24</td><td>12</td></tr> <tr><td>23</td><td>25</td><td>13</td></tr> <tr><td>24</td><td>26</td><td>13</td></tr> </table></row> The combination of more HP and a weakness has a different feel from standard HP with resistances. If the creature being an impervious tank really fits its theme, use a resistance with an exception, such as “physical 5 (except silver).” If, however, it makes more sense for normal hits to get through and the creature to simply have great staying power, use more HP and a weakness. Skeletons and zombies are a good example of the difference between these styles. Skeletons have resistances because theyre bony and hard to hurt. Zombies, on the other hand, have more HP and a weakness to slashing damage—theyre tougher, but their bodies arent built to deflect weapon attacks, and slashing attacks can rip them up quickly.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Immunities, Weaknesses, and Resistances","next_link":{"label":"Speed","url":"/Rules.aspx?ID=1015"},"previous_link":{"label":"Hit Points","url":"/Rules.aspx?ID=1012"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 63</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 63"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 63</row>","speed":{},"text":" Immunities, Weaknesses, and Resistances Source Gamemastery Guide pg. 63 If its highly thematic for a creature to have an immunity, weakness, or resistance, consider adding it. Table 28 lists the ranges for weaknesses and resistances by level. Immunities are generally reserved for creatures made of an unusual substance (like a fire elemental being immune to fire). You can also give an immunity if a creatures biology or construction would logically cause it to be unaffected (like a mindless creatures immunity to mental effects). If the creature should be hard to affect with something but the conditions above arent true, give it a resistance instead. For instance, a giant octopus isnt actually made of cold water, so it wouldnt be immune to cold, but its life in the ocean depths make it resistant to cold. Youll typically use the lower end of the value on Table 28 for a broad resistance that applies to a wide range of effects, like “physical 5 (except silver)” and the higher end for something narrower, like a single damage type. A creature with a resistance, especially a broad resistance or a physical resistance, usually has fewer HP. Giving your creature a weakness adds flavor to it and greatly rewards effective player tactics once your players identify the weakness. The weakness should apply to one damage type or phenomenon and use the high end of the scale. Creatures typically have at most one weakness. If a creature has a weakness, especially to something common, give it additional HP. The amount of additional HP might depend on how tough the creature should feel if the PCs dont exploit its weakness; a tough creature might have additional HP equal to quadruple the weakness value. A creature with a hard-to-exploit weakness might have additional HP equal to the weakness value or less. ## Table 28: Resistances and Weaknesses Level Maximum Minimum 1 1 1 0 3 1 1 3 2 2 5 2 3 6 3 4 7 4 5 8 4 6 9 5 7 10 5 8 11 6 9 12 6 10 13 7 11 14 7 12 15 8 13 16 8 14 17 9 15 18 9 16 19 9 17 19 10 18 20 10 19 21 11 20 22 11 21 23 12 22 24 12 23 25 13 24 26 13 The combination of more HP and a weakness has a different feel from standard HP with resistances. If the creature being an impervious tank really fits its theme, use a resistance with an exception, such as “physical 5 (except silver).” If, however, it makes more sense for normal hits to get through and the creature to simply have great staying power, use more HP and a weakness. Skeletons and zombies are a good example of the difference between these styles. Skeletons have resistances because theyre bony and hard to hurt. Zombies, on the other hand, have more HP and a weakness to slashing damage—theyre tougher, but their bodies arent built to deflect weapon attacks, and slashing attacks can rip them up quickly. ","type":"Rules","url":"/Rules.aspx?ID=1014","weakness":{}}},{"_index":"aon18","_id":"rules-1015","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1015","markdown":"<title level=\"1\" right=\"Rules\">[Speed](/Rules.aspx?ID=1015)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 64</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour creatures Speed should be 25 feet if it moves like a human. Beyond that, you can set the Speed to whatever makes sense. Remember that the creature can move up to triple this number if it spends its whole turn moving, so if you want the PCs to be able to chase the creature, its Speed can be only so high. Creatures at higher levels need ways to deal with flying PCs, speedy PCs, and PCs with more efficient actions that let them engage and retreat more easily. This might mean adding a fly Speed, giving the creature ranged attacks, and so forth.\n\n Creatures can have climb and swim Speeds even at low levels. While you can give your creature a fly Speed at those low levels, its better to wait until around 7th level (when PCs gain access to [fly](/Spells.aspx?ID=125)) to give your creature a fly Speed if it also has ranged attacks or another way to harry the PCs from a distance indefinitely.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Speed","next_link":{"label":"Strikes","url":"/Rules.aspx?ID=1016"},"previous_link":{"label":"Immunities, Weaknesses, and Resistances","url":"/Rules.aspx?ID=1014"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 64</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 64"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 64</row>","speed":{},"text":" Speed Source Gamemastery Guide pg. 64 Your creatures Speed should be 25 feet if it moves like a human. Beyond that, you can set the Speed to whatever makes sense. Remember that the creature can move up to triple this number if it spends its whole turn moving, so if you want the PCs to be able to chase the creature, its Speed can be only so high. Creatures at higher levels need ways to deal with flying PCs, speedy PCs, and PCs with more efficient actions that let them engage and retreat more easily. This might mean adding a fly Speed, giving the creature ranged attacks, and so forth. Creatures can have climb and swim Speeds even at low levels. While you can give your creature a fly Speed at those low levels, its better to wait until around 7th level (when PCs gain access to fly) to give your creature a fly Speed if it also has ranged attacks or another way to harry the PCs from a distance indefinitely. ","type":"Rules","url":"/Rules.aspx?ID=1015","weakness":{}}},{"_index":"aon18","_id":"rules-1016","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1016","markdown":"<title level=\"1\" right=\"Rules\">[Strikes](/Rules.aspx?ID=1016)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 64</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen building your creatures selection of Strikes, use the following sections to set the Strikes attack bonus and damage. Give the attack all the normal traits if its a weapon; for unarmed attacks or weapons you invent, give whatever traits you feel are appropriate. Note that these traits might influence the damage you give the Strike.\n\n You might want to make sure a creature has an unarmed attack if you think its likely to get disarmed. At 7th level and higher, PCs might have the ability to fly, which makes it more important for creatures to have decent ranged Strikes to make sure they arent totally hopeless against flying PCs (though they could instead have fast fly Speeds or something similar).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1017\" />\r\n\r\n<document level=\"2\" id=\"rules-1018\" />","name":"Strikes","next_link":{"label":"Spells","url":"/Rules.aspx?ID=1019"},"previous_link":{"label":"Speed","url":"/Rules.aspx?ID=1015"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 64</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 64"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 64</row>","speed":{},"text":" Strikes Source Gamemastery Guide pg. 64 When building your creatures selection of Strikes, use the following sections to set the Strikes attack bonus and damage. Give the attack all the normal traits if its a weapon; for unarmed attacks or weapons you invent, give whatever traits you feel are appropriate. Note that these traits might influence the damage you give the Strike. You might want to make sure a creature has an unarmed attack if you think its likely to get disarmed. At 7th level and higher, PCs might have the ability to fly, which makes it more important for creatures to have decent ranged Strikes to make sure they arent totally hopeless against flying PCs (though they could instead have fast fly Speeds or something similar). ","type":"Rules","url":"/Rules.aspx?ID=1016","weakness":{}}},{"_index":"aon18","_id":"rules-1017","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Strikes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1017","markdown":"<title level=\"1\" right=\"Rules\">[Strike Attack Bonus](/Rules.aspx?ID=1017)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 64</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUse a high attack bonus for combat creatures—fighter types—that also usually have high damage. A creature could have a higher attack bonus and lower damage, or vice versa (for instance, a moderate attack bonus and extreme damage might fit a creature thats more like a barbarian), instead of having a poor statistic in another category. Spellcasters typically have poor attack bonuses, potentially in exchange for extreme spell DCs.\n\n## Table 29: Strike Attack Bonus\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Extreme**</td><td>**High**</td><td>**Moderate**</td><td>**Low**</td></tr> <tr><td>1</td><td>+10</td><td>+8</td><td>+6</td><td>+4</td></tr> <tr><td>0</td><td>+10</td><td>+8</td><td>+6</td><td>+4</td></tr> <tr><td>1</td><td>+11</td><td>+9</td><td>+7</td><td>+5</td></tr> <tr><td>2</td><td>+13</td><td>+11</td><td>+9</td><td>+7</td></tr> <tr><td>3</td><td>+14</td><td>+12</td><td>+10</td><td>+8</td></tr> <tr><td>4</td><td>+16</td><td>+14</td><td>+12</td><td>+9</td></tr> <tr><td>5</td><td>+17</td><td>+15</td><td>+13</td><td>+11</td></tr> <tr><td>6</td><td>+19</td><td>+17</td><td>+15</td><td>+12</td></tr> <tr><td>7</td><td>+20</td><td>+18</td><td>+16</td><td>+13</td></tr> <tr><td>8</td><td>+22</td><td>+20</td><td>+18</td><td>+15</td></tr> <tr><td>9</td><td>+23</td><td>+21</td><td>+19</td><td>+16</td></tr> <tr><td>10</td><td>+25</td><td>+23</td><td>+21</td><td>+17</td></tr> <tr><td>11</td><td>+27</td><td>+24</td><td>+22</td><td>+19</td></tr> <tr><td>12</td><td>+28</td><td>+26</td><td>+24</td><td>+20</td></tr> <tr><td>13</td><td>+29</td><td>+27</td><td>+25</td><td>+21</td></tr> <tr><td>14</td><td>+31</td><td>+29</td><td>+27</td><td>+23</td></tr> <tr><td>15</td><td>+32</td><td>+30</td><td>+28</td><td>+24</td></tr> <tr><td>16</td><td>+34</td><td>+32</td><td>+30</td><td>+25</td></tr> <tr><td>17</td><td>+35</td><td>+33</td><td>+31</td><td>+27</td></tr> <tr><td>18</td><td>+37</td><td>+35</td><td>+33</td><td>+28</td></tr> <tr><td>19</td><td>+38</td><td>+36</td><td>+34</td><td>+29</td></tr> <tr><td>20</td><td>+40</td><td>+38</td><td>+36</td><td>+31</td></tr> <tr><td>21</td><td>+41</td><td>+39</td><td>+37</td><td>+32</td></tr> <tr><td>22</td><td>+43</td><td>+41</td><td>+39</td><td>+33</td></tr> <tr><td>23</td><td>+44</td><td>+42</td><td>+40</td><td>+35</td></tr> <tr><td>24</td><td>+46</td><td>+44</td><td>+42</td><td>+36</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Strike Attack Bonus","next_link":{"label":"Strike Damage","url":"/Rules.aspx?ID=1018"},"previous_link":{"label":"Speed","url":"/Rules.aspx?ID=1015"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 64</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Strikes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 64"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 64</row>","speed":{},"text":" Strike Attack Bonus Source Gamemastery Guide pg. 64 Use a high attack bonus for combat creatures—fighter types—that also usually have high damage. A creature could have a higher attack bonus and lower damage, or vice versa (for instance, a moderate attack bonus and extreme damage might fit a creature thats more like a barbarian), instead of having a poor statistic in another category. Spellcasters typically have poor attack bonuses, potentially in exchange for extreme spell DCs. ## Table 29: Strike Attack Bonus Level Extreme High Moderate Low 1 +10 +8 +6 +4 0 +10 +8 +6 +4 1 +11 +9 +7 +5 2 +13 +11 +9 +7 3 +14 +12 +10 +8 4 +16 +14 +12 +9 5 +17 +15 +13 +11 6 +19 +17 +15 +12 7 +20 +18 +16 +13 8 +22 +20 +18 +15 9 +23 +21 +19 +16 10 +25 +23 +21 +17 11 +27 +24 +22 +19 12 +28 +26 +24 +20 13 +29 +27 +25 +21 14 +31 +29 +27 +23 15 +32 +30 +28 +24 16 +34 +32 +30 +25 17 +35 +33 +31 +27 18 +37 +35 +33 +28 19 +38 +36 +34 +29 20 +40 +38 +36 +31 21 +41 +39 +37 +32 22 +43 +41 +39 +33 23 +44 +42 +40 +35 24 +46 +44 +42 +36 ","type":"Rules","url":"/Rules.aspx?ID=1017","weakness":{}}},{"_index":"aon18","_id":"rules-1018","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Strikes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1018","markdown":"<title level=\"1\" right=\"Rules\">[Strike Damage](/Rules.aspx?ID=1018)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 64</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTable 210 on the next page gives the damage a creature should deal with a single Strike. You might use a lower category if the creature has better accuracy, or a higher category if its accuracy is lower.\n\n A creature that's meant to be primarily a combat threat uses high damage for its melee Strikes, or moderate for melee Strikes that have the agile trait. Ranged attacks more typically use the moderate value, or even low. A creature that's meant to be highly damaging uses the extreme damage values, but might then have a moderate attack bonus. As with most statistics, extreme damage is more likely at higher levels. You can also use the extreme value for special attacks that the creature can use only a limited number of times or under circumstances that aren't likely to happen every round.\n\n More versatile creatures, such as ones that can cast some spells and aren't meant to primarily get their damage through Strikes, go one category lower: moderate for their main melee Strikes, low for agile and ranged Strikes. Spellcasters and other creatures that aren't meant to be competent in a direct fight might use the low damage value, or even less if they completely don't care about their Strikes.\n\n On Table 210, you'll find a damage expression (a die roll or rolls plus a flat modifier) you can use as is, or you can take the damage in parentheses and build your own damage expression to hit that number. If you do the latter, remember that a d4 counts as 2.5 damage, a d6 as 3.5, a d8 as 4.5, a d10 as 5.5, and a d12 as 6.5. Usually a damage expression works best when roughly half the damage is from dice and half is from the flat modifier. If your creature deals special damage, like 1d6 fire from [_flaming_](/Equipment.aspx?ID=295) attacks, that counts toward its total damage per Strike. Keep in mind that a creature using a weapon should have a damage value that feels right for that weapon. Extreme damage works well for two-handed weapons that uses d10s or d12s for damage. On the other hand, a dagger uses only d4s, so a dagger wielder would need something like sneak attack to deal extreme damage, or you might compensate for the dagger's lower damage per Strike by giving the creature the ability to attack more efficiently or use other tricks. \n\n## Table 210: Strike Damage\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Extreme**</td><td>**High**</td><td>**Moderate**</td><td>**Low**</td></tr> <tr><td>1</td><td>1d6+1 (4)</td><td>1d4+1 (3)</td><td>1d4 (3)</td><td>1d4 (2)</td></tr> <tr><td>0</td><td>1d6+3 (6)</td><td>1d6+2 (5)</td><td>1d4+2 (4)</td><td>1d4+1 (3)</td></tr> <tr><td>1</td><td>1d8+4 (8)</td><td>1d6+3 (6)</td><td>1d6+2 (5)</td><td>1d4+2 (4)</td></tr> <tr><td>2</td><td>1d12+4 (11)</td><td>1d10+4 (9)</td><td>1d8+4 (8)</td><td>1d6+3 (6)</td></tr> <tr><td>3</td><td>1d12+8 (15)</td><td>1d10+6 (12)</td><td>1d8+6 (10)</td><td>1d6+5 (8)</td></tr> <tr><td>4</td><td>2d10+7 (18)</td><td>2d8+5 (14)</td><td>2d6+5 (12)</td><td>2d4+4 (9)</td></tr> <tr><td>5</td><td>2d12+7 (20)</td><td>2d8+7 (16)</td><td>2d6+6 (13)</td><td>2d4+6 (11)</td></tr> <tr><td>6</td><td>2d12+10 (23)</td><td>2d8+9 (18)</td><td>2d6+8 (15)</td><td>2d4+7 (12)</td></tr> <tr><td>7</td><td>2d12+12 (25)</td><td>2d10+9 (20)</td><td>2d8+8 (17)</td><td>2d6+6 (13)</td></tr> <tr><td>8</td><td>2d12+15 (28)</td><td>2d10+11 (22)</td><td>2d8+9 (18)</td><td>2d6+8 (15)</td></tr> <tr><td>9</td><td>2d12+17 (30)</td><td>2d10+13 (24)</td><td>2d8+11 (20)</td><td>2d6+9 (16)</td></tr> <tr><td>10</td><td>2d12+20 (33)</td><td>2d12+13 (26)</td><td>2d10+11 (22)</td><td>2d6+10 (17)</td></tr> <tr><td>11</td><td>2d12+22 (35)</td><td>2d12+15 (28)</td><td>2d10+12 (23)</td><td>2d8+10 (19)</td></tr> <tr><td>12</td><td>3d12+19 (38)</td><td>3d10+14 (30)</td><td>3d8+12 (25)</td><td>3d6+10 (20)</td></tr> <tr><td>13</td><td>3d12+21 (40)</td><td>3d10+16 (32)</td><td>3d8+14 (27)</td><td>3d6+11 (21)</td></tr> <tr><td>14</td><td>3d12+24 (43)</td><td>3d10+18 (34)</td><td>3d8+15 (28)</td><td>3d6+13 (23)</td></tr> <tr><td>15</td><td>3d12+26 (45)</td><td>3d12+17 (36)</td><td>3d10+14 (30)</td><td>3d6+14 (24)</td></tr> <tr><td>16</td><td>3d12+29 (48)</td><td>3d12+18 (37)</td><td>3d10+15 (31)</td><td>3d6+15 (25)</td></tr> <tr><td>17</td><td>3d12+31 (50)</td><td>3d12+19 (38)</td><td>3d10+16 (32)</td><td>3d6+16 (26)</td></tr> <tr><td>18</td><td>3d12+34 (53)</td><td>3d12+20 (40)</td><td>3d10+17 (33)</td><td>3d6+17 (27)</td></tr> <tr><td>19</td><td>4d12+29 (55)</td><td>4d10+20 (42)</td><td>4d8+17 (35)</td><td>4d6+14 (28)</td></tr> <tr><td>20</td><td>4d12+32 (58)</td><td>4d10+22 (44)</td><td>4d8+19 (37)</td><td>4d6+15 (29)</td></tr> <tr><td>21</td><td>4d12+34 (60)</td><td>4d10+24 (46)</td><td>4d8+20 (38)</td><td>4d6+17 (31)</td></tr> <tr><td>22</td><td>4d12+37 (63)</td><td>4d10+26 (48)</td><td>4d8+22 (40)</td><td>4d6+18 (32)</td></tr> <tr><td>23</td><td>4d12+39 (65)</td><td>4d12+24 (50)</td><td>4d10+20 (42)</td><td>4d6+19 (33)</td></tr> <tr><td>24</td><td>4d12+42 (68)</td><td>4d12+26 (52)</td><td>4d10+22 (44)</td><td>4d6+21 (35)</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Manufactured Weapons</title>\r\n\r\nAs noted in Items on page 61, most creatures have less treasure than PCs, so those that rely on manufactured weapons are significantly weaker if you dont adjust the weapons damage to compensate. The method for determining Strike damage on page 64 abstracts over the sources of damage so you dont have to worry about adjusting the weapons damage. If you do decide to calculate the weapons damage, give your creature weapon specialization or greater weapon specialization much earlier than a PC would get it. You might also need to add sneak attack or similar abilities to make the creature deal more damage.\n\n On the flip side, you might want to use a one-off creature as a source of a particularly high-level piece of treasure, such as a magic weapon. In these cases, you might want to make the attack bonus higher for the potency rune or the damage higher for a potent striking rune so the PCs feel the weapons effect before they obtain it. This will make the treasure feel more powerful, since theyve already been on the receiving end.\r\n</aside>","name":"Strike Damage","next_link":{"label":"Spells","url":"/Rules.aspx?ID=1019"},"previous_link":{"label":"Strike Attack Bonus","url":"/Rules.aspx?ID=1017"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 64</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Strikes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 64"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 64</row>","speed":{},"text":" Strike Damage Source Gamemastery Guide pg. 64 Table 210 on the next page gives the damage a creature should deal with a single Strike. You might use a lower category if the creature has better accuracy, or a higher category if its accuracy is lower. A creature that's meant to be primarily a combat threat uses high damage for its melee Strikes, or moderate for melee Strikes that have the agile trait. Ranged attacks more typically use the moderate value, or even low. A creature that's meant to be highly damaging uses the extreme damage values, but might then have a moderate attack bonus. As with most statistics, extreme damage is more likely at higher levels. You can also use the extreme value for special attacks that the creature can use only a limited number of times or under circumstances that aren't likely to happen every round. More versatile creatures, such as ones that can cast some spells and aren't meant to primarily get their damage through Strikes, go one category lower: moderate for their main melee Strikes, low for agile and ranged Strikes. Spellcasters and other creatures that aren't meant to be competent in a direct fight might use the low damage value, or even less if they completely don't care about their Strikes. On Table 210, you'll find a damage expression (a die roll or rolls plus a flat modifier) you can use as is, or you can take the damage in parentheses and build your own damage expression to hit that number. If you do the latter, remember that a d4 counts as 2.5 damage, a d6 as 3.5, a d8 as 4.5, a d10 as 5.5, and a d12 as 6.5. Usually a damage expression works best when roughly half the damage is from dice and half is from the flat modifier. If your creature deals special damage, like 1d6 fire from flaming attacks, that counts toward its total damage per Strike. Keep in mind that a creature using a weapon should have a damage value that feels right for that weapon. Extreme damage works well for two-handed weapons that uses d10s or d12s for damage. On the other hand, a dagger uses only d4s, so a dagger wielder would need something like sneak attack to deal extreme damage, or you might compensate for the dagger's lower damage per Strike by giving the creature the ability to attack more efficiently or use other tricks. ## Table 210: Strike Damage Level Extreme High Moderate Low 1 1d6+1 (4) 1d4+1 (3) 1d4 (3) 1d4 (2) 0 1d6+3 (6) 1d6+2 (5) 1d4+2 (4) 1d4+1 (3) 1 1d8+4 (8) 1d6+3 (6) 1d6+2 (5) 1d4+2 (4) 2 1d12+4 (11) 1d10+4 (9) 1d8+4 (8) 1d6+3 (6) 3 1d12+8 (15) 1d10+6 (12) 1d8+6 (10) 1d6+5 (8) 4 2d10+7 (18) 2d8+5 (14) 2d6+5 (12) 2d4+4 (9) 5 2d12+7 (20) 2d8+7 (16) 2d6+6 (13) 2d4+6 (11) 6 2d12+10 (23) 2d8+9 (18) 2d6+8 (15) 2d4+7 (12) 7 2d12+12 (25) 2d10+9 (20) 2d8+8 (17) 2d6+6 (13) 8 2d12+15 (28) 2d10+11 (22) 2d8+9 (18) 2d6+8 (15) 9 2d12+17 (30) 2d10+13 (24) 2d8+11 (20) 2d6+9 (16) 10 2d12+20 (33) 2d12+13 (26) 2d10+11 (22) 2d6+10 (17) 11 2d12+22 (35) 2d12+15 (28) 2d10+12 (23) 2d8+10 (19) 12 3d12+19 (38) 3d10+14 (30) 3d8+12 (25) 3d6+10 (20) 13 3d12+21 (40) 3d10+16 (32) 3d8+14 (27) 3d6+11 (21) 14 3d12+24 (43) 3d10+18 (34) 3d8+15 (28) 3d6+13 (23) 15 3d12+26 (45) 3d12+17 (36) 3d10+14 (30) 3d6+14 (24) 16 3d12+29 (48) 3d12+18 (37) 3d10+15 (31) 3d6+15 (25) 17 3d12+31 (50) 3d12+19 (38) 3d10+16 (32) 3d6+16 (26) 18 3d12+34 (53) 3d12+20 (40) 3d10+17 (33) 3d6+17 (27) 19 4d12+29 (55) 4d10+20 (42) 4d8+17 (35) 4d6+14 (28) 20 4d12+32 (58) 4d10+22 (44) 4d8+19 (37) 4d6+15 (29) 21 4d12+34 (60) 4d10+24 (46) 4d8+20 (38) 4d6+17 (31) 22 4d12+37 (63) 4d10+26 (48) 4d8+22 (40) 4d6+18 (32) 23 4d12+39 (65) 4d12+24 (50) 4d10+20 (42) 4d6+19 (33) 24 4d12+42 (68) 4d12+26 (52) 4d10+22 (44) 4d6+21 (35) Manufactured Weapons As noted in Items on page 61, most creatures have less treasure than PCs, so those that rely on manufactured weapons are significantly weaker if you dont adjust the weapons damage to compensate. The method for determining Strike damage on page 64 abstracts over the sources of damage so you dont have to worry about adjusting the weapons damage. If you do decide to calculate the weapons damage, give your creature weapon specialization or greater weapon specialization much earlier than a PC would get it. You might also need to add sneak attack or similar abilities to make the creature deal more damage. On the flip side, you might want to use a one-off creature as a source of a particularly high-level piece of treasure, such as a magic weapon. In these cases, you might want to make the attack bonus higher for the potency rune or the damage higher for a potent striking rune so the PCs feel the weapons effect before they obtain it. This will make the treasure feel more powerful, since theyve already been on the receiving end. ","type":"Rules","url":"/Rules.aspx?ID=1018","weakness":{}}},{"_index":"aon18","_id":"rules-1019","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1019","markdown":"<title level=\"1\" right=\"Rules\">[Spells](/Rules.aspx?ID=1019)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 65</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour creature might have magical abilities that are best represented by spells. If youre making a highly spellcasting-themed creature, give it prepared or spontaneous spells. For a creature that has spells due to its magical nature, especially if that magic isnt its core focus, consider giving it some innate spells instead. How many spells you should give a creature depends on how you expect it to spend its actions in combat. If its primarily going to be making Strikes, it might not have any spells, or it might just have a few to help it move around better or protect against certain types of magic.\n\n When choosing spells, lean hard into the creatures theme. While many PCs choose spells to cover a wide variety of situations, creatures are more evocative the more focused they are. Consider selecting about three-quarters of the spells based on relevance to the theme and the remainder for other things. However, make sure the spells arent one note—selecting [_fireball_](/Spells.aspx?ID=119) for most of a creatures spell slots doesnt make for a compelling fire creature in the way a diverse selection of fire spells would.\n\n When choosing spells, some spells wont be very useful if cast at an extremely low level compared to the creatures levels. Most notably, damaging spells drop off in usefulness for a creature thats expected to last only a single fight. A damaging spell 2 levels below the highest level a creature of that level can cast is still potentially useful, but beyond that, dont bother. Spells that have the incapacitation trait should be in the highest level slot if you want the creature to potentially get their full effect against PCs.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Focus Spells</title>\r\n\r\nSome creatures have focus spells, especially when those focus spells clearly fit a creatures theme. Simply give the creature the focus spells you like and between 1 and 3 Focus Points (you can also allow your creature to cast focus spells using spell slots). Use the same DC and spell attack roll as any other spell. A creature that has just 1 Focus Point is likely to cast a focus spell only once, unless its a recurring enemy. If the creature has plenty of spells already, you might want to skip focus spells altogether, as they arent as strong as top-level spell slots.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1020\" />\r\n\r\n<document level=\"2\" id=\"rules-1021\" />\r\n\r\n<document level=\"2\" id=\"rules-1022\" />\r\n\r\n<document level=\"2\" id=\"rules-1023\" />","name":"Spells","next_link":{"label":"Design Abilities","url":"/Rules.aspx?ID=1024"},"previous_link":{"label":"Strikes","url":"/Rules.aspx?ID=1016"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 65</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 65"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 65</row>","speed":{},"text":" Spells Source Gamemastery Guide pg. 65 Your creature might have magical abilities that are best represented by spells. If youre making a highly spellcasting-themed creature, give it prepared or spontaneous spells. For a creature that has spells due to its magical nature, especially if that magic isnt its core focus, consider giving it some innate spells instead. How many spells you should give a creature depends on how you expect it to spend its actions in combat. If its primarily going to be making Strikes, it might not have any spells, or it might just have a few to help it move around better or protect against certain types of magic. When choosing spells, lean hard into the creatures theme. While many PCs choose spells to cover a wide variety of situations, creatures are more evocative the more focused they are. Consider selecting about three-quarters of the spells based on relevance to the theme and the remainder for other things. However, make sure the spells arent one note—selecting fireball for most of a creatures spell slots doesnt make for a compelling fire creature in the way a diverse selection of fire spells would. When choosing spells, some spells wont be very useful if cast at an extremely low level compared to the creatures levels. Most notably, damaging spells drop off in usefulness for a creature thats expected to last only a single fight. A damaging spell 2 levels below the highest level a creature of that level can cast is still potentially useful, but beyond that, dont bother. Spells that have the incapacitation trait should be in the highest level slot if you want the creature to potentially get their full effect against PCs. Focus Spells Some creatures have focus spells, especially when those focus spells clearly fit a creatures theme. Simply give the creature the focus spells you like and between 1 and 3 Focus Points (you can also allow your creature to cast focus spells using spell slots). Use the same DC and spell attack roll as any other spell. A creature that has just 1 Focus Point is likely to cast a focus spell only once, unless its a recurring enemy. If the creature has plenty of spells already, you might want to skip focus spells altogether, as they arent as strong as top-level spell slots. ","type":"Rules","url":"/Rules.aspx?ID=1019","weakness":{}}},{"_index":"aon18","_id":"rules-1020","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1020","markdown":"<title level=\"1\" right=\"Rules\">[Spell DC and Spell Attack Roll](/Rules.aspx?ID=1020)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 65</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSet the creatures spell DC and spell attack roll using Table 211 on page 66. Most creatures use the same DC for all their spells, even if they have multiple types, such as a creature with both prepared spells and innate spells.\n\n Use the high numbers for primary casters, and the moderate numbers for creatures that have some supplemental spells but are focused more on combat. At 15th level and higher, the extreme numbers become standard for spellcasters. A few creatures might use the extreme numbers at lower levels, but they tend to be highly specialized, with very weak defenses and Strikes. Secondary spellcasters can go up to high numbers if theyre above 15th level and have offensive spells. There is no low value—the creature shouldnt have any spells in the first place if it would be that bad at using them!\n\n## Table 211: Spell DC and Spell Attack Bonus\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Extreme DC**</td><td>**Extreme Spell Attack Bonus**</td><td>**High DC**</td><td>**High Spell Attack Bonus**</td><td>**Moderate DC**</td><td>**Moderate Spell Attack Bonus**</td></tr> <tr><td>1</td><td>19</td><td>+11</td><td>16</td><td>+8</td><td>13</td><td>+5</td></tr> <tr><td>0</td><td>19</td><td>+11</td><td>16</td><td>+8</td><td>13</td><td>+5</td></tr> <tr><td>1</td><td>20</td><td>+12</td><td>17</td><td>+9</td><td>14</td><td>+6</td></tr> <tr><td>2</td><td>22</td><td>+14</td><td>18</td><td>+10</td><td>15</td><td>+7</td></tr> <tr><td>3</td><td>23</td><td>+15</td><td>20</td><td>+12</td><td>17</td><td>+9</td></tr> <tr><td>4</td><td>25</td><td>+17</td><td>21</td><td>+13</td><td>18</td><td>+10</td></tr> <tr><td>5</td><td>26</td><td>+18</td><td>22</td><td>+14</td><td>19</td><td>+11</td></tr> <tr><td>6</td><td>27</td><td>+19</td><td>24</td><td>+16</td><td>21</td><td>+13</td></tr> <tr><td>7</td><td>29</td><td>+21</td><td>25</td><td>+17</td><td>22</td><td>+14</td></tr> <tr><td>8</td><td>30</td><td>+22</td><td>26</td><td>+18</td><td>23</td><td>+15</td></tr> <tr><td>9</td><td>32</td><td>+24</td><td>28</td><td>+20</td><td>25</td><td>+17</td></tr> <tr><td>10</td><td>33</td><td>+25</td><td>29</td><td>+21</td><td>26</td><td>+18</td></tr> <tr><td>11</td><td>34</td><td>+26</td><td>30</td><td>+22</td><td>27</td><td>+19</td></tr> <tr><td>12</td><td>36</td><td>+28</td><td>32</td><td>+24</td><td>29</td><td>+21</td></tr> <tr><td>13</td><td>37</td><td>+29</td><td>33</td><td>+25</td><td>30</td><td>+22</td></tr> <tr><td>14</td><td>39</td><td>+31</td><td>34</td><td>+26</td><td>31</td><td>+23</td></tr> <tr><td>15</td><td>40</td><td>+32</td><td>36</td><td>+28</td><td>33</td><td>+25</td></tr> <tr><td>16</td><td>41</td><td>+33</td><td>37</td><td>+29</td><td>34</td><td>+26</td></tr> <tr><td>17</td><td>43</td><td>+35</td><td>38</td><td>+30</td><td>35</td><td>+27</td></tr> <tr><td>18</td><td>44</td><td>+36</td><td>40</td><td>+32</td><td>37</td><td>+29</td></tr> <tr><td>19</td><td>46</td><td>+38</td><td>41</td><td>+33</td><td>38</td><td>+30</td></tr> <tr><td>20</td><td>47</td><td>+39</td><td>42</td><td>+34</td><td>39</td><td>+31</td></tr> <tr><td>21</td><td>48</td><td>+40</td><td>44</td><td>+36</td><td>41</td><td>+33</td></tr> <tr><td>22</td><td>50</td><td>+42</td><td>45</td><td>+37</td><td>42</td><td>+34</td></tr> <tr><td>23</td><td>51</td><td>+43</td><td>46</td><td>+38</td><td>43</td><td>+35</td></tr> <tr><td>24</td><td>52</td><td>+44</td><td>48</td><td>+40</td><td>45</td><td>+37</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spell DC and Spell Attack Roll","next_link":{"label":"Prepared and Spontaneous Spells","url":"/Rules.aspx?ID=1021"},"previous_link":{"label":"Strikes","url":"/Rules.aspx?ID=1016"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 65</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Spells\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 65"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 65</row>","speed":{},"text":" Spell DC and Spell Attack Roll Source Gamemastery Guide pg. 65 Set the creatures spell DC and spell attack roll using Table 211 on page 66. Most creatures use the same DC for all their spells, even if they have multiple types, such as a creature with both prepared spells and innate spells. Use the high numbers for primary casters, and the moderate numbers for creatures that have some supplemental spells but are focused more on combat. At 15th level and higher, the extreme numbers become standard for spellcasters. A few creatures might use the extreme numbers at lower levels, but they tend to be highly specialized, with very weak defenses and Strikes. Secondary spellcasters can go up to high numbers if theyre above 15th level and have offensive spells. There is no low value—the creature shouldnt have any spells in the first place if it would be that bad at using them! ## Table 211: Spell DC and Spell Attack Bonus Level Extreme DC Extreme Spell Attack Bonus High DC High Spell Attack Bonus Moderate DC Moderate Spell Attack Bonus 1 19 +11 16 +8 13 +5 0 19 +11 16 +8 13 +5 1 20 +12 17 +9 14 +6 2 22 +14 18 +10 15 +7 3 23 +15 20 +12 17 +9 4 25 +17 21 +13 18 +10 5 26 +18 22 +14 19 +11 6 27 +19 24 +16 21 +13 7 29 +21 25 +17 22 +14 8 30 +22 26 +18 23 +15 9 32 +24 28 +20 25 +17 10 33 +25 29 +21 26 +18 11 34 +26 30 +22 27 +19 12 36 +28 32 +24 29 +21 13 37 +29 33 +25 30 +22 14 39 +31 34 +26 31 +23 15 40 +32 36 +28 33 +25 16 41 +33 37 +29 34 +26 17 43 +35 38 +30 35 +27 18 44 +36 40 +32 37 +29 19 46 +38 41 +33 38 +30 20 47 +39 42 +34 39 +31 21 48 +40 44 +36 41 +33 22 50 +42 45 +37 42 +34 23 51 +43 46 +38 43 +35 24 52 +44 48 +40 45 +37 ","type":"Rules","url":"/Rules.aspx?ID=1020","weakness":{}}},{"_index":"aon18","_id":"rules-1021","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1021","markdown":"<title level=\"1\" right=\"Rules\">[Prepared and Spontaneous Spells](/Rules.aspx?ID=1021)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 66</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSpell slots work best for creatures that are meant to play like PC spellcasters. Choose the magical tradition best suited to the creature. You arent strictly limited to that traditions spell list, though sticking close to it will make your creatures connection to that tradition more clear. The decision to use prepared or spontaneous spellcasting should align with the creatures theme: a spontaneous spellcaster fits well as a one-off creature, since spontaneous spellcasting grants greater flexibility in the middle of battle, while a prepared spellcaster makes for a great recurring character who can change their spells between appearances.\n\n For a creature that can cast as many spells as a PC spellcaster, the highest spell level the creature can cast is half its level rounded up. It gets five cantrips. If the creatures level is odd, it gets two spell slots of the highest spell level (plus three spell slots of each lower level), or three spell slots of that level (plus four spell slots of each lower level). If its level is even, it gets three spell slots of the highest spell level (plus three spell slots of each lower level), or four spell slots of that level (plus four spell slots of each lower level).\n\n Because creatures tend to be “on stage” for only a short time, you usually dont need to fill every spell slot. You can often fill just the top three levels of spells, pick cantrips, and slot in a few thematic backup spells in the fourth level down. For a recurring foe, you might give it a full complement.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Prepared and Spontaneous Spells","next_link":{"label":"Innate Spells","url":"/Rules.aspx?ID=1022"},"previous_link":{"label":"Spell DC and Spell Attack Roll","url":"/Rules.aspx?ID=1020"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 66</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Spells\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 66"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 66</row>","speed":{},"text":" Prepared and Spontaneous Spells Source Gamemastery Guide pg. 66 Spell slots work best for creatures that are meant to play like PC spellcasters. Choose the magical tradition best suited to the creature. You arent strictly limited to that traditions spell list, though sticking close to it will make your creatures connection to that tradition more clear. The decision to use prepared or spontaneous spellcasting should align with the creatures theme: a spontaneous spellcaster fits well as a one-off creature, since spontaneous spellcasting grants greater flexibility in the middle of battle, while a prepared spellcaster makes for a great recurring character who can change their spells between appearances. For a creature that can cast as many spells as a PC spellcaster, the highest spell level the creature can cast is half its level rounded up. It gets five cantrips. If the creatures level is odd, it gets two spell slots of the highest spell level (plus three spell slots of each lower level), or three spell slots of that level (plus four spell slots of each lower level). If its level is even, it gets three spell slots of the highest spell level (plus three spell slots of each lower level), or four spell slots of that level (plus four spell slots of each lower level). Because creatures tend to be “on stage” for only a short time, you usually dont need to fill every spell slot. You can often fill just the top three levels of spells, pick cantrips, and slot in a few thematic backup spells in the fourth level down. For a recurring foe, you might give it a full complement. ","type":"Rules","url":"/Rules.aspx?ID=1021","weakness":{}}},{"_index":"aon18","_id":"rules-1022","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1022","markdown":"<title level=\"1\" right=\"Rules\">[Innate Spells](/Rules.aspx?ID=1022)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 66</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUnlike prepared and spontaneous spells, innate spells can be of higher level than half the creatures level rounded up, and you can choose how often theyre used—they can even be used at will or be constant effects. The most notable innate spells tend to be top-level ones that make a big impact but can be used only once, at-will spells that strongly reinforce the creatures theme, and constant spells that give it an ongoing benefit. A spell thats usable a limited number of times and falls at a lower level than the top tier is typically less likely to come up in combat; however, thats a great spot for utility and recovery spells, such as [_dispel magic_](/Spells.aspx?ID=78) or [_restoration_](/Spells.aspx?ID=258).\n\n Sometimes a strongly thematic innate spell is of a higher level than the creature would normally be able to cast, but its so fitting that it belongs there. Be careful when doing this, as PCs might not have access to the appropriate countermeasures for the spell. This option works best for support, action denial, or battlefield control spells that change the odds of a fight without outright killing anyone, such as the succubuss [_dominate_](/Spells.aspx?ID=87) spell. These should make the fight more interesting, not end it. Keep the number of such spells very low, typically just one.\n\n Though you can achieve all sorts of things with innate spells, always start with the theme and an idea of how you want the creature spending its actions. And though you could give the creature a tool to counter every kind of PC attack or trick, remember that the players chose those options to enjoy using them, rather than to be constantly foiled by an effectively invincible creature.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Innate Spells","next_link":{"label":"Rituals","url":"/Rules.aspx?ID=1023"},"previous_link":{"label":"Prepared and Spontaneous Spells","url":"/Rules.aspx?ID=1021"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 66</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Spells\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 66"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 66</row>","speed":{},"text":" Innate Spells Source Gamemastery Guide pg. 66 Unlike prepared and spontaneous spells, innate spells can be of higher level than half the creatures level rounded up, and you can choose how often theyre used—they can even be used at will or be constant effects. The most notable innate spells tend to be top-level ones that make a big impact but can be used only once, at-will spells that strongly reinforce the creatures theme, and constant spells that give it an ongoing benefit. A spell thats usable a limited number of times and falls at a lower level than the top tier is typically less likely to come up in combat; however, thats a great spot for utility and recovery spells, such as dispel magic or restoration . Sometimes a strongly thematic innate spell is of a higher level than the creature would normally be able to cast, but its so fitting that it belongs there. Be careful when doing this, as PCs might not have access to the appropriate countermeasures for the spell. This option works best for support, action denial, or battlefield control spells that change the odds of a fight without outright killing anyone, such as the succubuss dominate spell. These should make the fight more interesting, not end it. Keep the number of such spells very low, typically just one. Though you can achieve all sorts of things with innate spells, always start with the theme and an idea of how you want the creature spending its actions. And though you could give the creature a tool to counter every kind of PC attack or trick, remember that the players chose those options to enjoy using them, rather than to be constantly foiled by an effectively invincible creature. ","type":"Rules","url":"/Rules.aspx?ID=1022","weakness":{}}},{"_index":"aon18","_id":"rules-1023","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1023","markdown":"<title level=\"1\" right=\"Rules\">[Rituals](/Rules.aspx?ID=1023)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSince rituals happen during downtime, giving them to a creature is usually a purely thematic choice. You can skip even looking at rituals in most cases. If you decide a creature needs to have a ritual for your story, add in the ritual whenever you need it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rituals","next_link":{"label":"Design Abilities","url":"/Rules.aspx?ID=1024"},"previous_link":{"label":"Innate Spells","url":"/Rules.aspx?ID=1022"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Spells\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>","speed":{},"text":" Rituals Source Gamemastery Guide pg. 67 Since rituals happen during downtime, giving them to a creature is usually a purely thematic choice. You can skip even looking at rituals in most cases. If you decide a creature needs to have a ritual for your story, add in the ritual whenever you need it. ","type":"Rules","url":"/Rules.aspx?ID=1023","weakness":{}}},{"_index":"aon18","_id":"rules-1024","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1024","markdown":"<title level=\"1\" right=\"Rules\">[Design Abilities](/Rules.aspx?ID=1024)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn this step, youll take the ideas for abilities you noted when you developed your concept and design these abilities for your creature. You can look at existing creature abilities from the _Bestiary_ and feats from the _Core Rulebook_ and use them as is or modify them to fit your needs.\n\n When choosing abilities, think about both the number of abilities and the diversity of abilities. Having a large number of similar abilities can make the creature tougher to run, and it probably cant use them all anyway. Diversity of abilities gives the creature different ways to act in different situations, and helps guide you as the GM. For instance, a combat creature might have one ability it uses to get into position, another to use when it wants to focus damage on a single enemy, and a third thats more defensive.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1025\" />\r\n\r\n<document level=\"2\" id=\"rules-1029\" />\r\n\r\n<document level=\"2\" id=\"rules-1032\" />\r\n\r\n<document level=\"2\" id=\"rules-1033\" />\r\n\r\n<document level=\"2\" id=\"rules-1035\" />\r\n\r\n<document level=\"2\" id=\"rules-1037\" />","name":"Design Abilities","next_link":{"label":"Review Holistically","url":"/Rules.aspx?ID=1038"},"previous_link":{"label":"Spells","url":"/Rules.aspx?ID=1019"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>","speed":{},"text":" Design Abilities Source Gamemastery Guide pg. 67 In this step, youll take the ideas for abilities you noted when you developed your concept and design these abilities for your creature. You can look at existing creature abilities from the Bestiary and feats from the Core Rulebook and use them as is or modify them to fit your needs. When choosing abilities, think about both the number of abilities and the diversity of abilities. Having a large number of similar abilities can make the creature tougher to run, and it probably cant use them all anyway. Diversity of abilities gives the creature different ways to act in different situations, and helps guide you as the GM. For instance, a combat creature might have one ability it uses to get into position, another to use when it wants to focus damage on a single enemy, and a third thats more defensive. ","type":"Rules","url":"/Rules.aspx?ID=1024","weakness":{}}},{"_index":"aon18","_id":"rules-1025","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Design Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1025","markdown":"<title level=\"1\" right=\"Rules\">[Basics of Ability Design](/Rules.aspx?ID=1025)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere are a few principles of ability construction that youll want to keep in mind. Some guidance for specific types of abilities will come later, but these apply to everything. \n<ul><li>Respect the action economy.</li> <li>Make sure abilities are level appropriate.</li> <li>Avoid “invisible” abilities.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1026\" />\r\n\r\n<document level=\"2\" id=\"rules-1027\" />\r\n\r\n<document level=\"2\" id=\"rules-1028\" />","name":"Basics of Ability Design","next_link":{"label":"Active Abilities","url":"/Rules.aspx?ID=1029"},"previous_link":{"label":"Spells","url":"/Rules.aspx?ID=1019"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>","speed":{},"text":" Basics of Ability Design Source Gamemastery Guide pg. 67 There are a few principles of ability construction that youll want to keep in mind. Some guidance for specific types of abilities will come later, but these apply to everything. Respect the action economy. Make sure abilities are level appropriate. Avoid “invisible” abilities. ","type":"Rules","url":"/Rules.aspx?ID=1025","weakness":{}}},{"_index":"aon18","_id":"rules-1026","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Design Abilities","Basics of Ability Design"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1026","markdown":"<title level=\"1\" right=\"Rules\">[Action Economy](/Rules.aspx?ID=1026)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUnderstanding a creatures action economy is key for making it work in play. Remember how short the lifespan of a typical combat creature is. Including a bunch of combat abilities might mean you spend time building actions the creature will never have time to use. Narrow your selections down to the smallest and most compelling set that makes sense. Also keep in mind that special actions will compete for time with any combat spells you gave the creature.\n\n Reactions can help, giving the creature a way to act when its not its turn. See Reactive Abilities on page 69 for advice on designing these tricky abilities.\n\n Because of PC capabilities at higher levels, creatures at those levels should get more abilities that improve their action economy. For instance, creatures that grapple should have Improved Grab instead of Grab, Speeds should be higher, and many abilities that would have cost an action at a lower level should be free actions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Action Economy","next_link":{"label":"Level Appropriateness","url":"/Rules.aspx?ID=1027"},"previous_link":{"label":"Spells","url":"/Rules.aspx?ID=1019"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities / Basics of Ability Design\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>","speed":{},"text":" Action Economy Source Gamemastery Guide pg. 67 Understanding a creatures action economy is key for making it work in play. Remember how short the lifespan of a typical combat creature is. Including a bunch of combat abilities might mean you spend time building actions the creature will never have time to use. Narrow your selections down to the smallest and most compelling set that makes sense. Also keep in mind that special actions will compete for time with any combat spells you gave the creature. Reactions can help, giving the creature a way to act when its not its turn. See Reactive Abilities on page 69 for advice on designing these tricky abilities. Because of PC capabilities at higher levels, creatures at those levels should get more abilities that improve their action economy. For instance, creatures that grapple should have Improved Grab instead of Grab, Speeds should be higher, and many abilities that would have cost an action at a lower level should be free actions. ","type":"Rules","url":"/Rules.aspx?ID=1026","weakness":{}}},{"_index":"aon18","_id":"rules-1027","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Design Abilities","Basics of Ability Design"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1027","markdown":"<title level=\"1\" right=\"Rules\">[Level Appropriateness](/Rules.aspx?ID=1027)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe effects of an ability should be appropriate to the creatures level. For damaging abilities, that means they follow the damage guidelines on page 68. For others, take a look at spells and feats with a similar effect to see if theyre level appropriate. For instance, say youre considering giving a 6th-level creature the ability to teleport a short distance. [_Dimension door_](/Spells.aspx?ID=69) is comparable—thats a 4th-level spell, normally cast by a 7th-level or higher creature. That means 6th level probably isnt too low, but the creature shouldnt be able to use the ability more than once. You can also compare your creature to those in a _Bestiary_ volume to see if the special abilities seem similar in power to those of other creatures of the same level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Level Appropriateness","next_link":{"label":"Invisible Abilities","url":"/Rules.aspx?ID=1028"},"previous_link":{"label":"Action Economy","url":"/Rules.aspx?ID=1026"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities / Basics of Ability Design\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 67"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 67</row>","speed":{},"text":" Level Appropriateness Source Gamemastery Guide pg. 67 The effects of an ability should be appropriate to the creatures level. For damaging abilities, that means they follow the damage guidelines on page 68. For others, take a look at spells and feats with a similar effect to see if theyre level appropriate. For instance, say youre considering giving a 6th-level creature the ability to teleport a short distance. Dimension door is comparable—thats a 4th-level spell, normally cast by a 7th-level or higher creature. That means 6th level probably isnt too low, but the creature shouldnt be able to use the ability more than once. You can also compare your creature to those in a Bestiary volume to see if the special abilities seem similar in power to those of other creatures of the same level. ","type":"Rules","url":"/Rules.aspx?ID=1027","weakness":{}}},{"_index":"aon18","_id":"rules-1028","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Design Abilities","Basics of Ability Design"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1028","markdown":"<title level=\"1\" right=\"Rules\">[Invisible Abilities](/Rules.aspx?ID=1028)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 68</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAvoid abilities that do nothing but change the creatures math, also known as “invisible abilities.” These alter a creatures statistics in a way thats invisible to the players, which makes the creature less engaging because the players dont see it using its abilities in a tangible or evocative way. For example, an ability that allows a creature to use an action to increase its accuracy for the round with no outward sign (or worse, just grants a passive bonus to its accuracy) isnt that compelling, whereas one that increases its damage by lighting its arrows on fire is noticeable. These both work toward the same goal—dealing more damage this round—but one is far more memorable.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Invisible Abilities","next_link":{"label":"Active Abilities","url":"/Rules.aspx?ID=1029"},"previous_link":{"label":"Level Appropriateness","url":"/Rules.aspx?ID=1027"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 68</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities / Basics of Ability Design\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 68</row>","speed":{},"text":" Invisible Abilities Source Gamemastery Guide pg. 68 Avoid abilities that do nothing but change the creatures math, also known as “invisible abilities.” These alter a creatures statistics in a way thats invisible to the players, which makes the creature less engaging because the players dont see it using its abilities in a tangible or evocative way. For example, an ability that allows a creature to use an action to increase its accuracy for the round with no outward sign (or worse, just grants a passive bonus to its accuracy) isnt that compelling, whereas one that increases its damage by lighting its arrows on fire is noticeable. These both work toward the same goal—dealing more damage this round—but one is far more memorable. ","type":"Rules","url":"/Rules.aspx?ID=1028","weakness":{}}},{"_index":"aon18","_id":"rules-1029","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Design Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1029","markdown":"<title level=\"1\" right=\"Rules\">[Active Abilities](/Rules.aspx?ID=1029)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 68</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAbilities a creature uses on its turn have the most flexibility and scope. You can use Table 211 to determine active ability DCs as well as spell DCs. You can have an ability use 1 to 3 actions as needed (or be a free action in rare cases) and use just about any type of tactic. Feats, spells, and existing creature abilities provide a wide variety of examples, so look for something similar to your idea to use as a basis.\n\n Consider how you want your creature to spend its turns. Two-action activities pretty much define the creatures turn, and single actions work best for supplemental benefits or normal Strikes. And as you build out your idea of a creatures turn, dont forget about movement! A creature often needs to spend actions getting into position, especially early in a fight. This is especially challenging with melee-only creatures. You can give such creatures abilities similar to Sudden Charge or the deadly mantiss Leaping Grab.\n\n Use 3-action abilities sparingly, as a creature cant use them if it is slowed or stunned—making a creatures coolest or most defining ability use up 3 actions might mean the creature never gets to use it. These activities should be reserved for abilities that include some movement (like Trample) or that the creature is likely to use before engaging in combat. Dont make an ability use 3 actions as a way to balance it—saying “This can be more powerful than other abilities because it is less likely to work,” is a recipe for frustration if youve made a cool ability thats too hard or even impossible for the creature to use.\n\n Be especially careful with activities when designing boss creatures. Theyre likely to get targeted with the PCs most powerful detrimental effects, get grabbed, become slowed, or otherwise have their actions restricted. Bosses need to have solid options they can use with 1 or 2 actions. This lets them use their remaining actions to get away, use a simple ability, or otherwise keep the fight dynamic.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1030\" />\r\n\r\n<document level=\"2\" id=\"rules-1031\" />","name":"Active Abilities","next_link":{"label":"Defensive Abilities","url":"/Rules.aspx?ID=1032"},"previous_link":{"label":"Basics of Ability Design","url":"/Rules.aspx?ID=1025"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 68</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 68</row>","speed":{},"text":" Active Abilities Source Gamemastery Guide pg. 68 Abilities a creature uses on its turn have the most flexibility and scope. You can use Table 211 to determine active ability DCs as well as spell DCs. You can have an ability use 1 to 3 actions as needed (or be a free action in rare cases) and use just about any type of tactic. Feats, spells, and existing creature abilities provide a wide variety of examples, so look for something similar to your idea to use as a basis. Consider how you want your creature to spend its turns. Two-action activities pretty much define the creatures turn, and single actions work best for supplemental benefits or normal Strikes. And as you build out your idea of a creatures turn, dont forget about movement! A creature often needs to spend actions getting into position, especially early in a fight. This is especially challenging with melee-only creatures. You can give such creatures abilities similar to Sudden Charge or the deadly mantiss Leaping Grab. Use 3-action abilities sparingly, as a creature cant use them if it is slowed or stunned—making a creatures coolest or most defining ability use up 3 actions might mean the creature never gets to use it. These activities should be reserved for abilities that include some movement (like Trample) or that the creature is likely to use before engaging in combat. Dont make an ability use 3 actions as a way to balance it—saying “This can be more powerful than other abilities because it is less likely to work,” is a recipe for frustration if youve made a cool ability thats too hard or even impossible for the creature to use. Be especially careful with activities when designing boss creatures. Theyre likely to get targeted with the PCs most powerful detrimental effects, get grabbed, become slowed, or otherwise have their actions restricted. Bosses need to have solid options they can use with 1 or 2 actions. This lets them use their remaining actions to get away, use a simple ability, or otherwise keep the fight dynamic. ","type":"Rules","url":"/Rules.aspx?ID=1029","weakness":{}}},{"_index":"aon18","_id":"rules-1030","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Design Abilities","Active Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1030","markdown":"<title level=\"1\" right=\"Rules\">[Free Actions](/Rules.aspx?ID=1030)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 68</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUse free actions that dont have triggers sparingly, and when you do, they should almost always be used for support or utility actions, not Strikes or movement. If you come up with a free action, consider whether it should be its own action or part of a combo, such as drawing a weapon and attacking. In cases like the latter, you might be better off making a single action that allows the creature to draw a weapon and then Strike.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Free Actions","next_link":{"label":"Damage-Dealing Abilities","url":"/Rules.aspx?ID=1031"},"previous_link":{"label":"Basics of Ability Design","url":"/Rules.aspx?ID=1025"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 68</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities / Active Abilities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 68</row>","speed":{},"text":" Free Actions Source Gamemastery Guide pg. 68 Use free actions that dont have triggers sparingly, and when you do, they should almost always be used for support or utility actions, not Strikes or movement. If you come up with a free action, consider whether it should be its own action or part of a combo, such as drawing a weapon and attacking. In cases like the latter, you might be better off making a single action that allows the creature to draw a weapon and then Strike. ","type":"Rules","url":"/Rules.aspx?ID=1030","weakness":{}}},{"_index":"aon18","_id":"rules-1031","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Design Abilities","Active Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1031","markdown":"<title level=\"1\" right=\"Rules\">[Damage-Dealing Abilities](/Rules.aspx?ID=1031)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 68</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf a special action is a single action with only one target, you can often set damage using Table 210: Strike Damage on page 65. If it uses more than 1 action or requires setup in some way, it might deal higher damage than is typical; often, you can just use the extreme column in these cases.\n\n For abilities that deal damage in an area, use Table 212 below. These numbers are based on a 2-action activity (e.g., most damaging spells). Single actions should deal much less damage. An ability that has another significant effect, like applying a condition, should deal less damage; for this, look at the damage for 2 or more levels lower, and judge which value would best match based on the severity of the additional effect. These abilities typically allow a basic saving throw. The table includes values for unlimiteduse abilities (ones that can be used at-will) and limited-use ones (which can be used once or, like a Breath Weapon, once or twice but not on consecutive turns).\n\n You can use the dice given or generate your own expression based on the damage in parentheses, as detailed in the Strike Damage section on page 64. If a high-level effect has a small area compared to similar abilities, you have it deal more damage.\n\n## Table 212: Area Damage\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Unlimited Use**</td><td>**Limited Use**</td></tr> <tr><td>1</td><td>1d4 (2)</td><td>1d6 (4)</td></tr> <tr><td>0</td><td>1d6 (4)</td><td>1d10 (6)</td></tr> <tr><td>1</td><td>2d4 (5)</td><td>2d6 (7)</td></tr> <tr><td>2</td><td>2d6 (7)</td><td>3d6 (11)</td></tr> <tr><td>3</td><td>2d8 (9)</td><td>4d6 (14)</td></tr> <tr><td>4</td><td>3d6 (11)</td><td>5d6 (18)</td></tr> <tr><td>5</td><td>2d10 (12)</td><td>6d6 (21)</td></tr> <tr><td>6</td><td>4d6 (14)</td><td>7d6 (25)</td></tr> <tr><td>7</td><td>4d6 (15)</td><td>8d6 (28)</td></tr> <tr><td>8</td><td>5d6 (17)</td><td>9d6 (32)</td></tr> <tr><td>9</td><td>5d6 (18)</td><td>10d6 (35)</td></tr> <tr><td>10</td><td>6d6 (20)</td><td>11d6 (39)</td></tr> <tr><td>11</td><td>6d6 (21)</td><td>12d6 (42)</td></tr> <tr><td>12</td><td>5d8 (23)</td><td>13d6 (46)</td></tr> <tr><td>13</td><td>7d6 (24)</td><td>14d6 (49)</td></tr> <tr><td>14</td><td>4d12 (26)</td><td>15d6 (53)</td></tr> <tr><td>15</td><td>6d8 (27)</td><td>16d6 (56)</td></tr> <tr><td>16</td><td>8d6 (28)</td><td>17d6 (60)</td></tr> <tr><td>17</td><td>8d6 (29)</td><td>18d6 (63)</td></tr> <tr><td>18</td><td>9d6 (30)</td><td>19d6 (67)</td></tr> <tr><td>19</td><td>7d8 (32)</td><td>20d6 (70)</td></tr> <tr><td>20</td><td>6d10 (33)</td><td>21d6 (74)</td></tr> <tr><td>21</td><td>10d6 (35)</td><td>22d6 (77)</td></tr> <tr><td>22</td><td>8d8 (36)</td><td>23d6 (81)</td></tr> <tr><td>23</td><td>11d6 (38)</td><td>24d6 (84)</td></tr> <tr><td>24</td><td>11d6 (39)</td><td>25d6 (88)</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Damage-Dealing Abilities","next_link":{"label":"Defensive Abilities","url":"/Rules.aspx?ID=1032"},"previous_link":{"label":"Free Actions","url":"/Rules.aspx?ID=1030"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 68</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities / Active Abilities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 68"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 68</row>","speed":{},"text":" Damage-Dealing Abilities Source Gamemastery Guide pg. 68 If a special action is a single action with only one target, you can often set damage using Table 210: Strike Damage on page 65. If it uses more than 1 action or requires setup in some way, it might deal higher damage than is typical; often, you can just use the extreme column in these cases. For abilities that deal damage in an area, use Table 212 below. These numbers are based on a 2-action activity (e.g., most damaging spells). Single actions should deal much less damage. An ability that has another significant effect, like applying a condition, should deal less damage; for this, look at the damage for 2 or more levels lower, and judge which value would best match based on the severity of the additional effect. These abilities typically allow a basic saving throw. The table includes values for unlimiteduse abilities (ones that can be used at-will) and limited-use ones (which can be used once or, like a Breath Weapon, once or twice but not on consecutive turns). You can use the dice given or generate your own expression based on the damage in parentheses, as detailed in the Strike Damage section on page 64. If a high-level effect has a small area compared to similar abilities, you have it deal more damage. ## Table 212: Area Damage Level Unlimited Use Limited Use 1 1d4 (2) 1d6 (4) 0 1d6 (4) 1d10 (6) 1 2d4 (5) 2d6 (7) 2 2d6 (7) 3d6 (11) 3 2d8 (9) 4d6 (14) 4 3d6 (11) 5d6 (18) 5 2d10 (12) 6d6 (21) 6 4d6 (14) 7d6 (25) 7 4d6 (15) 8d6 (28) 8 5d6 (17) 9d6 (32) 9 5d6 (18) 10d6 (35) 10 6d6 (20) 11d6 (39) 11 6d6 (21) 12d6 (42) 12 5d8 (23) 13d6 (46) 13 7d6 (24) 14d6 (49) 14 4d12 (26) 15d6 (53) 15 6d8 (27) 16d6 (56) 16 8d6 (28) 17d6 (60) 17 8d6 (29) 18d6 (63) 18 9d6 (30) 19d6 (67) 19 7d8 (32) 20d6 (70) 20 6d10 (33) 21d6 (74) 21 10d6 (35) 22d6 (77) 22 8d8 (36) 23d6 (81) 23 11d6 (38) 24d6 (84) 24 11d6 (39) 25d6 (88) ","type":"Rules","url":"/Rules.aspx?ID=1031","weakness":{}}},{"_index":"aon18","_id":"rules-1032","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Design Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1032","markdown":"<title level=\"1\" right=\"Rules\">[Defensive Abilities](/Rules.aspx?ID=1032)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nActive offensive abilities usually fit creatures better than defensive abilities do. Save defense increases for creatures that are strongly defense-themed. For martial creatures, something as simple as a shield and Shield Block is usually plenty. Defensive abilities often run the risk of being invisible abilities. For examples of good defensive abilities, look at spells like [_sanctuary_](/Spells.aspx?ID=266) for ideas, or other spells that create interesting protective effects instead of just granting a bonus. If you do want to make a creature defensive, pick one defensive ability rather than several, since stacking up multiple defenses can make for a frustrating fight. One solid style of defensive ability is a mode switch, which causes the creature to get stronger defenses, but limits its attacks, spells, or other offensive options.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Defensive Abilities","next_link":{"label":"Reactive Abilities","url":"/Rules.aspx?ID=1033"},"previous_link":{"label":"Active Abilities","url":"/Rules.aspx?ID=1029"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 69"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>","speed":{},"text":" Defensive Abilities Source Gamemastery Guide pg. 69 Active offensive abilities usually fit creatures better than defensive abilities do. Save defense increases for creatures that are strongly defense-themed. For martial creatures, something as simple as a shield and Shield Block is usually plenty. Defensive abilities often run the risk of being invisible abilities. For examples of good defensive abilities, look at spells like sanctuary for ideas, or other spells that create interesting protective effects instead of just granting a bonus. If you do want to make a creature defensive, pick one defensive ability rather than several, since stacking up multiple defenses can make for a frustrating fight. One solid style of defensive ability is a mode switch, which causes the creature to get stronger defenses, but limits its attacks, spells, or other offensive options. ","type":"Rules","url":"/Rules.aspx?ID=1032","weakness":{}}},{"_index":"aon18","_id":"rules-1033","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Design Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1033","markdown":"<title level=\"1\" right=\"Rules\">[Reactive Abilities](/Rules.aspx?ID=1033)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nReactions and free actions with triggers can give a creature an impact outside its turn. This can make the fight more interesting, but may also be risky. Its tempting to give every creature a reaction, but thats not necessarily a good idea.\n\n To decide whether your creature should have a reaction, first consider if the creature has the reflexes or insight to react well in the first place—for instance, an ogre doesnt have Attack of Opportunity because its a big oaf. Oozes, constructs, and unintelligent creatures are less likely to have reactions than others for this reason.\n\n Second, look at the complexity of the encounter your creature is likely to appear in. If youll have a large number of creatures, skipping reactions can make the fight flow faster. A creature thats more likely to fight solo, on the other hand, might have a reaction to give it a way to continue to be dangerous amid an onslaught of attacks by the party.\n\n When creating reactions, be careful with “gotcha” abilities—ones that punish players for making perfectly reasonable choices, for rolling poorly, and so on. If you include abilities like this, they need to reinforce the creatures core theme and the play style you want it to use in combat. For example, a creature that Strikes as a reaction when someone fails an attack roll will encourage PCs to use their actions on other tactics, rather than attacking multiple times each turn. Is that what you want? Is this dynamic essential for making the creature feel like its supposed to? This isnt the type of ability youd give to any old creature— only an incredible duelist or something similar.\n\n Reactions should require something out of the ordinary to happen, or should be relatively weak if triggered by something ordinary. A reaction that triggers anytime someone tries to Strike a creature is likely to be perceived by the players as uninteresting because its so predictable.\n\n The best reactions should be telegraphed so when they happen, it makes sense to the players. Think of one of the core reactions of the game: Shield Block. The creature raises its shield—an obvious action the PCs can see—so when it blocks damage from an attack, that makes perfect sense. Similarly, if you made a crystalline creature, you might have it build up sonic energy in a low thrum, so when it uses a reaction to release a burst of sonic energy when hit, the players can say, “Oh, I should have seen that coming.”\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1034\" />","name":"Reactive Abilities","next_link":{"label":"Constant and Automatic Abilities","url":"/Rules.aspx?ID=1035"},"previous_link":{"label":"Defensive Abilities","url":"/Rules.aspx?ID=1032"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 69"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>","speed":{},"text":" Reactive Abilities Source Gamemastery Guide pg. 69 Reactions and free actions with triggers can give a creature an impact outside its turn. This can make the fight more interesting, but may also be risky. Its tempting to give every creature a reaction, but thats not necessarily a good idea. To decide whether your creature should have a reaction, first consider if the creature has the reflexes or insight to react well in the first place—for instance, an ogre doesnt have Attack of Opportunity because its a big oaf. Oozes, constructs, and unintelligent creatures are less likely to have reactions than others for this reason. Second, look at the complexity of the encounter your creature is likely to appear in. If youll have a large number of creatures, skipping reactions can make the fight flow faster. A creature thats more likely to fight solo, on the other hand, might have a reaction to give it a way to continue to be dangerous amid an onslaught of attacks by the party. When creating reactions, be careful with “gotcha” abilities—ones that punish players for making perfectly reasonable choices, for rolling poorly, and so on. If you include abilities like this, they need to reinforce the creatures core theme and the play style you want it to use in combat. For example, a creature that Strikes as a reaction when someone fails an attack roll will encourage PCs to use their actions on other tactics, rather than attacking multiple times each turn. Is that what you want? Is this dynamic essential for making the creature feel like its supposed to? This isnt the type of ability youd give to any old creature— only an incredible duelist or something similar. Reactions should require something out of the ordinary to happen, or should be relatively weak if triggered by something ordinary. A reaction that triggers anytime someone tries to Strike a creature is likely to be perceived by the players as uninteresting because its so predictable. The best reactions should be telegraphed so when they happen, it makes sense to the players. Think of one of the core reactions of the game: Shield Block. The creature raises its shield—an obvious action the PCs can see—so when it blocks damage from an attack, that makes perfect sense. Similarly, if you made a crystalline creature, you might have it build up sonic energy in a low thrum, so when it uses a reaction to release a burst of sonic energy when hit, the players can say, “Oh, I should have seen that coming.” ","type":"Rules","url":"/Rules.aspx?ID=1033","weakness":{}}},{"_index":"aon18","_id":"rules-1034","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Design Abilities","Reactive Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1034","markdown":"<title level=\"1\" right=\"Rules\">[Reaction Damage](/Rules.aspx?ID=1034)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nReactions should use lower damage, usually that of a moderate Strike. A reaction that deals area damage might deal low damage, though use such reactions with caution.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Reaction Damage","next_link":{"label":"Constant and Automatic Abilities","url":"/Rules.aspx?ID=1035"},"previous_link":{"label":"Defensive Abilities","url":"/Rules.aspx?ID=1032"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities / Reactive Abilities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 69"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>","speed":{},"text":" Reaction Damage Source Gamemastery Guide pg. 69 Reactions should use lower damage, usually that of a moderate Strike. A reaction that deals area damage might deal low damage, though use such reactions with caution. ","type":"Rules","url":"/Rules.aspx?ID=1034","weakness":{}}},{"_index":"aon18","_id":"rules-1035","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Design Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1035","markdown":"<title level=\"1\" right=\"Rules\">[Constant and Automatic Abilities](/Rules.aspx?ID=1035)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCertain abilities shouldnt use any actions. Auras are a common constant ability, with frightful presence, an adult red dragons dragon heat, and a xulgaths stench as notable examples. An aura needs a range, and if it needs a DC, youll usually set it to the moderate spell DC unless the aura is one of the creatures defining concepts. For example, the xulgaths stench DC is significantly higher because the aura is such an iconic part of the creature.\n\n Abilities the creature has no control over should be automatic. For example, the living wildfire fire elemental explodes into flame when it dies. It has no option not to, so this wouldnt make sense as a reaction or free action. Conversely, the Ferocity ability is a reaction because it requires the creature to give itself a last push to stay at 1 HP.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1036\" />","name":"Constant and Automatic Abilities","next_link":{"label":"Skill Abilities","url":"/Rules.aspx?ID=1037"},"previous_link":{"label":"Reactive Abilities","url":"/Rules.aspx?ID=1033"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 69"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>","speed":{},"text":" Constant and Automatic Abilities Source Gamemastery Guide pg. 69 Certain abilities shouldnt use any actions. Auras are a common constant ability, with frightful presence, an adult red dragons dragon heat, and a xulgaths stench as notable examples. An aura needs a range, and if it needs a DC, youll usually set it to the moderate spell DC unless the aura is one of the creatures defining concepts. For example, the xulgaths stench DC is significantly higher because the aura is such an iconic part of the creature. Abilities the creature has no control over should be automatic. For example, the living wildfire fire elemental explodes into flame when it dies. It has no option not to, so this wouldnt make sense as a reaction or free action. Conversely, the Ferocity ability is a reaction because it requires the creature to give itself a last push to stay at 1 HP. ","type":"Rules","url":"/Rules.aspx?ID=1035","weakness":{}}},{"_index":"aon18","_id":"rules-1036","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Design Abilities","Constant and Automatic Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1036","markdown":"<title level=\"1\" right=\"Rules\">[Constant and Automatic Damage](/Rules.aspx?ID=1036)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMuch like for reactions, damage for a constant ability should be pretty low. Usually this value is just below low Strike damage. Automatic abilities like the living wildfires explosion ability tend to deal moderate Strike damage or unlimited-use area damage, and can deal even more if they happen only after the creature is dead or otherwise no longer presents a threat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Constant and Automatic Damage","next_link":{"label":"Skill Abilities","url":"/Rules.aspx?ID=1037"},"previous_link":{"label":"Reactive Abilities","url":"/Rules.aspx?ID=1033"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities / Constant and Automatic Abilities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 69"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>","speed":{},"text":" Constant and Automatic Damage Source Gamemastery Guide pg. 69 Much like for reactions, damage for a constant ability should be pretty low. Usually this value is just below low Strike damage. Automatic abilities like the living wildfires explosion ability tend to deal moderate Strike damage or unlimited-use area damage, and can deal even more if they happen only after the creature is dead or otherwise no longer presents a threat. ","type":"Rules","url":"/Rules.aspx?ID=1036","weakness":{}}},{"_index":"aon18","_id":"rules-1037","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Design Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1037","markdown":"<title level=\"1\" right=\"Rules\">[Skill Abilities](/Rules.aspx?ID=1037)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA skilled creature might have abilities related to its skills. The skill feats in the _Core Rulebook_ make for a good baseline. Avoid giving your creature skill abilities that wont matter in its interactions with PCs.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill Abilities","next_link":{"label":"Review Holistically","url":"/Rules.aspx?ID=1038"},"previous_link":{"label":"Constant and Automatic Abilities","url":"/Rules.aspx?ID=1035"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Design Abilities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 69"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>","speed":{},"text":" Skill Abilities Source Gamemastery Guide pg. 69 A skilled creature might have abilities related to its skills. The skill feats in the Core Rulebook make for a good baseline. Avoid giving your creature skill abilities that wont matter in its interactions with PCs. ","type":"Rules","url":"/Rules.aspx?ID=1037","weakness":{}}},{"_index":"aon18","_id":"rules-1038","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1038","markdown":"<title level=\"1\" right=\"Rules\">[Review Holistically](/Rules.aspx?ID=1038)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNow its time to look over your completed creature as a whole and make sure its living up to your concept. Can it do everything you wanted? Does it fit its intended role? Is there anything you could add or anything superfluous you could cut to get the creature where it needs to be?\n\n If this creature is built for combat, run through a few turns in your head. Does it still work decently if it gets slowed? Can it move into combat against the PCs effectively given their mobility options compared to its own? Does it have any abilities itll never use given its other actions?\n\n When youre satisfied with your creation, its ready to hit the table. But thats not necessarily the end! If you notice issues during the game, you can fix them on the spot. Its your game, and you can freely change what you wrote if you think differently later on.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Review Holistically","next_link":{"label":"Trait Abilities\r\n","url":"/Rules.aspx?ID=1039"},"previous_link":{"label":"Design Abilities","url":"/Rules.aspx?ID=1024"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 69"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 69</row>","speed":{},"text":" Review Holistically Source Gamemastery Guide pg. 69 Now its time to look over your completed creature as a whole and make sure its living up to your concept. Can it do everything you wanted? Does it fit its intended role? Is there anything you could add or anything superfluous you could cut to get the creature where it needs to be? If this creature is built for combat, run through a few turns in your head. Does it still work decently if it gets slowed? Can it move into combat against the PCs effectively given their mobility options compared to its own? Does it have any abilities itll never use given its other actions? When youre satisfied with your creation, its ready to hit the table. But thats not necessarily the end! If you notice issues during the game, you can fix them on the spot. Its your game, and you can freely change what you wrote if you think differently later on. ","type":"Rules","url":"/Rules.aspx?ID=1038","weakness":{}}},{"_index":"aon18","_id":"rules-1039","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1039","markdown":"<title level=\"1\" right=\"Rules\">[Trait Abilities](/Rules.aspx?ID=1039)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 70</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCreatures with certain traits tend to have similar abilities to one another. Many of them appear here, to help you make your creatures match the theme of the trait when you build your own creatures. \n\n<title level=\"3\" right=\"\">Aberration</title> **Senses** usually darkvision<br /> **Languages** usually Aklo \n\n<title level=\"3\" right=\"\">Aeon</title> **Traits** LN, monitor<br /> **Languages** Utopian and other planar languages; envisioning for true aeons<br /> **Weaknesses** chaotic<br /> **Damage** Attacks always deal additional lawful damage. \n\n<title level=\"3\" right=\"\">Air</title> **Languages** usually Auran<br /> **Speed** Many air creatures have fly Speeds. \n\n<title level=\"3\" right=\"\">Angel</title> **Traits** good (usually NG), celestial<br /> **Aura** Angels each have a unique aura based on how they serve as messengers and how they deliver those messages.<br /> **Speed** usually has a fly Speed<br /> **Rituals** usually [_angelic messenger_](/Rituals.aspx?ID=22) \n\n<title level=\"3\" right=\"\">Animal</title> **Traits** N<br /> **Languages** none<br /> **Int** 4 or 5 \n\n<title level=\"3\" right=\"\">Archon</title> **Traits** LG, celestial<br /> **Virtue Ability** Archons each represent a specific virtue, like courage or hope, and have a special ability based on the virtue they represent. \n\n<title level=\"3\" right=\"\">Astral</title> **Senses** darkvision \n\n<title level=\"3\" right=\"\">Azata</title> **Traits** CG, celestial<br /> **Weaknesses** cold iron, evil<br /> **Freedom Ability** Azatas each represent a specific freedom, like free expression or free love, and have a special ability based on the freedom they represent. \n\n<title level=\"3\" right=\"\">Beast</title> **Int** 3 or higher \n\n<title level=\"3\" right=\"\">Celestial</title> **Traits** good<br /> **Senses** darkvision<br /> **Languages** Celestial<br /> **Saves** often a +1 status bonus to all saves vs. magic<br /> **Weaknesses** evil<br /> **Damage** Attacks always deal additional good damage. \n\n<title level=\"3\" right=\"\">Cold</title> **Immunities** or **Resistances** cold \n\n<title level=\"3\" right=\"\">Construct</title> **Traits** Many constructs lack minds and have the mindless trait.<br /> **Immunities** bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; if mindless, add mental \n\n<title level=\"3\" right=\"\">Daemon</title> **Traits** NE, fiend<br /> **Languages** Daemonic, telepathy 100 feet<br /> **Immunities** death effects<br /> **Death Ability** Daemons each represent a specific kind of death, like death by disease or starvation, and have a special ability based on the method of death they represent. \n\n<title level=\"3\" right=\"\">Demon</title> **Traits** CE, fiend<br /> **Languages** Abyssal, telepathy (usually 100 feet)<br /> **Weaknesses** cold iron, good<br /> **HP** typically high to account for their multiple weaknesses<br /> **Sin Vulnerability** Demons each represent a specific sin, like envy or wrath, and have a special vulnerability based on the sin they represent. This should be something the PCs can exploit through their actions, which should then deal mental damage to the demon. The amount of damage should be based on how easy the vulnerability is to exploit.<br /> **Divine Innate Spells** usually 5th-level [_dimension door_](/Spells.aspx?ID=69) and at-will 4th-level [_dimension door_](/Spells.aspx?ID=69)<br /> **Rituals** usually [_Abyssal pact_](/Rituals.aspx?ID=21)<br /> **Sin Ability** Demons also have a special ability based on the sin they represent, which either makes them better embody the sin or instills that sin in others. \n\n<title level=\"3\" right=\"\">Devil</title> **Traits** LE, fiend<br /> **Languages** Infernal, telepathy (usually 100 feet)<br /> **Immunities** fire; **Resistances** physical (except silver), poison<br /> **Divine Innate Spells** usually one 5th-level [_dimension door_](/Spells.aspx?ID=69) and at-will 4th-level [_dimension door_](/Spells.aspx?ID=69)<br /> **Rituals** usually [_Infernal pact_](/Rituals.aspx?ID=23)<br /> **Infernal Hierarchy Ability** Devils each have an ability corresponding to the role they play in the infernal hierarchy, typically focused around control or being controlled, from the lowly lemures Subservience to the gelugons Tactician of Cocytus and the pit fiends Devil Shaping. \n\n<title level=\"3\" right=\"\">Dragon</title> **Senses** darkvision<br /> **Languages** usually Draconic<br /> **Speed** usually has a fly Speed<br /> **Breath Weapon** Many dragons have the Breath Weapon ability, with specifics determined by the theme of the dragon. \n\n<title level=\"3\" right=\"\">Earth</title> **Perception** often tremorsense<br /> **Languages** usually Terran<br /> **Speed** usually a burrow Speed \n\n<title level=\"3\" right=\"\">Elemental</title> **Senses** darkvision<br /> **Immunities** bleed, paralyzed, poison, sleep<br /> \n\n<title level=\"3\" right=\"\">Ethereal</title> **Senses** darkvision \n\n<title level=\"3\" right=\"\">Fey</title> **Senses** low-light vision<br /> **Languages** usually Aklo, Sylvan, or both<br /> **Weaknesses** cold iron \n\n<title level=\"3\" right=\"\">Fiend</title> **Traits** evil<br /> **Senses** darkvision<br /> **Saves** often a +1 status bonus to all saves vs. magic<br /> **Weaknesses** good<br /> **Damage** Attacks always deal additional evil damage. \n\n<title level=\"3\" right=\"\">Fire</title> **Languages** usually Ignan<br /> **Immunities** fire; Resistances cold \n\n<title level=\"3\" right=\"\">Fungus</title> **Traits** fungi without minds have the mindless trait<br /> **Immunities** if mindless, mental; **Weaknesses** sometimes slashing or fire \n\n<title level=\"3\" right=\"\">Giant</title> **Traits** Large or bigger, humanoid<br /> **Senses** low-light vision<br /> **Languages** usually Jotun \n\n<title level=\"3\" right=\"\">Humanoid</title> **Int** 3 or higher \n\n<title level=\"3\" right=\"\">Inevitable</title> **Traits** LN, aeon, monitor<br /> **Immunities** death effects, disease, emotion, poison, unconscious Damage Attacks always deal additional lawful damage. \n\n<title level=\"3\" right=\"\">Monitor</title> **Traits** neither good nor evil<br /> **Senses** darkvision \n\n<title level=\"3\" right=\"\">Ooze</title> **Traits** Almost all oozes lack minds and have the mindless trait.<br /> **Senses** typically motion sense ([Info here](/Monsters.aspx?ID=323)) and no vision<br /> **AC** usually well below the low value for their level<br /> **HP** usually around double<br /> **Immunities** critical hits, precision, unconscious, often acid; if it has no vision, add visual effects; if mindless, add mental \n\n<title level=\"3\" right=\"\">Plant</title> **Traits** plants without minds have the mindless trait<br /> **Senses** usually low-light vision<br /> **Immunities** if mindless, mental; Weaknesses sometimes fire \n\n<title level=\"3\" right=\"\">Protean</title> **Traits** CN, monitor<br /> **Languages** Protean<br /> **Weaknesses** lawful; **Resistances** precision, protean anatomy<br /> **Protean Anatomy** ([Info here](/Monsters.aspx?ID=337))<br /> **Damage** Attacks always deal additional chaotic damage.<br /> **Divine Innate Spells** constant [_freedom of movement_](/Spells.aspx?ID=128)<br /> **Change Shape** \n\n<title level=\"3\" right=\"\">Psychopomp</title> **Traits** N, monitor<br /> **Senses** lifesense (typically 60 feet)<br /> **Languages** Requian<br /> **Immunities** death effects, disease<br /> **Resistances** negative, poison<br /> **Damage** spirit touch ([Info here](/Monsters.aspx?ID=339)) \n\n<title level=\"3\" right=\"\">Rakshasa</title> **Traits** LE, fiend<br /> **Saves** usually +2 status bonus to all saves vs. magic (+3 vs. divine magic)<br /> **Resistances** physical (except piercing)<br /> **Change Shape** \n\n<title level=\"3\" right=\"\">Spirit</title> **Traits** incorporeal, often undead \n\n<title level=\"3\" right=\"\">Swarm</title> **Traits** size based on the entire mass, usually Large or bigger<br /> **HP** typically low; **Immunities** precision, swarm mind; **Weaknesses** area damage, splash damage; **Resistances** physical, usually with one physical type having lower or no resistance<br /> \n\n<title level=\"3\" right=\"\">Undead</title> **Traits** Almost all undead are evil. Ghostly undead have the incorporeal trait. Undead without minds, such as most zombies, have the mindless trait.<br /> **Senses** darkvision<br /> **HP** negative healing<br /> **Immunities** death effects, disease, paralyze, poison, sleep (or unconscious if it never rests at all); if mindless, add mental \n\n<title level=\"3\" right=\"\">Water</title> **Languages** usually Aquan<br /> **Speed** usually has a swim Speed\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Trait Abilities","next_link":{"label":"Designing NPCs","url":"/Rules.aspx?ID=1040"},"previous_link":{"label":"Review Holistically","url":"/Rules.aspx?ID=1038"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 70</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 70"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 70</row>","speed":{},"text":" Trait Abilities Source Gamemastery Guide pg. 70 Creatures with certain traits tend to have similar abilities to one another. Many of them appear here, to help you make your creatures match the theme of the trait when you build your own creatures. Aberration Senses usually darkvision Languages usually Aklo Aeon Traits LN, monitor Languages Utopian and other planar languages; envisioning for true aeons Weaknesses chaotic Damage Attacks always deal additional lawful damage. Air Languages usually Auran Speed Many air creatures have fly Speeds. Angel Traits good (usually NG), celestial Aura Angels each have a unique aura based on how they serve as messengers and how they deliver those messages. Speed usually has a fly Speed Rituals usually angelic messenger Animal Traits N Languages none Int 4 or 5 Archon Traits LG, celestial Virtue Ability Archons each represent a specific virtue, like courage or hope, and have a special ability based on the virtue they represent. Astral Senses darkvision Azata Traits CG, celestial Weaknesses cold iron, evil Freedom Ability Azatas each represent a specific freedom, like free expression or free love, and have a special ability based on the freedom they represent. Beast Int 3 or higher Celestial Traits good Senses darkvision Languages Celestial Saves often a +1 status bonus to all saves vs. magic Weaknesses evil Damage Attacks always deal additional good damage. Cold Immunities or Resistances cold Construct Traits Many constructs lack minds and have the mindless trait. Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; if mindless, add mental Daemon Traits NE, fiend Languages Daemonic, telepathy 100 feet Immunities death effects Death Ability Daemons each represent a specific kind of death, like death by disease or starvation, and have a special ability based on the method of death they represent. Demon Traits CE, fiend Languages Abyssal, telepathy (usually 100 feet) Weaknesses cold iron, good HP typically high to account for their multiple weaknesses Sin Vulnerability Demons each represent a specific sin, like envy or wrath, and have a special vulnerability based on the sin they represent. This should be something the PCs can exploit through their actions, which should then deal mental damage to the demon. The amount of damage should be based on how easy the vulnerability is to exploit. Divine Innate Spells usually 5th-level dimension door and at-will 4th-level dimension door Rituals usually Abyssal pact Sin Ability Demons also have a special ability based on the sin they represent, which either makes them better embody the sin or instills that sin in others. Devil Traits LE, fiend Languages Infernal, telepathy (usually 100 feet) Immunities fire; Resistances physical (except silver), poison Divine Innate Spells usually one 5th-level dimension door and at-will 4th-level dimension door Rituals usually Infernal pact Infernal Hierarchy Ability Devils each have an ability corresponding to the role they play in the infernal hierarchy, typically focused around control or being controlled, from the lowly lemures Subservience to the gelugons Tactician of Cocytus and the pit fiends Devil Shaping. Dragon Senses darkvision Languages usually Draconic Speed usually has a fly Speed Breath Weapon Many dragons have the Breath Weapon ability, with specifics determined by the theme of the dragon. Earth Perception often tremorsense Languages usually Terran Speed usually a burrow Speed Elemental Senses darkvision Immunities bleed, paralyzed, poison, sleep Ethereal Senses darkvision Fey Senses low-light vision Languages usually Aklo, Sylvan, or both Weaknesses cold iron Fiend Traits evil Senses darkvision Saves often a +1 status bonus to all saves vs. magic Weaknesses good Damage Attacks always deal additional evil damage. Fire Languages usually Ignan Immunities fire; Resistances cold Fungus Traits fungi without minds have the mindless trait Immunities if mindless, mental; Weaknesses sometimes slashing or fire Giant Traits Large or bigger, humanoid Senses low-light vision Languages usually Jotun Humanoid Int 3 or higher Inevitable Traits LN, aeon, monitor Immunities death effects, disease, emotion, poison, unconscious Damage Attacks always deal additional lawful damage. Monitor Traits neither good nor evil Senses darkvision Ooze Traits Almost all oozes lack minds and have the mindless trait. Senses typically motion sense (Info here) and no vision AC usually well below the low value for their level HP usually around double Immunities critical hits, precision, unconscious, often acid; if it has no vision, add visual effects; if mindless, add mental Plant Traits plants without minds have the mindless trait Senses usually low-light vision Immunities if mindless, mental; Weaknesses sometimes fire Protean Traits CN, monitor Languages Protean Weaknesses lawful; Resistances precision, protean anatomy Protean Anatomy (Info here) Damage Attacks always deal additional chaotic damage. Divine Innate Spells constant freedom of movement Change Shape Psychopomp Traits N, monitor Senses lifesense (typically 60 feet) Languages Requian Immunities death effects, disease Resistances negative, poison Damage spirit touch (Info here) Rakshasa Traits LE, fiend Saves usually +2 status bonus to all saves vs. magic (+3 vs. divine magic) Resistances physical (except piercing) Change Shape Spirit Traits incorporeal, often undead Swarm Traits size based on the entire mass, usually Large or bigger HP typically low; Immunities precision, swarm mind; Weaknesses area damage, splash damage; Resistances physical, usually with one physical type having lower or no resistance Undead Traits Almost all undead are evil. Ghostly undead have the incorporeal trait. Undead without minds, such as most zombies, have the mindless trait. Senses darkvision HP negative healing Immunities death effects, disease, paralyze, poison, sleep (or unconscious if it never rests at all); if mindless, add mental Water Languages usually Aquan Speed usually has a swim Speed ","type":"Rules","url":"/Rules.aspx?ID=1039","weakness":{}}},{"_index":"aon18","_id":"rules-1040","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1040","markdown":"<title level=\"1\" right=\"Rules\">[Designing NPCs](/Rules.aspx?ID=1040)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCreatures that are meant to cleave closely to character classes or intended to represent people rather than monsters are NPCs. They might face more scrutiny around their mechanics than creatures, because a player can more directly compare their rogue to an NPC who acts like a rogue. That doesnt mean you have to build an NPC exactly like a PC, though.\n\n You can build NPCs just like you would any other creatures. If an NPC should work like they have a class, use the class features and feats of a suitable class to pick abilities, and look at both the classs proficiencies and ability modifiers to determine how strong the NPCs statistics should be. Class Road Maps on page 73 has prebuilt road maps for the _Core Rulebook_ classes to get you started.\n\n If the NPC isnt meant to work like they have a class (a baker, for example), instead look at the NPC Gallery on pages 202249. Compare your NPC to the existing ones to determine the NPCs level, and look for abilities that are similar to what yours should have. You can also create new abilities as needed to get the NPCs interactions with the PCs to express their theme and role in the story. These NPCs can be level 1 or level 0. Their capabilities are below those of PCs, and they should typically not use any class features or feats from PC classes. Creatures of these levels tend to be extremely simple, and usually you can just take one from the NPC Gallery and reskin it.\n\n Its highly recommended that you select NPC skills using proficiency ranks as you would a PC, though you dont need to be precise about the number of skill increases you give the NPC. You can give them earlier access to expert, master, or legendary proficiency if theyre a skill-based NPC, and better proficiency in narrow areas of expertise, like Engineering Lore for a tinker NPC.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1041\" />\r\n\r\n<document level=\"2\" id=\"rules-1042\" />","name":"Designing NPCs","next_link":{"label":"Building Hazards","url":"/Rules.aspx?ID=1043"},"previous_link":{"label":"Trait Abilities\r\n","url":"/Rules.aspx?ID=1039"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 72</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 72"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 72</row>","speed":{},"text":" Designing NPCs Source Gamemastery Guide pg. 72 Creatures that are meant to cleave closely to character classes or intended to represent people rather than monsters are NPCs. They might face more scrutiny around their mechanics than creatures, because a player can more directly compare their rogue to an NPC who acts like a rogue. That doesnt mean you have to build an NPC exactly like a PC, though. You can build NPCs just like you would any other creatures. If an NPC should work like they have a class, use the class features and feats of a suitable class to pick abilities, and look at both the classs proficiencies and ability modifiers to determine how strong the NPCs statistics should be. Class Road Maps on page 73 has prebuilt road maps for the Core Rulebook classes to get you started. If the NPC isnt meant to work like they have a class (a baker, for example), instead look at the NPC Gallery on pages 202249. Compare your NPC to the existing ones to determine the NPCs level, and look for abilities that are similar to what yours should have. You can also create new abilities as needed to get the NPCs interactions with the PCs to express their theme and role in the story. These NPCs can be level 1 or level 0. Their capabilities are below those of PCs, and they should typically not use any class features or feats from PC classes. Creatures of these levels tend to be extremely simple, and usually you can just take one from the NPC Gallery and reskin it. Its highly recommended that you select NPC skills using proficiency ranks as you would a PC, though you dont need to be precise about the number of skill increases you give the NPC. You can give them earlier access to expert, master, or legendary proficiency if theyre a skill-based NPC, and better proficiency in narrow areas of expertise, like Engineering Lore for a tinker NPC. ","type":"Rules","url":"/Rules.aspx?ID=1040","weakness":{}}},{"_index":"aon18","_id":"rules-1041","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Designing NPCs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1041","markdown":"<title level=\"1\" right=\"Rules\">[Non-Combat Level](/Rules.aspx?ID=1041)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn NPCs level should represent their combat prowess. A common person might not be a combat threat, even if theyre important or highly skilled, and they consequently have a low level. However, that doesnt mean they cant present a challenge in other types of encounters. This is represented by a non-combat level, and tends to be specific to their area of expertise. For example, the barrister on page 232 of the NPC Gallery is a 4th-level creature in an encounter related to legal matters.\n\n This can go the other way as well, such as with a powerful combat creature thats not suited to social settings. This is usually the case with creatures untrained in mental skills. You can improvise this as you run the game, or you can plan ahead if you have something particular in mind.\n\n Building an NPCs non-combat level is pretty simple. Choose the level you want the NPC to be for the type of challenge you have in mind, and use the skill numbers for that level—typically high or even extreme. Some challenges, such as social challenges, require the creature to have a high Perception and Will DC, so in those cases, you should increase those values as well. These should be set at the moderate or high values for the non-combat level, usually, depending on how adept you want the NPC to be.\n\n The Experience Points gained for besting an NPC depend on how the party overcame them, because XP comes from overcoming a specific challenge. If the PCs defeat the NPC in a non-combat setting of the NPCs specialty, the party gets XP based on the NPCs noncombat level. If they just beat the NPC up, the XP would be based on the NPCs creature level. Quite often, that means 0 XP and failure at the PCs objective; for instance, during a baking contest, if the PCs murder the other baker, not only would they be disqualified, but they would likely be apprehended for their crime.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Non-Combat Level","next_link":{"label":"PC-Style Build","url":"/Rules.aspx?ID=1042"},"previous_link":{"label":"Trait Abilities\r\n","url":"/Rules.aspx?ID=1039"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 72</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Designing NPCs\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 72"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 72</row>","speed":{},"text":" Non-Combat Level Source Gamemastery Guide pg. 72 An NPCs level should represent their combat prowess. A common person might not be a combat threat, even if theyre important or highly skilled, and they consequently have a low level. However, that doesnt mean they cant present a challenge in other types of encounters. This is represented by a non-combat level, and tends to be specific to their area of expertise. For example, the barrister on page 232 of the NPC Gallery is a 4th-level creature in an encounter related to legal matters. This can go the other way as well, such as with a powerful combat creature thats not suited to social settings. This is usually the case with creatures untrained in mental skills. You can improvise this as you run the game, or you can plan ahead if you have something particular in mind. Building an NPCs non-combat level is pretty simple. Choose the level you want the NPC to be for the type of challenge you have in mind, and use the skill numbers for that level—typically high or even extreme. Some challenges, such as social challenges, require the creature to have a high Perception and Will DC, so in those cases, you should increase those values as well. These should be set at the moderate or high values for the non-combat level, usually, depending on how adept you want the NPC to be. The Experience Points gained for besting an NPC depend on how the party overcame them, because XP comes from overcoming a specific challenge. If the PCs defeat the NPC in a non-combat setting of the NPCs specialty, the party gets XP based on the NPCs noncombat level. If they just beat the NPC up, the XP would be based on the NPCs creature level. Quite often, that means 0 XP and failure at the PCs objective; for instance, during a baking contest, if the PCs murder the other baker, not only would they be disqualified, but they would likely be apprehended for their crime. ","type":"Rules","url":"/Rules.aspx?ID=1041","weakness":{}}},{"_index":"aon18","_id":"rules-1042","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Creatures\r\n","Designing NPCs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1042","markdown":"<title level=\"1\" right=\"Rules\">[PC-Style Build](/Rules.aspx?ID=1042)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you do choose to build an NPC fully using the PC rules, your NPC should generally end up being an appropriate challenge as a creature of their level. They will likely have lower statistics in some areas than if you had built them using the creature rules, but more options due to their full complement of feats and class features. This is best saved for important, recurring NPCs, especially if theyre meant to engage in social or exploration endeavors rather than just battles.\n\n There are still some considerations and shortcuts that can expedite the process while ensuring the NPC works as you intend. \n<ul><li>The creatures treasure should follow the Treasure for New Characters rules on page 510 of the _Core Rulebook_. Youll need to account for this in your campaigns overall treasure. You might even want to give the NPC a higher-level item appropriate as a treasure allotment for the level.</li> <li>You can expedite ability score generation by making the starting ability modifiers add up to +9, with no more than one modifier at +4 (and typically no more than one negative modifier). You can skip adding a background if you do this, but you might want to give the creature two skills, which includes one Lore skill, to represent the skills granted by a background.</li> <li>Its not necessary to assign every skill feat, particularly for a higher-level NPC. You can just pick the most emblematic ones and gloss over the rest.</li> <li>For general feats, Incredible Initiative and Toughness make good choices.</li> <li>Most of the guidelines about choosing spells still apply, though you might want a few more utility spells that deal with non-combat challenges, particularly in low-level slots.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Class Abilities</title>\r\n\r\nYou don't need to give an NPC all the abilities from its class— especially those that just alter numbers. The following abilities are good quick choices that make for more interesting encounters.\n\n **Alchemist** _Feats_ 1st: [Quick Bomber](/Feats.aspx?ID=95); 6th: [Debilitating Bomb](/Feats.aspx?ID=103); 8th: [Sticky Bomb](/Feats.aspx?ID=107); 10th: [Expanded Splash](/Feats.aspx?ID=109), [Greater Debilitating Bomb](/Feats.aspx?ID=110); 14th: [True Debilitating Bomb](/Feats.aspx?ID=118); 18th: [Miracle Worker](/Feats.aspx?ID=125)\n\n **Barbarian** instinct ability and related feats, raging resistance; _Feats_ 1st: [Raging Intimidation](/Feats.aspx?ID=132); 2nd: [No Escape](/Feats.aspx?ID=137), [Shake it Off](/Feats.aspx?ID=139); 4th: [Fast Movement](/Feats.aspx?ID=140), [Swipe](/Feats.aspx?ID=142); 6th: [Attack of Opportunity](/Feats.aspx?ID=145), [Cleave](/Feats.aspx?ID=147); 8th: [Sudden Leap](/Feats.aspx?ID=155); 10th: [Come and Get Me](/Feats.aspx?ID=157), [Knockback](/Feats.aspx?ID=160), [Terrifying Howl](/Feats.aspx?ID=161); 14th: [Awesome Blow](/Feats.aspx?ID=167), [Whirlwind Strike](/Feats.aspx?ID=170); 18th: [Vicious Evisceration](/Feats.aspx?ID=176)\n\n **Bard** muse feats; _Feats_ 4th: [Melodious Spell](/Feats.aspx?ID=189); 6th: [Dirge of Doom](/Feats.aspx?ID=192), [Steady Spellcasting](/Feats.aspx?ID=194); 10th: [Quickened Casting](/Feats.aspx?ID=199); 14th: [Allegro](/Feats.aspx?ID=203), [Soothing Ballad](/Feats.aspx?ID=204); 16th: [Effortless Concentration](/Feats.aspx?ID=206); 20th: [Fatal Aria](/Feats.aspx?ID=211) \n\n**Champion** divine ally and related feats, divine smite, exalt, feats based on cause; _Feats_ 1st: [Deity's Domain](/Feats.aspx?ID=214); 2nd: [Divine Grace](/Feats.aspx?ID=218); 4th: [Aura of Courage](/Feats.aspx?ID=223), [Mercy](/Feats.aspx?ID=225); 6th: [Attack of Opportunity](/Feats.aspx?ID=145); 8th: [Greater Mercy](/Feats.aspx?ID=232); 12th: [Aura of Faith](/Feats.aspx?ID=243); 14th: [Aura of Righteousness](/Feats.aspx?ID=251), [Divine Reflexes](/Feats.aspx?ID=253); 18th: [Celestial Form](/Feats.aspx?ID=259), [Ultimate Mercy](/Feats.aspx?ID=260)\n\n **Cleric** _Feats_ 1st: [Harming Hands](/Feats.aspx?ID=266), [Healing Hands](/Feats.aspx?ID=267); 2nd: [Sap Life](/Feats.aspx?ID=273), [Turn Undead](/Feats.aspx?ID=274); 4th: [Command Undead](/Feats.aspx?ID=277), [Necrotic Infusion](/Feats.aspx?ID=280); 6th: [Divine Weapon](/Feats.aspx?ID=282), [Selective Energy](/Feats.aspx?ID=283); 8th: [Channeled Succor](/Feats.aspx?ID=287); 12th: [Defensive Recovery](/Feats.aspx?ID=294); 14th: [Fast Channel](/Feats.aspx?ID=300); 16th: [Eternal Bane](/Feats.aspx?ID=302), [Eternal Blessing](/Feats.aspx?ID=303)\n\n **Druid** order feats; _Feats_ 6th: [Steady Spellcasting](/Feats.aspx?ID=194); 8th: [Fey Caller](/Feats.aspx?ID=331) (only the added spells); 10th: [Overwhelming Energy](/Feats.aspx?ID=337); 12th: [Primal Summons](/Feats.aspx?ID=343); 16th: [Effortless Concentration](/Feats.aspx?ID=206), 20th: [Leyline Conduit](/Feats.aspx?ID=354)\n\n **Fighter** bravery, feats associated with a combat style; _Feats_ 1st: [Power Attack](/Feats.aspx?ID=359), [Sudden Charge](/Feats.aspx?ID=134); 2nd: [Intimidating Strike](/Feats.aspx?ID=368), [Lunge](/Feats.aspx?ID=369); 4th: [Knockdown](/Feats.aspx?ID=372), [Swipe](/Feats.aspx?ID=142); 6th: [Shatter Defenses](/Feats.aspx?ID=385); 8th: [Blind-Fight](/Feats.aspx?ID=388), [Felling Strike](/Feats.aspx?ID=390), [Sudden Leap](/Feats.aspx?ID=155); 10th: [Certain Strike](/Feats.aspx?ID=397), [Combat Reflexes](/Feats.aspx?ID=398), [Disruptive Stance](/Feats.aspx?ID=401), [Fearsome Brute](/Feats.aspx?ID=402); 12th: [Spring Attack](/Feats.aspx?ID=413); 14th: [Determination](/Feats.aspx?ID=415), [Whirlwind Strike](/Feats.aspx?ID=170); 20th: [Weapon Supremacy](/Feats.aspx?ID=429)\n\n **Monk** metal strikes, mystic strikes, perfected form, stance and related feats; _Feats_ 1st: [Ki Rush](/Feats.aspx?ID=432), [Ki Strike](/Feats.aspx?ID=433); 2nd: [Crushing Grab](/Feats.aspx?ID=439), [Stunning Fist](/Feats.aspx?ID=442); 4th: [Deflect Arrow](/Feats.aspx?ID=443), [Flying Kick](/Feats.aspx?ID=445); 6th: [Abundant Step](/Feats.aspx?ID=449), [Ki Blast](/Feats.aspx?ID=452), [Whirling Throw](/Feats.aspx?ID=456); 8th: [Wall Run](/Feats.aspx?ID=462); 10th: [Winding Flow](/Feats.aspx?ID=467); 16th: [Quivering Palm](/Feats.aspx?ID=481), [Shattering Strike](/Feats.aspx?ID=482); 18th: [Diamond Fists](/Feats.aspx?ID=483), [Swift River](/Feats.aspx?ID=486); 20th: [Enduring Quickness](/Feats.aspx?ID=487), [Impossible Techniques](/Feats.aspx?ID=489)\n\n **Ranger** Hunt Prey, hunter's edge, nature's edge, masterful hunter, swift prey, companion or combat style and related feats; _Feats_ 2nd: [Quick Draw](/Feats.aspx?ID=498), [Wild Empathy](/Feats.aspx?ID=499); 4th: [Scout's Warning](/Feats.aspx?ID=505); 6th: [Skirmish Strike](/Feats.aspx?ID=510); 8th: [Blind-Fight](/Feats.aspx?ID=388), [Warden's Boon](/Feats.aspx?ID=518); 10th: [Camouflage](/Feats.aspx?ID=519); 14th: [Sense the Unseen](/Feats.aspx?ID=530); 18th: [Shadow Hunter](/Feats.aspx?ID=545); 20th: [Ultimate Skirmisher](/Feats.aspx?ID=549)\n\n **Rogue** surprise attack, deny advantage, debilitating strike, master strike, rogue's racket and related feats; _Feats_ 1st: [Nimble Dodge](/Feats.aspx?ID=550); 2nd: [Mobility](/Feats.aspx?ID=557), [Quick Draw](/Feats.aspx?ID=498); 4th: [Scout's Warning](/Feats.aspx?ID=505); 6th: [Gang Up](/Feats.aspx?ID=567), [Skirmish Strike](/Feats.aspx?ID=510), [Twist the Knife](/Feats.aspx?ID=570); 8th: [Blind-Fight](/Feats.aspx?ID=388), [Opportune Backstab](/Feats.aspx?ID=575); 10th: [Sneak Savant](/Feats.aspx?ID=579); 12th: [Fantastic Leap](/Feats.aspx?ID=583), [Spring from the Shadows](/Feats.aspx?ID=586); 14th: [Sense the Unseen](/Feats.aspx?ID=530); 16th: [Dispelling Slice](/Feats.aspx?ID=594), [Perfect Distraction](/Feats.aspx?ID=595); 20th: [Hidden Paragon](/Feats.aspx?ID=599), [Reactive Distraction](/Feats.aspx?ID=601)\n\n **Sorcerer** bloodline and related feats; _Feats_ 1st: [Counterspell](/Feats.aspx?ID=633), [Dangerous Sorcery](/Feats.aspx?ID=603); 4th: [Bespell Weapon](/Feats.aspx?ID=610); 6th: [Steady Spellcasting](/Feats.aspx?ID=194); 10th: [Overwhelming Energy](/Feats.aspx?ID=337), [Quickened Casting](/Feats.aspx?ID=199); 16th: [Effortless Concentration](/Feats.aspx?ID=206); 20th: Metamagic Mastery\n\n **Wizard** school and related feats; _Feats_ 1st: [Counterspell](/Feats.aspx?ID=633); 4th: [Bespell Weapon](/Feats.aspx?ID=610); 6th: [Steady Spellcasting](/Feats.aspx?ID=194); 10th: [Overwhelming Energy](/Feats.aspx?ID=337), [Quickened Casting](/Feats.aspx?ID=199); 12th: [Clever Counterspell](/Feats.aspx?ID=653); 14th: [Reflect Spell](/Feats.aspx?ID=624); 16th: [Effortless Concentration](/Feats.aspx?ID=206); 18th: [Infinite Possibilities](/Feats.aspx?ID=660); 20th: [Metamagic Mastery](/Feats.aspx?ID=632), [Spell Combination](/Feats.aspx?ID=664)\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Class Road Map</title>\r\n\r\nYou can use these suggestions when creating your road map to emulate a PC class, customizing as you see fit. Youll still need to look through the class to pick feats, weapons, and the like. Any statistic that isnt specifically listed can use moderate numbers.\n\n **Alchemist** low Perception; high Crafting; high Int, moderate or better Dex or Str; low to moderate HP; moderate attack with bombs; infused alchemical items, Quick Bomber if a bomber alchemist, a few other alchemist abilities; its usually easier to give the alchemist its bomb items rather than use Quick Alchemy on the spot.\n\n **Barbarian** high Athletics; high Str, high to moderate Con; high AC; high Fortitude; high HP; moderate attack and extreme damage (when raging); Rage and a few barbarian abilities\n\n **Bard** moderate Occultism, high Performance, high Charismabased skills; high Cha; low Fortitude, moderate to high Will; low to moderate HP; low accuracy; high to extreme spell DC; spontaneous occult spellcasting as a bard of their level; composition spells\n\n **Champion** low Perception; moderate Religion; high Str or Dex, moderate Cha; extreme AC; low Reflex; moderate attack and high damage; champions reaction, devotion spells, Shield Block\n\n **Cleric (Cloistered Cleric)** high Perception; high Religion, moderate or high skill themed to deity; low AC; high Wis; low Fortitude, high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared divine spellcasting as a cleric of their level; divine font; domain spells\n\n **Cleric (Warpriest)** moderate Perception; moderate Religion, moderate or high skill themed to deity; high Str, moderate Wis; high AC; low Reflex, high Will; high spell DC; prepared divine spellcasting as a cleric of their level; divine font, Shield Block\n\n **Druid** high Perception; high Nature, moderate or high skill from order; high Wis; high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared primal spellcasting as a druid of their level; order ability and order spell for their order; Shield Block; add an animal to the encounter for animal order\n\n **Fighter** high Acrobatics or Athletics; high Str or Dex; high AC; low Will; high attack and high damage; Attack of Opportunity, Shield Block, a few fighter abilities\n\n **Monk** high Acrobatics, Athletics, or both; high Str or Dex, moderate Wis; high or extreme AC; moderate attack and high damage; Flurry of Blows, a few monk abilities (possibly including ki spells)\n\n **Ranger** high Perception; moderate Nature and moderate to high Survival; high Str or Dex; high AC; moderate attack and high damage (or for a simpler ranger, remove Hunt Prey and just use high attack and high damage); a few ranger abilities\n\n **Rogue** high Perception; high Dex (or key ability score for a specific rogues racket); high Stealth and Thievery, plus more skills than usual; high AC; low Fortitude, high Reflex; low to moderate HP; moderate attack and low to moderate damage before sneak attack plus high or extreme damage with sneak attack; sneak attack, a few rogue abilities\n\n **Sorcerer** low Perception; moderate bloodline skills and high Charisma-based bloodline skills; high Cha; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; spontaneous spellcasting of a tradition based on bloodline as a sorcerer of their level; bloodline spells\n\n **Wizard** low Perception; high Arcana; high Int; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; prepared arcane spellcasting as a wizard of their level; Drain Bonded Item, school spells and additional slots for a specialist (or additional uses of Drain Bonded Item for a universalist)\r\n</aside>","name":"PC-Style Build","next_link":{"label":"Building Hazards","url":"/Rules.aspx?ID=1043"},"previous_link":{"label":"Non-Combat Level","url":"/Rules.aspx?ID=1041"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 72</row>\r\n\r\nChapter 2: Tools\r\n/ Building Creatures\r\n/ Designing NPCs\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 72"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 72</row>","speed":{},"text":" PC-Style Build Source Gamemastery Guide pg. 72 If you do choose to build an NPC fully using the PC rules, your NPC should generally end up being an appropriate challenge as a creature of their level. They will likely have lower statistics in some areas than if you had built them using the creature rules, but more options due to their full complement of feats and class features. This is best saved for important, recurring NPCs, especially if theyre meant to engage in social or exploration endeavors rather than just battles. There are still some considerations and shortcuts that can expedite the process while ensuring the NPC works as you intend. The creatures treasure should follow the Treasure for New Characters rules on page 510 of the Core Rulebook . Youll need to account for this in your campaigns overall treasure. You might even want to give the NPC a higher-level item appropriate as a treasure allotment for the level. You can expedite ability score generation by making the starting ability modifiers add up to +9, with no more than one modifier at +4 (and typically no more than one negative modifier). You can skip adding a background if you do this, but you might want to give the creature two skills, which includes one Lore skill, to represent the skills granted by a background. Its not necessary to assign every skill feat, particularly for a higher-level NPC. You can just pick the most emblematic ones and gloss over the rest. For general feats, Incredible Initiative and Toughness make good choices. Most of the guidelines about choosing spells still apply, though you might want a few more utility spells that deal with non-combat challenges, particularly in low-level slots. Class Abilities You don't need to give an NPC all the abilities from its class— especially those that just alter numbers. The following abilities are good quick choices that make for more interesting encounters. Alchemist Feats 1st: Quick Bomber; 6th: Debilitating Bomb; 8th: Sticky Bomb; 10th: Expanded Splash, Greater Debilitating Bomb; 14th: True Debilitating Bomb; 18th: Miracle Worker Barbarian instinct ability and related feats, raging resistance; Feats 1st: Raging Intimidation; 2nd: No Escape, Shake it Off; 4th: Fast Movement, Swipe; 6th: Attack of Opportunity, Cleave; 8th: Sudden Leap; 10th: Come and Get Me, Knockback, Terrifying Howl; 14th: Awesome Blow, Whirlwind Strike; 18th: Vicious Evisceration Bard muse feats; Feats 4th: Melodious Spell; 6th: Dirge of Doom, Steady Spellcasting; 10th: Quickened Casting; 14th: Allegro, Soothing Ballad; 16th: Effortless Concentration; 20th: Fatal Aria Champion divine ally and related feats, divine smite, exalt, feats based on cause; Feats 1st: Deity's Domain; 2nd: Divine Grace; 4th: Aura of Courage, Mercy; 6th: Attack of Opportunity; 8th: Greater Mercy; 12th: Aura of Faith; 14th: Aura of Righteousness, Divine Reflexes; 18th: Celestial Form, Ultimate Mercy Cleric Feats 1st: Harming Hands, Healing Hands; 2nd: Sap Life, Turn Undead; 4th: Command Undead, Necrotic Infusion; 6th: Divine Weapon, Selective Energy; 8th: Channeled Succor; 12th: Defensive Recovery; 14th: Fast Channel; 16th: Eternal Bane, Eternal Blessing Druid order feats; Feats 6th: Steady Spellcasting; 8th: Fey Caller (only the added spells); 10th: Overwhelming Energy; 12th: Primal Summons; 16th: Effortless Concentration, 20th: Leyline Conduit Fighter bravery, feats associated with a combat style; Feats 1st: Power Attack, Sudden Charge; 2nd: Intimidating Strike, Lunge; 4th: Knockdown, Swipe; 6th: Shatter Defenses; 8th: Blind-Fight, Felling Strike, Sudden Leap; 10th: Certain Strike, Combat Reflexes, Disruptive Stance, Fearsome Brute; 12th: Spring Attack; 14th: Determination, Whirlwind Strike; 20th: Weapon Supremacy Monk metal strikes, mystic strikes, perfected form, stance and related feats; Feats 1st: Ki Rush, Ki Strike; 2nd: Crushing Grab, Stunning Fist; 4th: Deflect Arrow, Flying Kick; 6th: Abundant Step, Ki Blast, Whirling Throw; 8th: Wall Run; 10th: Winding Flow; 16th: Quivering Palm, Shattering Strike; 18th: Diamond Fists, Swift River; 20th: Enduring Quickness, Impossible Techniques Ranger Hunt Prey, hunter's edge, nature's edge, masterful hunter, swift prey, companion or combat style and related feats; Feats 2nd: Quick Draw, Wild Empathy; 4th: Scout's Warning; 6th: Skirmish Strike; 8th: Blind-Fight, Warden's Boon; 10th: Camouflage; 14th: Sense the Unseen; 18th: Shadow Hunter; 20th: Ultimate Skirmisher Rogue surprise attack, deny advantage, debilitating strike, master strike, rogue's racket and related feats; Feats 1st: Nimble Dodge; 2nd: Mobility, Quick Draw; 4th: Scout's Warning; 6th: Gang Up, Skirmish Strike, Twist the Knife; 8th: Blind-Fight, Opportune Backstab; 10th: Sneak Savant; 12th: Fantastic Leap, Spring from the Shadows; 14th: Sense the Unseen; 16th: Dispelling Slice, Perfect Distraction; 20th: Hidden Paragon, Reactive Distraction Sorcerer bloodline and related feats; Feats 1st: Counterspell, Dangerous Sorcery; 4th: Bespell Weapon; 6th: Steady Spellcasting; 10th: Overwhelming Energy, Quickened Casting; 16th: Effortless Concentration; 20th: Metamagic Mastery Wizard school and related feats; Feats 1st: Counterspell; 4th: Bespell Weapon; 6th: Steady Spellcasting; 10th: Overwhelming Energy, Quickened Casting; 12th: Clever Counterspell; 14th: Reflect Spell; 16th: Effortless Concentration; 18th: Infinite Possibilities; 20th: Metamagic Mastery, Spell Combination Class Road Map You can use these suggestions when creating your road map to emulate a PC class, customizing as you see fit. Youll still need to look through the class to pick feats, weapons, and the like. Any statistic that isnt specifically listed can use moderate numbers. Alchemist low Perception; high Crafting; high Int, moderate or better Dex or Str; low to moderate HP; moderate attack with bombs; infused alchemical items, Quick Bomber if a bomber alchemist, a few other alchemist abilities; its usually easier to give the alchemist its bomb items rather than use Quick Alchemy on the spot. Barbarian high Athletics; high Str, high to moderate Con; high AC; high Fortitude; high HP; moderate attack and extreme damage (when raging); Rage and a few barbarian abilities Bard moderate Occultism, high Performance, high Charismabased skills; high Cha; low Fortitude, moderate to high Will; low to moderate HP; low accuracy; high to extreme spell DC; spontaneous occult spellcasting as a bard of their level; composition spells Champion low Perception; moderate Religion; high Str or Dex, moderate Cha; extreme AC; low Reflex; moderate attack and high damage; champions reaction, devotion spells, Shield Block Cleric (Cloistered Cleric) high Perception; high Religion, moderate or high skill themed to deity; low AC; high Wis; low Fortitude, high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared divine spellcasting as a cleric of their level; divine font; domain spells Cleric (Warpriest) moderate Perception; moderate Religion, moderate or high skill themed to deity; high Str, moderate Wis; high AC; low Reflex, high Will; high spell DC; prepared divine spellcasting as a cleric of their level; divine font, Shield Block Druid high Perception; high Nature, moderate or high skill from order; high Wis; high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared primal spellcasting as a druid of their level; order ability and order spell for their order; Shield Block; add an animal to the encounter for animal order Fighter high Acrobatics or Athletics; high Str or Dex; high AC; low Will; high attack and high damage; Attack of Opportunity, Shield Block, a few fighter abilities Monk high Acrobatics, Athletics, or both; high Str or Dex, moderate Wis; high or extreme AC; moderate attack and high damage; Flurry of Blows, a few monk abilities (possibly including ki spells) Ranger high Perception; moderate Nature and moderate to high Survival; high Str or Dex; high AC; moderate attack and high damage (or for a simpler ranger, remove Hunt Prey and just use high attack and high damage); a few ranger abilities Rogue high Perception; high Dex (or key ability score for a specific rogues racket); high Stealth and Thievery, plus more skills than usual; high AC; low Fortitude, high Reflex; low to moderate HP; moderate attack and low to moderate damage before sneak attack plus high or extreme damage with sneak attack; sneak attack, a few rogue abilities Sorcerer low Perception; moderate bloodline skills and high Charisma-based bloodline skills; high Cha; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; spontaneous spellcasting of a tradition based on bloodline as a sorcerer of their level; bloodline spells Wizard low Perception; high Arcana; high Int; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; prepared arcane spellcasting as a wizard of their level; Drain Bonded Item, school spells and additional slots for a specialist (or additional uses of Drain Bonded Item for a universalist) ","type":"Rules","url":"/Rules.aspx?ID=1042","weakness":{}}},{"_index":"aon18","_id":"rules-1043","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1043","markdown":"<title level=\"1\" right=\"Rules\">[Building Hazards](/Rules.aspx?ID=1043)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 74</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBuilding hazards designed for your game allows you to customize them to match your story, location, and needs, as well as to surprise the other players at every turn. Theres no wrong way to create a hazard, but this guide presents the information in the order you might see it in a hazard stat block.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1044\" />\r\n\r\n<document level=\"2\" id=\"rules-1046\" />\r\n\r\n<document level=\"2\" id=\"rules-1047\" />\r\n\r\n<document level=\"2\" id=\"rules-1048\" />\r\n\r\n<document level=\"2\" id=\"rules-1049\" />","name":"Building Hazards","next_link":{"label":"Building Items","url":"/Rules.aspx?ID=1053"},"previous_link":{"label":"Building Creatures\r\n","url":"/Rules.aspx?ID=995"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 74</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 74"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 74</row>","speed":{},"text":" Building Hazards Source Gamemastery Guide pg. 74 Building hazards designed for your game allows you to customize them to match your story, location, and needs, as well as to surprise the other players at every turn. Theres no wrong way to create a hazard, but this guide presents the information in the order you might see it in a hazard stat block. ","type":"Rules","url":"/Rules.aspx?ID=1043","weakness":{}}},{"_index":"aon18","_id":"rules-1044","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Hazards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1044","markdown":"<title level=\"1\" right=\"Rules\">[Concept](/Rules.aspx?ID=1044)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 74</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe first thing youll need is a concept for your hazard. What level is your hazard? Will it be simple or complex? Is it a trap, a haunt, an environmental hazard, or something else? If its a trap, is it mechanical, magical, or both? This is a good time to brainstorm the hazards name and description, as this will help you decide how the hazard can be disabled.\n\n The following information builds on concepts from Building Creatures, which starts on page 56.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1045\" />","name":"Concept","next_link":{"label":"Understanding and Choosing Statistics","url":"/Rules.aspx?ID=1046"},"previous_link":{"label":"Building Creatures\r\n","url":"/Rules.aspx?ID=995"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 74</row>\r\n\r\nChapter 2: Tools\r\n/ Building Hazards\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 74"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 74</row>","speed":{},"text":" Concept Source Gamemastery Guide pg. 74 The first thing youll need is a concept for your hazard. What level is your hazard? Will it be simple or complex? Is it a trap, a haunt, an environmental hazard, or something else? If its a trap, is it mechanical, magical, or both? This is a good time to brainstorm the hazards name and description, as this will help you decide how the hazard can be disabled. The following information builds on concepts from Building Creatures, which starts on page 56. ","type":"Rules","url":"/Rules.aspx?ID=1044","weakness":{}}},{"_index":"aon18","_id":"rules-1045","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Hazards","Concept"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1045","markdown":"<title level=\"1\" right=\"Rules\">[Hazard Types](/Rules.aspx?ID=1045)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 74</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe three main types of hazards are traps, environmental hazards, and haunts.\n\n Traps are usually built or placed, though they can also form accidentally, such as if a magic portal, through millennia of disuse, malfunctions as its magic warps. Mechanical traps always have some physical component, whereas purely magical traps typically dont. Magical traps can usually be counteracted by [_dispel magic_](/Spells.aspx?ID=78), and those without a listed proficiency rank for Stealth can be found using [_detect magic_](/Spells.aspx?ID=66). Thievery is the most common skill used to disable traps.\n\n Environmental hazards are either living things, like dangerous spores and molds, or simply features of the terrain or environment, like avalanches or rockslides. While they are always physical, some environmental hazards cant reasonably be attacked or damaged, such as a cloud of poisonous gas or a patch of quicksand. Survival is the most common skill used to disable environmental hazards.\n\n Haunts are spiritual hazards, usually formed when the spiritual essence of a location is imprinted with the instincts and emotions from a living beings demise. Because haunts lack matter, they rarely involve a physical component, and when they do, that component is generally incorporeal or might even be damaged only by positive energy. The skills and options used to disable haunts vary, though using Religion for an exorcism is common. However, even with a successful check to disable a haunt, it can reoccur until its unfinished business is resolved. Typically, successfully disabling or enduring a haunt provides clues to determine what it would take to lay it to rest permanently.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hazard Types","next_link":{"label":"Understanding and Choosing Statistics","url":"/Rules.aspx?ID=1046"},"previous_link":{"label":"Building Creatures\r\n","url":"/Rules.aspx?ID=995"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 74</row>\r\n\r\nChapter 2: Tools\r\n/ Building Hazards / Concept\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 74"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 74</row>","speed":{},"text":" Hazard Types Source Gamemastery Guide pg. 74 The three main types of hazards are traps, environmental hazards, and haunts. Traps are usually built or placed, though they can also form accidentally, such as if a magic portal, through millennia of disuse, malfunctions as its magic warps. Mechanical traps always have some physical component, whereas purely magical traps typically dont. Magical traps can usually be counteracted by dispel magic , and those without a listed proficiency rank for Stealth can be found using detect magic . Thievery is the most common skill used to disable traps. Environmental hazards are either living things, like dangerous spores and molds, or simply features of the terrain or environment, like avalanches or rockslides. While they are always physical, some environmental hazards cant reasonably be attacked or damaged, such as a cloud of poisonous gas or a patch of quicksand. Survival is the most common skill used to disable environmental hazards. Haunts are spiritual hazards, usually formed when the spiritual essence of a location is imprinted with the instincts and emotions from a living beings demise. Because haunts lack matter, they rarely involve a physical component, and when they do, that component is generally incorporeal or might even be damaged only by positive energy. The skills and options used to disable haunts vary, though using Religion for an exorcism is common. However, even with a successful check to disable a haunt, it can reoccur until its unfinished business is resolved. Typically, successfully disabling or enduring a haunt provides clues to determine what it would take to lay it to rest permanently. ","type":"Rules","url":"/Rules.aspx?ID=1045","weakness":{}}},{"_index":"aon18","_id":"rules-1046","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Hazards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1046","markdown":"<title level=\"1\" right=\"Rules\">[Understanding and Choosing Statistics](/Rules.aspx?ID=1046)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 74</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMuch like for creatures, hazard statistics can be extreme, high, or low (hazards dont need as much granularity, so they usually dont have moderate or terrible values for their statistics). While they are defined in creature creation, when building a hazard, youll use the values slightly differently.\n\n **Extreme:** While extreme values remain world-class statistics that are extremely difficult to meet or exceed, unlike with monsters, almost all hazards have one extreme statistic because hazards normally activate only if they have gone unnoticed or if someone critically failed to disable them. Does it have an extreme Stealth DC that makes it incredibly hard to find, an extreme Disable DC that makes it perilous to disable, or an extreme save DC that makes it deadly in the event it triggers? These are the most common choices, as each affects a different phase of encountering the hazard.\n\n **High:** This is a capable level, and can generally serve as a baseline value; this value for hazards covers what would be the high and moderate ranges for creatures.\n\n **Low:** If a hazard has a weakness, like a poor Reflex save for a bulky mechanical trap or an easy DC to disable for a hard-to-find trap, it usually has a low value. If you need something even lower, use a terrible value from [Building Creatures](/Rules.aspx?ID=995), or just an incredibly low value like the [_Armageddon Orbs_](/Hazards.aspx?ID=19) Stealth.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Understanding and Choosing Statistics","next_link":{"label":"Stealth and Disable","url":"/Rules.aspx?ID=1047"},"previous_link":{"label":"Concept","url":"/Rules.aspx?ID=1044"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 74</row>\r\n\r\nChapter 2: Tools\r\n/ Building Hazards\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 74"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 74</row>","speed":{},"text":" Understanding and Choosing Statistics Source Gamemastery Guide pg. 74 Much like for creatures, hazard statistics can be extreme, high, or low (hazards dont need as much granularity, so they usually dont have moderate or terrible values for their statistics). While they are defined in creature creation, when building a hazard, youll use the values slightly differently. Extreme: While extreme values remain world-class statistics that are extremely difficult to meet or exceed, unlike with monsters, almost all hazards have one extreme statistic because hazards normally activate only if they have gone unnoticed or if someone critically failed to disable them. Does it have an extreme Stealth DC that makes it incredibly hard to find, an extreme Disable DC that makes it perilous to disable, or an extreme save DC that makes it deadly in the event it triggers? These are the most common choices, as each affects a different phase of encountering the hazard. High: This is a capable level, and can generally serve as a baseline value; this value for hazards covers what would be the high and moderate ranges for creatures. Low: If a hazard has a weakness, like a poor Reflex save for a bulky mechanical trap or an easy DC to disable for a hard-to-find trap, it usually has a low value. If you need something even lower, use a terrible value from Building Creatures, or just an incredibly low value like the Armageddon Orbs Stealth. ","type":"Rules","url":"/Rules.aspx?ID=1046","weakness":{}}},{"_index":"aon18","_id":"rules-1047","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Hazards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1047","markdown":"<title level=\"1\" right=\"Rules\">[Stealth and Disable](/Rules.aspx?ID=1047)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 75</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen determining a hazards combat statistics, first decide how the hazard can be located and how hard it is to disable. A hazard where the main challenge is how difficult it is to find, like the Core Rulebooks hidden pit, might have a very different effect for its level than a hazard out in plain sight, daring a PC to try to disable it, like the [_Armageddon orb_](/Hazards.aspx?ID=19). \n\n## Table 213: Stealth and Disable DCs\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Extreme**</td><td>**High**</td><td>**Low**</td></tr> <tr><td>1</td><td>18</td><td>15</td><td>12 to 11</td></tr> <tr><td>0</td><td>19</td><td>16</td><td>13 to 12</td></tr> <tr><td>1</td><td>20</td><td>17</td><td>14 to 13</td></tr> <tr><td>2</td><td>21</td><td>18</td><td>15 to 14</td></tr> <tr><td>3</td><td>23</td><td>20</td><td>17 to 15</td></tr> <tr><td>4</td><td>25</td><td>22</td><td>18 to 17</td></tr> <tr><td>5</td><td>26</td><td>23</td><td>20 to 18</td></tr> <tr><td>6</td><td>28</td><td>25</td><td>21 to 19</td></tr> <tr><td>7</td><td>30</td><td>27</td><td>23 to 21</td></tr> <tr><td>8</td><td>31</td><td>28</td><td>24 to 22</td></tr> <tr><td>9</td><td>33</td><td>30</td><td>26 to 23</td></tr> <tr><td>10</td><td>35</td><td>32</td><td>27 to 25</td></tr> <tr><td>11</td><td>36</td><td>33</td><td>29 to 26</td></tr> <tr><td>12</td><td>38</td><td>35</td><td>30 to 27</td></tr> <tr><td>13</td><td>40</td><td>37</td><td>32 to 29</td></tr> <tr><td>14</td><td>41</td><td>38</td><td>33 to 30</td></tr> <tr><td>15</td><td>43</td><td>40</td><td>35 to 31</td></tr> <tr><td>16</td><td>45</td><td>42</td><td>36 to 33</td></tr> <tr><td>17</td><td>46</td><td>43</td><td>38 to 34</td></tr> <tr><td>18</td><td>48</td><td>45</td><td>39 to 35</td></tr> <tr><td>19</td><td>50</td><td>47</td><td>41 to 37</td></tr> <tr><td>20</td><td>51</td><td>48</td><td>42 to 38</td></tr> <tr><td>21</td><td>53</td><td>50</td><td>44 to 39</td></tr> <tr><td>22</td><td>55</td><td>52</td><td>45 to 41</td></tr> <tr><td>23</td><td>56</td><td>53</td><td>46 to 42</td></tr> <tr><td>24</td><td>58</td><td>55</td><td>48 to 43</td></tr> </table></row><br /> When deciding how your hazard is disabled, come up with a narrative description of how it would happen, which will inform which methods and skills disable the hazard. Youll need to decide the proficiency rank necessary to find the hazard as well as disable it with each method. Remember, a hazard without a listed rank next to its Stealth DC is obvious enough that creatures can find it without Searching, and magical hazards without a listed rank are not normally protected against [_detect magic_](/Spells.aspx?ID=66). Most hazards built by intelligent creatures are concealed have at least a trained rank. Table 214 indicates the high and moderate proficiency requirements by level; you can use lower proficiency ranks than the ones listed, and if you use the high rank, consider a secondary, perhaps less-efficient method to disable the hazard using a lower rank. For instance, the bloodthirsty urge haunt in the _Core Rulebook_ can be disabled with master Religion, or by a higher DC with expert Diplomacy.\n\n If you need a Stealth modifier for a complex hazard, just subtract 10 from the listed DC. \n\n## Table 214: Minimum Proficiency\n<row gap=\"tiny\">\n<table> <tr><td>**Levels**</td><td>**High**</td><td>**Moderate**</td></tr> <tr><td>0 or lower</td><td>Untrained</td><td>Untrained</td></tr> <tr><td>14</td><td>Trained (expert for Perception)</td><td>Trained</td></tr> <tr><td>58</td><td>Expert</td><td>Trained</td></tr> <tr><td>918</td><td>Master</td><td>Expert</td></tr> <tr><td>19 or higher</td><td>Legendary</td><td>Master</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Stealth and Disable","next_link":{"label":"Defenses","url":"/Rules.aspx?ID=1048"},"previous_link":{"label":"Understanding and Choosing Statistics","url":"/Rules.aspx?ID=1046"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 75</row>\r\n\r\nChapter 2: Tools\r\n/ Building Hazards\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 75"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 75</row>","speed":{},"text":" Stealth and Disable Source Gamemastery Guide pg. 75 When determining a hazards combat statistics, first decide how the hazard can be located and how hard it is to disable. A hazard where the main challenge is how difficult it is to find, like the Core Rulebooks hidden pit, might have a very different effect for its level than a hazard out in plain sight, daring a PC to try to disable it, like the Armageddon orb . ## Table 213: Stealth and Disable DCs Level Extreme High Low 1 18 15 12 to 11 0 19 16 13 to 12 1 20 17 14 to 13 2 21 18 15 to 14 3 23 20 17 to 15 4 25 22 18 to 17 5 26 23 20 to 18 6 28 25 21 to 19 7 30 27 23 to 21 8 31 28 24 to 22 9 33 30 26 to 23 10 35 32 27 to 25 11 36 33 29 to 26 12 38 35 30 to 27 13 40 37 32 to 29 14 41 38 33 to 30 15 43 40 35 to 31 16 45 42 36 to 33 17 46 43 38 to 34 18 48 45 39 to 35 19 50 47 41 to 37 20 51 48 42 to 38 21 53 50 44 to 39 22 55 52 45 to 41 23 56 53 46 to 42 24 58 55 48 to 43 When deciding how your hazard is disabled, come up with a narrative description of how it would happen, which will inform which methods and skills disable the hazard. Youll need to decide the proficiency rank necessary to find the hazard as well as disable it with each method. Remember, a hazard without a listed rank next to its Stealth DC is obvious enough that creatures can find it without Searching, and magical hazards without a listed rank are not normally protected against detect magic . Most hazards built by intelligent creatures are concealed have at least a trained rank. Table 214 indicates the high and moderate proficiency requirements by level; you can use lower proficiency ranks than the ones listed, and if you use the high rank, consider a secondary, perhaps less-efficient method to disable the hazard using a lower rank. For instance, the bloodthirsty urge haunt in the Core Rulebook can be disabled with master Religion, or by a higher DC with expert Diplomacy. If you need a Stealth modifier for a complex hazard, just subtract 10 from the listed DC. ## Table 214: Minimum Proficiency Levels High Moderate 0 or lower Untrained Untrained 14 Trained (expert for Perception) Trained 58 Expert Trained 918 Master Expert 19 or higher Legendary Master ","type":"Rules","url":"/Rules.aspx?ID=1047","weakness":{}}},{"_index":"aon18","_id":"rules-1048","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Hazards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1048","markdown":"<title level=\"1\" right=\"Rules\">[Defenses](/Rules.aspx?ID=1048)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 75</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf theres a physical component that a character could break, youll need to determine the hazards AC, Fortitude save, and Reflex save, using the extreme, high, and low values (preceded by E, H, or L on the table) as well as its Hardness, HP, and Broken Threshold (BT). When building a purely magical or formless hazard, you can skip this section. \n\n## Table 215: Defenses\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**EAC**</td><td>**HAC**</td><td>**LAC**</td><td>**E Save**</td><td>**H Save**</td><td>**L Save**</td><td>**Hardness**</td><td>**HP***</td></tr> <tr><td>1</td><td>18</td><td>15</td><td>12</td><td>+9</td><td>+8</td><td>+2</td><td>24</td><td>1113</td></tr> <tr><td>0</td><td>19</td><td>16</td><td>13</td><td>+10</td><td>+9</td><td>+3</td><td>35</td><td>1517</td></tr> <tr><td>1</td><td>19</td><td>16</td><td>13</td><td>+11</td><td>+10</td><td>+4</td><td>57</td><td>2325</td></tr> <tr><td>2</td><td>21</td><td>18</td><td>15</td><td>+12</td><td>+11</td><td>+5</td><td>79</td><td>3034</td></tr> <tr><td>3</td><td>22</td><td>19</td><td>16</td><td>+14</td><td>+12</td><td>+6</td><td>1012</td><td>4246</td></tr> <tr><td>4</td><td>24</td><td>21</td><td>18</td><td>+15</td><td>+14</td><td>+8</td><td>1113</td><td>4650</td></tr> <tr><td>5</td><td>25</td><td>22</td><td>19</td><td>+17</td><td>+15</td><td>+9</td><td>1214</td><td>5054</td></tr> <tr><td>6</td><td>27</td><td>24</td><td>21</td><td>+18</td><td>+17</td><td>+11</td><td>1315</td><td>5458</td></tr> <tr><td>7</td><td>28</td><td>25</td><td>22</td><td>+20</td><td>+18</td><td>+12</td><td>1416</td><td>5862</td></tr> <tr><td>8</td><td>30</td><td>27</td><td>24</td><td>+21</td><td>+19</td><td>+13</td><td>1517</td><td>6266</td></tr> <tr><td>9</td><td>31</td><td>28</td><td>25</td><td>+23</td><td>+21</td><td>+15</td><td>1618</td><td>6670</td></tr> <tr><td>10</td><td>33</td><td>30</td><td>27</td><td>+24</td><td>+22</td><td>+16</td><td>1719</td><td>7074</td></tr> <tr><td>11</td><td>34</td><td>31</td><td>28</td><td>+26</td><td>+24</td><td>+18</td><td>1921</td><td>7882</td></tr> <tr><td>12</td><td>36</td><td>33</td><td>30</td><td>+27</td><td>+25</td><td>+19</td><td>2022</td><td>8286</td></tr> <tr><td>13</td><td>37</td><td>34</td><td>31</td><td>+29</td><td>+26</td><td>+20</td><td>2123</td><td>8690</td></tr> <tr><td>14</td><td>39</td><td>36</td><td>33</td><td>+30</td><td>+28</td><td>+22</td><td>2224</td><td>9094</td></tr> <tr><td>15</td><td>40</td><td>37</td><td>34</td><td>+32</td><td>+29</td><td>+23</td><td>2325</td><td>9498</td></tr> <tr><td>16</td><td>42</td><td>39</td><td>36</td><td>+33</td><td>+30</td><td>+25</td><td>2527</td><td>101107</td></tr> <tr><td>17</td><td>43</td><td>40</td><td>37</td><td>+35</td><td>+32</td><td>+26</td><td>2729</td><td>109115</td></tr> <tr><td>18</td><td>45</td><td>42</td><td>39</td><td>+36</td><td>+33</td><td>+27</td><td>2931</td><td>117123</td></tr> <tr><td>19</td><td>46</td><td>43</td><td>40</td><td>+38</td><td>+35</td><td>+29</td><td>3133</td><td>125131</td></tr> <tr><td>20</td><td>48</td><td>45</td><td>42</td><td>+39</td><td>+36</td><td>+30</td><td>3335</td><td>133139</td></tr> <tr><td>21</td><td>49</td><td>46</td><td>43</td><td>+41</td><td>+38</td><td>+32</td><td>3638</td><td>144152</td></tr> <tr><td>22</td><td>51</td><td>48</td><td>45</td><td>+43</td><td>+39</td><td>+33</td><td>3941</td><td>156164</td></tr> <tr><td>23</td><td>52</td><td>49</td><td>46</td><td>+44</td><td>+40</td><td>+34</td><td>4446</td><td>168176</td></tr> <tr><td>24</td><td>54</td><td>51</td><td>48</td><td>+46</td><td>+42</td><td>+36</td><td>4650</td><td>180188</td></tr> </table> * The Broken Threshold is usually half the hazards HP.</row> Some hazards, even high-level ones, dont make sense with a high Hardness value. In those cases, you can skip the Hardness and use the HP values from table 27: Hit Points on page 63. Especially for complex hazards, you might want to divide the durability over multiple sections, located in different positions, to encourage teamwork and mobility.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Defenses","next_link":{"label":"Offense","url":"/Rules.aspx?ID=1049"},"previous_link":{"label":"Stealth and Disable","url":"/Rules.aspx?ID=1047"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 75</row>\r\n\r\nChapter 2: Tools\r\n/ Building Hazards\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 75"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 75</row>","speed":{},"text":" Defenses Source Gamemastery Guide pg. 75 If theres a physical component that a character could break, youll need to determine the hazards AC, Fortitude save, and Reflex save, using the extreme, high, and low values (preceded by E, H, or L on the table) as well as its Hardness, HP, and Broken Threshold (BT). When building a purely magical or formless hazard, you can skip this section. ## Table 215: Defenses Level EAC HAC LAC E Save H Save L Save Hardness HP 1 18 15 12 +9 +8 +2 24 1113 0 19 16 13 +10 +9 +3 35 1517 1 19 16 13 +11 +10 +4 57 2325 2 21 18 15 +12 +11 +5 79 3034 3 22 19 16 +14 +12 +6 1012 4246 4 24 21 18 +15 +14 +8 1113 4650 5 25 22 19 +17 +15 +9 1214 5054 6 27 24 21 +18 +17 +11 1315 5458 7 28 25 22 +20 +18 +12 1416 5862 8 30 27 24 +21 +19 +13 1517 6266 9 31 28 25 +23 +21 +15 1618 6670 10 33 30 27 +24 +22 +16 1719 7074 11 34 31 28 +26 +24 +18 1921 7882 12 36 33 30 +27 +25 +19 2022 8286 13 37 34 31 +29 +26 +20 2123 8690 14 39 36 33 +30 +28 +22 2224 9094 15 40 37 34 +32 +29 +23 2325 9498 16 42 39 36 +33 +30 +25 2527 101107 17 43 40 37 +35 +32 +26 2729 109115 18 45 42 39 +36 +33 +27 2931 117123 19 46 43 40 +38 +35 +29 3133 125131 20 48 45 42 +39 +36 +30 3335 133139 21 49 46 43 +41 +38 +32 3638 144152 22 51 48 45 +43 +39 +33 3941 156164 23 52 49 46 +44 +40 +34 4446 168176 24 54 51 48 +46 +42 +36 4650 180188 The Broken Threshold is usually half the hazards HP. Some hazards, even high-level ones, dont make sense with a high Hardness value. In those cases, you can skip the Hardness and use the HP values from table 27: Hit Points on page 63. Especially for complex hazards, you might want to divide the durability over multiple sections, located in different positions, to encourage teamwork and mobility. ","type":"Rules","url":"/Rules.aspx?ID=1048","weakness":{}}},{"_index":"aon18","_id":"rules-1049","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Hazards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1049","markdown":"<title level=\"1\" right=\"Rules\">[Offense](/Rules.aspx?ID=1049)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 76</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlmost all hazards need an attack bonus or a save DC, and hazards that deal damage need to list a damage value. Simple hazards deal about twice as much damage as complex hazards and have an attack bonus even higher than the extreme attack bonus for a creature (abbreviated as S. Atk in Table 216: Offense). Complex hazards usually have attack bonuses akin to a high attack bonus for a creature (abbreviated as C. Atk in Table 216). You can adjust them further using Table 29: Attack Bonus on page 64 if your hazard needs it. Simple hazard DCs arent as high for their level as their attack bonuses are, since effects with DCs usually have some effect even on a successful saving throw; use the EDC and HDC columns for extreme and hard DCs on Table 216: Offense below.\n\n The damage columns on the table give a damage expression you can use, followed by the average damage in parentheses. If you want to make your own damage expression, remember that average damage is 2.5 for a d4, 3.5 for a d6, 4.5 for a d8, 5.5 for a d10, and 6.5 for a d12.\n\n## Table 216: Offense\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**S. Atk**</td><td>**C. Atk**</td><td>**Simple Dmg**</td><td>**Complex Dmg**</td><td>**EDC**</td><td>**HDC**</td></tr> <tr><td>1</td><td>+10</td><td>+8</td><td>2d4+1 (6)</td><td>1d4+1 (3)</td><td>19</td><td>16</td></tr> <tr><td>0</td><td>+11</td><td>+8</td><td>2d6+3 (10)</td><td>1d6+2 (5)</td><td>19</td><td>16</td></tr> <tr><td>1</td><td>+13</td><td>+9</td><td>2d6+5 (12)</td><td>1d6+3 (6)</td><td>20</td><td>17</td></tr> <tr><td>2</td><td>+14</td><td>+11</td><td>2d10+7 (18)</td><td>1d10+4 (9)</td><td>22</td><td>18</td></tr> <tr><td>3</td><td>+16</td><td>+12</td><td>2d10+13 (24)</td><td>1d10+6 (12)</td><td>23</td><td>20</td></tr> <tr><td>4</td><td>+17</td><td>+14</td><td>4d8+10 (28)</td><td>2d8+5 (14)</td><td>25</td><td>21</td></tr> <tr><td>5</td><td>+19</td><td>+15</td><td>4d8+14 (32)</td><td>2d8+7 (16)</td><td>26</td><td>22</td></tr> <tr><td>6</td><td>+20</td><td>+17</td><td>4d8+18 (36)</td><td>2d8+9 (18)</td><td>27</td><td>24</td></tr> <tr><td>7</td><td>+22</td><td>+18</td><td>4d10+18 (40)</td><td>2d10+9 (20)</td><td>29</td><td>25</td></tr> <tr><td>8</td><td>+23</td><td>+20</td><td>4d10+22 (44)</td><td>2d10+11 (22)</td><td>30</td><td>26</td></tr> <tr><td>9</td><td>+25</td><td>+21</td><td>4d10+26 (48)</td><td>2d10+13 (24)</td><td>32</td><td>28</td></tr> <tr><td>10</td><td>+26</td><td>+23</td><td>4d12+26 (52)</td><td>2d12+13 (26)</td><td>33</td><td>29</td></tr> <tr><td>11</td><td>+28</td><td>+24</td><td>4d12+30 (56)</td><td>2d12+15 (28)</td><td>34</td><td>30</td></tr> <tr><td>12</td><td>+29</td><td>+26</td><td>6d10+27 (60)</td><td>3d10+14 (30)</td><td>36</td><td>32</td></tr> <tr><td>13</td><td>+31</td><td>+27</td><td>6d10+31 (64)</td><td>3d10+16 (32)</td><td>37</td><td>33</td></tr> <tr><td>14</td><td>+32</td><td>+29</td><td>6d10+35 (68)</td><td>3d10+18 (34)</td><td>39</td><td>34</td></tr> <tr><td>15</td><td>+34</td><td>+30</td><td>6d12+33 (72)</td><td>3d12+17 (36)</td><td>40</td><td>36</td></tr> <tr><td>16</td><td>+35</td><td>+32</td><td>6d12+35 (74)</td><td>3d12+18 (37)</td><td>41</td><td>37</td></tr> <tr><td>17</td><td>+37</td><td>+33</td><td>6d12+37 (76)</td><td>3d12+19 (38)</td><td>43</td><td>38</td></tr> <tr><td>18</td><td>+38</td><td>+35</td><td>6d12+41 (80)</td><td>3d12+20 (40)</td><td>44</td><td>40</td></tr> <tr><td>19</td><td>+40</td><td>+36</td><td>8d10+40 (84)</td><td>4d10+20 (42)</td><td>46</td><td>41</td></tr> <tr><td>20</td><td>+41</td><td>+38</td><td>8d10+44 (88)</td><td>4d10+22 (44)</td><td>47</td><td>42</td></tr> <tr><td>21</td><td>+43</td><td>+39</td><td>8d10+48 (92)</td><td>4d10+24 (46)</td><td>48</td><td>44</td></tr> <tr><td>22</td><td>+44</td><td>+41</td><td>8d10+52 (96)</td><td>4d10+26 (48)</td><td>50</td><td>45</td></tr> <tr><td>23</td><td>+46</td><td>+42</td><td>8d12+48 (100)</td><td>4d12+24 (50)</td><td>51</td><td>46</td></tr> <tr><td>24</td><td>+47</td><td>+44</td><td>8d12+52 (104)</td><td>4d12+26 (52)</td><td>52</td><td>48</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1050\" />\r\n\r\n<document level=\"2\" id=\"rules-1051\" />","name":"Offense","next_link":{"label":"Building Items","url":"/Rules.aspx?ID=1053"},"previous_link":{"label":"Defenses","url":"/Rules.aspx?ID=1048"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 76</row>\r\n\r\nChapter 2: Tools\r\n/ Building Hazards\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 76"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 76</row>","speed":{},"text":" Offense Source Gamemastery Guide pg. 76 Almost all hazards need an attack bonus or a save DC, and hazards that deal damage need to list a damage value. Simple hazards deal about twice as much damage as complex hazards and have an attack bonus even higher than the extreme attack bonus for a creature (abbreviated as S. Atk in Table 216: Offense). Complex hazards usually have attack bonuses akin to a high attack bonus for a creature (abbreviated as C. Atk in Table 216). You can adjust them further using Table 29: Attack Bonus on page 64 if your hazard needs it. Simple hazard DCs arent as high for their level as their attack bonuses are, since effects with DCs usually have some effect even on a successful saving throw; use the EDC and HDC columns for extreme and hard DCs on Table 216: Offense below. The damage columns on the table give a damage expression you can use, followed by the average damage in parentheses. If you want to make your own damage expression, remember that average damage is 2.5 for a d4, 3.5 for a d6, 4.5 for a d8, 5.5 for a d10, and 6.5 for a d12. ## Table 216: Offense Level S. Atk C. Atk Simple Dmg Complex Dmg EDC HDC 1 +10 +8 2d4+1 (6) 1d4+1 (3) 19 16 0 +11 +8 2d6+3 (10) 1d6+2 (5) 19 16 1 +13 +9 2d6+5 (12) 1d6+3 (6) 20 17 2 +14 +11 2d10+7 (18) 1d10+4 (9) 22 18 3 +16 +12 2d10+13 (24) 1d10+6 (12) 23 20 4 +17 +14 4d8+10 (28) 2d8+5 (14) 25 21 5 +19 +15 4d8+14 (32) 2d8+7 (16) 26 22 6 +20 +17 4d8+18 (36) 2d8+9 (18) 27 24 7 +22 +18 4d10+18 (40) 2d10+9 (20) 29 25 8 +23 +20 4d10+22 (44) 2d10+11 (22) 30 26 9 +25 +21 4d10+26 (48) 2d10+13 (24) 32 28 10 +26 +23 4d12+26 (52) 2d12+13 (26) 33 29 11 +28 +24 4d12+30 (56) 2d12+15 (28) 34 30 12 +29 +26 6d10+27 (60) 3d10+14 (30) 36 32 13 +31 +27 6d10+31 (64) 3d10+16 (32) 37 33 14 +32 +29 6d10+35 (68) 3d10+18 (34) 39 34 15 +34 +30 6d12+33 (72) 3d12+17 (36) 40 36 16 +35 +32 6d12+35 (74) 3d12+18 (37) 41 37 17 +37 +33 6d12+37 (76) 3d12+19 (38) 43 38 18 +38 +35 6d12+41 (80) 3d12+20 (40) 44 40 19 +40 +36 8d10+40 (84) 4d10+20 (42) 46 41 20 +41 +38 8d10+44 (88) 4d10+22 (44) 47 42 21 +43 +39 8d10+48 (92) 4d10+24 (46) 48 44 22 +44 +41 8d10+52 (96) 4d10+26 (48) 50 45 23 +46 +42 8d12+48 (100) 4d12+24 (50) 51 46 24 +47 +44 8d12+52 (104) 4d12+26 (52) 52 48 ","type":"Rules","url":"/Rules.aspx?ID=1049","weakness":{}}},{"_index":"aon18","_id":"rules-1050","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Hazards","Offense"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1050","markdown":"<title level=\"1\" right=\"Rules\">[Designing Simple Hazards](/Rules.aspx?ID=1050)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 76</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen designing a simple hazard, make sure to select an appropriate trigger and effect. Often, a simple hazard that merely damages its target is little more than a speed bump that slows down the game without much added value, so think about the purpose of your hazard carefully, both in the story and in the game world, especially when its a hazard that a creature intentionally built or placed in that location. A great simple hazard does something interesting, has a longer-lasting consequence, or integrates with the nearby inhabitants or even the encounters in some way (you can find more information on integrating hazards with encounters in Dynamic Encounters on page 48).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Designing Simple Hazards","next_link":{"label":"Designing Complex Hazards","url":"/Rules.aspx?ID=1051"},"previous_link":{"label":"Defenses","url":"/Rules.aspx?ID=1048"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 76</row>\r\n\r\nChapter 2: Tools\r\n/ Building Hazards / Offense\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 76"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 76</row>","speed":{},"text":" Designing Simple Hazards Source Gamemastery Guide pg. 76 When designing a simple hazard, make sure to select an appropriate trigger and effect. Often, a simple hazard that merely damages its target is little more than a speed bump that slows down the game without much added value, so think about the purpose of your hazard carefully, both in the story and in the game world, especially when its a hazard that a creature intentionally built or placed in that location. A great simple hazard does something interesting, has a longer-lasting consequence, or integrates with the nearby inhabitants or even the encounters in some way (you can find more information on integrating hazards with encounters in Dynamic Encounters on page 48). ","type":"Rules","url":"/Rules.aspx?ID=1050","weakness":{}}},{"_index":"aon18","_id":"rules-1051","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Hazards","Offense"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1051","markdown":"<title level=\"1\" right=\"Rules\">[Designing Complex Hazards](/Rules.aspx?ID=1051)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 76</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUnlike a simple hazard, a complex hazard can play the part of a creature in a battle, or can be an encounter all its own. Many of the concerns with damaging effects when designing a simple hazard dont apply when designing a complex hazard. A complex hazard can apply its damage over and over again, eventually killing its hapless victim, and isnt intended to be a quick-to-overcome obstacle.\n\n Complex hazards have a lot more in common with creatures than simple hazards do, and youll see that a complex hazards statistics are similar to those of a creature. A good complex hazard often requires disabling multiple components or otherwise interacting with the encounter in some way. For instance, while the _Core Rulebooks_ poisoned dart gallery requires only one Thievery check to disable, the control panel is on the far end of the gallery, so a PC would need to make their way across first.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1052\" />","name":"Designing Complex Hazards","next_link":{"label":"Building Items","url":"/Rules.aspx?ID=1053"},"previous_link":{"label":"Designing Simple Hazards","url":"/Rules.aspx?ID=1050"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 76</row>\r\n\r\nChapter 2: Tools\r\n/ Building Hazards / Offense\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 76"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 76</row>","speed":{},"text":" Designing Complex Hazards Source Gamemastery Guide pg. 76 Unlike a simple hazard, a complex hazard can play the part of a creature in a battle, or can be an encounter all its own. Many of the concerns with damaging effects when designing a simple hazard dont apply when designing a complex hazard. A complex hazard can apply its damage over and over again, eventually killing its hapless victim, and isnt intended to be a quick-to-overcome obstacle. Complex hazards have a lot more in common with creatures than simple hazards do, and youll see that a complex hazards statistics are similar to those of a creature. A good complex hazard often requires disabling multiple components or otherwise interacting with the encounter in some way. For instance, while the Core Rulebooks poisoned dart gallery requires only one Thievery check to disable, the control panel is on the far end of the gallery, so a PC would need to make their way across first. ","type":"Rules","url":"/Rules.aspx?ID=1051","weakness":{}}},{"_index":"aon18","_id":"rules-1052","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Hazards","Offense","Designing Complex Hazards"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1052","markdown":"<title level=\"1\" right=\"Rules\">[Building Routines](/Rules.aspx?ID=1052)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 76</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA complex hazard has a routine each round, whether it stems from preprogrammed instructions built into a trap, instincts and residual emotions swirling around a complex haunt, or a force of nature like sinking in quicksand. Make sure to build a routine that makes sense for the hazard; an environmental lava chute that ejects lava into the area each round shouldnt be able to seek out and precisely target only the PCs, but it might spatter random areas within range or everything within range, depending on how you describe the hazard. However, a complex haunt might be able to recognize life force and target living creatures.\n\n If you create a hazard that cant consistently attack the PCs (like the _Core Rulebooks_ blade pillar, which moves in a random direction), you can make it deadlier than normal in other ways.\n\n The hazard should have as many actions as you feel it needs to perform its routine. If you split the routine out into several actions, you can also remove some of the hazards actions once partial progress is made in disabling or destroying it; this can give the PCs a feeling of progress, and it can encourage them to handle the hazard if it appears in a encounter alongside creatures.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Building Routines","next_link":{"label":"Building Items","url":"/Rules.aspx?ID=1053"},"previous_link":{"label":"Designing Simple Hazards","url":"/Rules.aspx?ID=1050"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 76</row>\r\n\r\nChapter 2: Tools\r\n/ Building Hazards / Offense / Designing Complex Hazards\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 76"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 76</row>","speed":{},"text":" Building Routines Source Gamemastery Guide pg. 76 A complex hazard has a routine each round, whether it stems from preprogrammed instructions built into a trap, instincts and residual emotions swirling around a complex haunt, or a force of nature like sinking in quicksand. Make sure to build a routine that makes sense for the hazard; an environmental lava chute that ejects lava into the area each round shouldnt be able to seek out and precisely target only the PCs, but it might spatter random areas within range or everything within range, depending on how you describe the hazard. However, a complex haunt might be able to recognize life force and target living creatures. If you create a hazard that cant consistently attack the PCs (like the Core Rulebooks blade pillar, which moves in a random direction), you can make it deadlier than normal in other ways. The hazard should have as many actions as you feel it needs to perform its routine. If you split the routine out into several actions, you can also remove some of the hazards actions once partial progress is made in disabling or destroying it; this can give the PCs a feeling of progress, and it can encourage them to handle the hazard if it appears in a encounter alongside creatures. ","type":"Rules","url":"/Rules.aspx?ID=1052","weakness":{}}},{"_index":"aon18","_id":"rules-1053","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1053","markdown":"<title level=\"1\" right=\"Rules\">[Building Items](/Rules.aspx?ID=1053)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCreating your own magic and alchemical items is an amazing way to customize the adventure and gameplay for your group and add unique elements without requiring quite the same mechanical depth as a whole new class, archetype, or ancestry.\n\n New items make great mementos of previous adventures and tend to be one of the easiest elements for a character to begin using mid-campaign after receiving them as a reward. This section explains the philosophy and numbers behind creating items so you can design your own in no time!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1054\" />\r\n\r\n<document level=\"2\" id=\"rules-1057\" />\r\n\r\n<document level=\"2\" id=\"rules-1063\" />\r\n\r\n<document level=\"2\" id=\"rules-1078\" />","name":"Building Items","next_link":{"label":"Item Quirks","url":"/Rules.aspx?ID=1083"},"previous_link":{"label":"Building Hazards","url":"/Rules.aspx?ID=1043"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 82"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>","speed":{},"text":" Building Items Source Gamemastery Guide pg. 82 Creating your own magic and alchemical items is an amazing way to customize the adventure and gameplay for your group and add unique elements without requiring quite the same mechanical depth as a whole new class, archetype, or ancestry. New items make great mementos of previous adventures and tend to be one of the easiest elements for a character to begin using mid-campaign after receiving them as a reward. This section explains the philosophy and numbers behind creating items so you can design your own in no time! ","type":"Rules","url":"/Rules.aspx?ID=1053","weakness":{}}},{"_index":"aon18","_id":"rules-1054","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1054","markdown":"<title level=\"1\" right=\"Rules\">[Concept and Role](/Rules.aspx?ID=1054)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFirst, come up with a concept for the item based on the role the item serves in your game and in the games world. You might include a new item in an ancient ruin to hint at the its history and the people who used to live there. For instance, a Thassilonian ruin might have an item based on rune magic, while a Jistkan ruin might have an item related to golems.\n\n A new magic item might be important later in the story, or its role might be as simple as a fun wolf-themed item for the monk that uses Wolf Stance. Keep your concept in mind to guide you through the rest of the process. Start thinking about what kind of magic item it will be. Each item type has its own niche, and some are less likely to be as useful to the PCs. For instance, new weapons and armor require the PC to give up the weapon or armor they already have, which might make them more reluctant to use the new items unless theyre noticeably better, while consumable items dont have as big an impact on the story as permanent items.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1055\" />\r\n\r\n<document level=\"2\" id=\"rules-1056\" />","name":"Concept and Role","next_link":{"label":"Item Effects","url":"/Rules.aspx?ID=1057"},"previous_link":{"label":"Building Hazards","url":"/Rules.aspx?ID=1043"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 82"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>","speed":{},"text":" Concept and Role Source Gamemastery Guide pg. 82 First, come up with a concept for the item based on the role the item serves in your game and in the games world. You might include a new item in an ancient ruin to hint at the its history and the people who used to live there. For instance, a Thassilonian ruin might have an item based on rune magic, while a Jistkan ruin might have an item related to golems. A new magic item might be important later in the story, or its role might be as simple as a fun wolf-themed item for the monk that uses Wolf Stance. Keep your concept in mind to guide you through the rest of the process. Start thinking about what kind of magic item it will be. Each item type has its own niche, and some are less likely to be as useful to the PCs. For instance, new weapons and armor require the PC to give up the weapon or armor they already have, which might make them more reluctant to use the new items unless theyre noticeably better, while consumable items dont have as big an impact on the story as permanent items. ","type":"Rules","url":"/Rules.aspx?ID=1054","weakness":{}}},{"_index":"aon18","_id":"rules-1055","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Concept and Role"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1055","markdown":"<title level=\"1\" right=\"Rules\">[Item Level](/Rules.aspx?ID=1055)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA new item is typically going to be within a few levels of the PCs. If its too low, it might not be interesting, and if its too high, it might be too powerful or too lucrative to sell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Item Level","next_link":{"label":"Comparison","url":"/Rules.aspx?ID=1056"},"previous_link":{"label":"Building Hazards","url":"/Rules.aspx?ID=1043"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Concept and Role\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 82"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>","speed":{},"text":" Item Level Source Gamemastery Guide pg. 82 A new item is typically going to be within a few levels of the PCs. If its too low, it might not be interesting, and if its too high, it might be too powerful or too lucrative to sell. ","type":"Rules","url":"/Rules.aspx?ID=1055","weakness":{}}},{"_index":"aon18","_id":"rules-1056","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Concept and Role"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1056","markdown":"<title level=\"1\" right=\"Rules\">[Comparison](/Rules.aspx?ID=1056)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFirst, take a look at similar items. For example, if you want a permanent item that lets someone fly, look at the [_broom of flying_](/Equipment.aspx?ID=251), which moves of its own volition to a location and thus cant be used to gain a huge advantage during combat, and [_winged boots_](/Equipment.aspx?ID=472), which can. This will give you an idea of the right level range and the different specifics and limitations of existing items. You might even be able to just adjust one of those a bit to get what you want with minimal work.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Comparison","next_link":{"label":"Item Effects","url":"/Rules.aspx?ID=1057"},"previous_link":{"label":"Item Level","url":"/Rules.aspx?ID=1055"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Concept and Role\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 82"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>","speed":{},"text":" Comparison Source Gamemastery Guide pg. 82 First, take a look at similar items. For example, if you want a permanent item that lets someone fly, look at the broom of flying , which moves of its own volition to a location and thus cant be used to gain a huge advantage during combat, and winged boots , which can. This will give you an idea of the right level range and the different specifics and limitations of existing items. You might even be able to just adjust one of those a bit to get what you want with minimal work. ","type":"Rules","url":"/Rules.aspx?ID=1056","weakness":{}}},{"_index":"aon18","_id":"rules-1057","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1057","markdown":"<title level=\"1\" right=\"Rules\">[Item Effects](/Rules.aspx?ID=1057)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNext, use the items concept and role to decide its effects. This is where your creativity will bring the item to life. Make sure to have it do something exciting and roleplayinspiring. A magic item that does nothing more than deliver a bonus is far less interesting, even if the item does have a loadbearing item bonus, like a magic weapon. To determine the items power, take into account the special abilities you give the item as well as the item bonus (if any) that it grants.\n\n For specific advice for the type of magic item you are creating, check out Designing by Type on page 83.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1058\" />\r\n\r\n<document level=\"2\" id=\"rules-1062\" />","name":"Item Effects","next_link":{"label":"Designing by Type","url":"/Rules.aspx?ID=1063"},"previous_link":{"label":"Concept and Role","url":"/Rules.aspx?ID=1054"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 82"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>","speed":{},"text":" Item Effects Source Gamemastery Guide pg. 82 Next, use the items concept and role to decide its effects. This is where your creativity will bring the item to life. Make sure to have it do something exciting and roleplayinspiring. A magic item that does nothing more than deliver a bonus is far less interesting, even if the item does have a loadbearing item bonus, like a magic weapon. To determine the items power, take into account the special abilities you give the item as well as the item bonus (if any) that it grants. For specific advice for the type of magic item you are creating, check out Designing by Type on page 83. ","type":"Rules","url":"/Rules.aspx?ID=1057","weakness":{}}},{"_index":"aon18","_id":"rules-1058","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Item Effects"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1058","markdown":"<title level=\"1\" right=\"Rules\">[Special Abilities](/Rules.aspx?ID=1058)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen deciding what special abilities are appropriate for what level, its best to look for similar spells to gauge the effect. For most consumables, the effect should be less powerful than the highest level spell a spellcaster of the items level could cast. Scrolls are about the most efficient you can get—theyre the same level the spellcaster would be—but they require a spellcaster that has the spell on their list, and take the same actions as casting the spell normally.\n\n The most straightforward choice is a once-per-day ability. For this, the items level should be at least 2 levels higher than the minimum level a spellcaster could first cast that spell. For example, if your ability is about as powerful as a 3rd-level spell cast once per day (perhaps haste), then it should be at least a 7th-level item. A basic wand is a good example. However, a wand is flexible and can contain the most effective possible choice for its spell level (such as longlasting spells where once a day is effectively permanent), so a specific item that doesnt grant such a spell could have additional powers or bonuses at the same price as a wand.\n\n If the item can be activated multiple times per day, it should be at least 4 levels higher instead—9th level in our example. Frequency could range from twice per day to once per hour and anything in between. Choose whatever makes sense to allow the characters to use the item more frequently without being effectively constant or unlimited. The appropriate frequency, or whether its ever okay to have unlimited activations, varies wildly based on the spell. Unlimited castings of a cantrip is fine, but an effect akin to a noncantrip spell is rarely a good idea. Only attempt to build such an item when youre certain of the consequences.\n\n Items that can be activated less often than once per day dont appear too often, and they usually fit best with abilities that make sense outside of encounters. Its still best to stick to the guidelines for once-per-day abilities, but these items tend to have more properties—and often strange ones.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1059\" />\r\n\r\n<document level=\"2\" id=\"rules-1060\" />\r\n\r\n<document level=\"2\" id=\"rules-1061\" />","name":"Special Abilities","next_link":{"label":"Bonuses","url":"/Rules.aspx?ID=1062"},"previous_link":{"label":"Concept and Role","url":"/Rules.aspx?ID=1054"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Item Effects\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 82"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>","speed":{},"text":" Special Abilities Source Gamemastery Guide pg. 82 When deciding what special abilities are appropriate for what level, its best to look for similar spells to gauge the effect. For most consumables, the effect should be less powerful than the highest level spell a spellcaster of the items level could cast. Scrolls are about the most efficient you can get—theyre the same level the spellcaster would be—but they require a spellcaster that has the spell on their list, and take the same actions as casting the spell normally. The most straightforward choice is a once-per-day ability. For this, the items level should be at least 2 levels higher than the minimum level a spellcaster could first cast that spell. For example, if your ability is about as powerful as a 3rd-level spell cast once per day (perhaps haste), then it should be at least a 7th-level item. A basic wand is a good example. However, a wand is flexible and can contain the most effective possible choice for its spell level (such as longlasting spells where once a day is effectively permanent), so a specific item that doesnt grant such a spell could have additional powers or bonuses at the same price as a wand. If the item can be activated multiple times per day, it should be at least 4 levels higher instead—9th level in our example. Frequency could range from twice per day to once per hour and anything in between. Choose whatever makes sense to allow the characters to use the item more frequently without being effectively constant or unlimited. The appropriate frequency, or whether its ever okay to have unlimited activations, varies wildly based on the spell. Unlimited castings of a cantrip is fine, but an effect akin to a noncantrip spell is rarely a good idea. Only attempt to build such an item when youre certain of the consequences. Items that can be activated less often than once per day dont appear too often, and they usually fit best with abilities that make sense outside of encounters. Its still best to stick to the guidelines for once-per-day abilities, but these items tend to have more properties—and often strange ones. ","type":"Rules","url":"/Rules.aspx?ID=1058","weakness":{}}},{"_index":"aon18","_id":"rules-1059","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Item Effects","Special Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1059","markdown":"<title level=\"1\" right=\"Rules\">[Constant Abilities](/Rules.aspx?ID=1059)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you want an effect to be constant, set the level and Price accordingly. For instance, lets say your group is 16th level and you want to give them an item themed around flying. A 7th-level [_fly_](/Spells.aspx?ID=125) spell lasts an hour already, so one casting covers a significant portion of the adventuring day. To keep it simpler, you decide to create a 16th-level cloak that lets the wearer constantly fly. Remember, some effects were never meant to be constant and could warp your game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Constant Abilities","next_link":{"label":"Activation Abilities","url":"/Rules.aspx?ID=1060"},"previous_link":{"label":"Concept and Role","url":"/Rules.aspx?ID=1054"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Item Effects / Special Abilities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 82"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 82</row>","speed":{},"text":" Constant Abilities Source Gamemastery Guide pg. 82 If you want an effect to be constant, set the level and Price accordingly. For instance, lets say your group is 16th level and you want to give them an item themed around flying. A 7th-level fly spell lasts an hour already, so one casting covers a significant portion of the adventuring day. To keep it simpler, you decide to create a 16th-level cloak that lets the wearer constantly fly. Remember, some effects were never meant to be constant and could warp your game. ","type":"Rules","url":"/Rules.aspx?ID=1059","weakness":{}}},{"_index":"aon18","_id":"rules-1060","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Item Effects","Special Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1060","markdown":"<title level=\"1\" right=\"Rules\">[Activation Abilities](/Rules.aspx?ID=1060)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWatch out when picking the number of actions an activation takes! A 1-action activation that casts a spell with a 2-action casting time is drastically more powerful in an encounter than an item with a 2-action activation would be. An item like that is typically much higher level, and it works best with “helper” spells or ones with limited utility rather than offensive spells. The safest bet is to use the same number of actions the spell normally takes to cast.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Activation Abilities","next_link":{"label":"Scaling out of Usefulness","url":"/Rules.aspx?ID=1061"},"previous_link":{"label":"Constant Abilities","url":"/Rules.aspx?ID=1059"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Item Effects / Special Abilities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 83"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>","speed":{},"text":" Activation Abilities Source Gamemastery Guide pg. 83 Watch out when picking the number of actions an activation takes! A 1-action activation that casts a spell with a 2-action casting time is drastically more powerful in an encounter than an item with a 2-action activation would be. An item like that is typically much higher level, and it works best with “helper” spells or ones with limited utility rather than offensive spells. The safest bet is to use the same number of actions the spell normally takes to cast. ","type":"Rules","url":"/Rules.aspx?ID=1060","weakness":{}}},{"_index":"aon18","_id":"rules-1061","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Item Effects","Special Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1061","markdown":"<title level=\"1\" right=\"Rules\">[Scaling out of Usefulness](/Rules.aspx?ID=1061)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome spells arent appealing if their level is too low. For instance, an item that casts 1st-level [_burning hands_](/Spells.aspx?ID=30) three times per day might be 5th or 6th level. The problem is that spell scaling has the biggest impact at low levels, so the spell isnt effective compared to other actions a character could take. Err on the side of fewer, more impressive activations.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Scaling out of Usefulness","next_link":{"label":"Bonuses","url":"/Rules.aspx?ID=1062"},"previous_link":{"label":"Activation Abilities","url":"/Rules.aspx?ID=1060"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Item Effects / Special Abilities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 83"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>","speed":{},"text":" Scaling out of Usefulness Source Gamemastery Guide pg. 83 Some spells arent appealing if their level is too low. For instance, an item that casts 1st-level burning hands three times per day might be 5th or 6th level. The problem is that spell scaling has the biggest impact at low levels, so the spell isnt effective compared to other actions a character could take. Err on the side of fewer, more impressive activations. ","type":"Rules","url":"/Rules.aspx?ID=1061","weakness":{}}},{"_index":"aon18","_id":"rules-1062","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Item Effects"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1062","markdown":"<title level=\"1\" right=\"Rules\">[Bonuses](/Rules.aspx?ID=1062)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf your item includes item bonuses, check the table below for the minimum item levels the games math expects permanent bonuses to be applied to. A lower-level item might give such a bonus temporarily, but keep track to make sure the item isnt effectively permanent. If a character typically picks three or fewer locks a day, theres no difference between a +2 item bonus to pick all locks and an activation that gives a +2 item bonus to Pick a Lock three times per day. For attack bonuses, AC, and saves, the minimums match _magic weapons_ and _magic armor_. You can have other items with these bonuses (like [_handwraps of mighty blows_](/Equipment.aspx?ID=441)), but keep in mind they compete with fundamental runes. Skill bonuses come on a wider range of items. Some are more broadly useful, so an Athletics item might be more expensive than an equivalent Society item. Gaining a bonus to Perception is especially valuable compared to gaining a bonus to a skill. Just because an item is the minimum level for its bonus doesnt mean the bonus should be the items only power. The item can and should have an additional interesting power beyond the bonus. Likewise, an item can come at a higher level than the minimum, but if its much higher, its abilities start to compete with the next bonus. \n\n## Table 217: Levels for Permanent Item Bonuses\n<row gap=\"tiny\">\n<table> <tr><td>**Statistic**</td><td>**+1**</td><td>**+2**</td><td>**+3**</td></tr> <tr><td>Attack bonus</td><td>2</td><td>10</td><td>16</td></tr> <tr><td>AC</td><td>5</td><td>11</td><td>18</td></tr> <tr><td>Save (resilient rune)</td><td>8</td><td>14</td><td>20</td></tr> <tr><td>Skill/Perception</td><td>3</td><td>9</td><td>17*</td></tr> </table> * This is also the minimum level for apex items.</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bonuses","next_link":{"label":"Designing by Type","url":"/Rules.aspx?ID=1063"},"previous_link":{"label":"Special Abilities","url":"/Rules.aspx?ID=1058"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Item Effects\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 83"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>","speed":{},"text":" Bonuses Source Gamemastery Guide pg. 83 If your item includes item bonuses, check the table below for the minimum item levels the games math expects permanent bonuses to be applied to. A lower-level item might give such a bonus temporarily, but keep track to make sure the item isnt effectively permanent. If a character typically picks three or fewer locks a day, theres no difference between a +2 item bonus to pick all locks and an activation that gives a +2 item bonus to Pick a Lock three times per day. For attack bonuses, AC, and saves, the minimums match magic weapons and magic armor . You can have other items with these bonuses (like handwraps of mighty blows ), but keep in mind they compete with fundamental runes. Skill bonuses come on a wider range of items. Some are more broadly useful, so an Athletics item might be more expensive than an equivalent Society item. Gaining a bonus to Perception is especially valuable compared to gaining a bonus to a skill. Just because an item is the minimum level for its bonus doesnt mean the bonus should be the items only power. The item can and should have an additional interesting power beyond the bonus. Likewise, an item can come at a higher level than the minimum, but if its much higher, its abilities start to compete with the next bonus. ## Table 217: Levels for Permanent Item Bonuses Statistic +1 +2 +3 Attack bonus 2 10 16 AC 5 11 18 Save (resilient rune) 8 14 20 Skill/Perception 3 9 17 This is also the minimum level for apex items. ","type":"Rules","url":"/Rules.aspx?ID=1062","weakness":{}}},{"_index":"aon18","_id":"rules-1063","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1063","markdown":"<title level=\"1\" right=\"Rules\">[Designing by Type](/Rules.aspx?ID=1063)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following guidance applies to items of various types.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Potions vs. Elixirs</title>\r\n\r\nAlchemical items and magic items follow a similar price economy based on their level, but the effects of potions can be a bit broader and more directly magical. Alchemists can also make extremely large numbers of elixirs at an item level equal to their alchemist level, so if a 17th level elixir was competing with a 9th level spell for power, an alchemist would be packing the equivalent of over 40 9th level spells, and potentially quickened spells thanks to the single action activation.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1064\" />\r\n\r\n<document level=\"2\" id=\"rules-1065\" />\r\n\r\n<document level=\"2\" id=\"rules-1066\" />\r\n\r\n<document level=\"2\" id=\"rules-1067\" />\r\n\r\n<document level=\"2\" id=\"rules-1068\" />\r\n\r\n<document level=\"2\" id=\"rules-1069\" />\r\n\r\n<document level=\"2\" id=\"rules-1070\" />\r\n\r\n<document level=\"2\" id=\"rules-1071\" />\r\n\r\n<document level=\"2\" id=\"rules-1072\" />\r\n\r\n<document level=\"2\" id=\"rules-1073\" />\r\n\r\n<document level=\"2\" id=\"rules-1074\" />\r\n\r\n<document level=\"2\" id=\"rules-1075\" />\r\n\r\n<document level=\"2\" id=\"rules-1076\" />\r\n\r\n<document level=\"2\" id=\"rules-1077\" />","name":"Designing by Type","next_link":{"label":"Fill in the Numbers","url":"/Rules.aspx?ID=1078"},"previous_link":{"label":"Item Effects","url":"/Rules.aspx?ID=1057"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 83"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>","speed":{},"text":" Designing by Type Source Gamemastery Guide pg. 83 The following guidance applies to items of various types. Potions vs. Elixirs Alchemical items and magic items follow a similar price economy based on their level, but the effects of potions can be a bit broader and more directly magical. Alchemists can also make extremely large numbers of elixirs at an item level equal to their alchemist level, so if a 17th level elixir was competing with a 9th level spell for power, an alchemist would be packing the equivalent of over 40 9th level spells, and potentially quickened spells thanks to the single action activation. ","type":"Rules","url":"/Rules.aspx?ID=1063","weakness":{}}},{"_index":"aon18","_id":"rules-1064","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1064","markdown":"<title level=\"1\" right=\"Rules\">[Alchemical Items](/Rules.aspx?ID=1064)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlchemical items are consumables. Because alchemists can make a large number for free, alchemical items tend to be on the weaker end for their level, with lower Prices. Avoid alchemical effects that feel too much like magic. Alchemy is capable of fantastical things, but should have its own distinct feel; where you draw the line depends on your game.\n\n Alchemical bombs are like weapons for alchemists and should usually primarily deal damage, with small extra effects. Existing bombs are great models. Elixirs are varied; make sure not to duplicate potions, especially highly magical ones. Be careful with mutagen drawbacks; its easy to make one that doesnt affect certain characters. Look at the serene mutagen. If its drawback didnt affect spells, Wisdombased casters who didnt use weapons would have no drawback. Poisons are one of the trickier alchemical items to make, and its usually best to just tweak one found in the _Core Rulebook_ to avoid making something thats overpowered; compare to poisons of the same type that have similar onset and stage duration, as longer onset and duration poisons tend to deal drastically more damage. Alchemical tools are best used for adding a little weirdness. They can be especially creative and interesting, but tend not to be powerful.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alchemical Items","next_link":{"label":"Ammunition","url":"/Rules.aspx?ID=1065"},"previous_link":{"label":"Item Effects","url":"/Rules.aspx?ID=1057"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 83"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>","speed":{},"text":" Alchemical Items Source Gamemastery Guide pg. 83 Alchemical items are consumables. Because alchemists can make a large number for free, alchemical items tend to be on the weaker end for their level, with lower Prices. Avoid alchemical effects that feel too much like magic. Alchemy is capable of fantastical things, but should have its own distinct feel; where you draw the line depends on your game. Alchemical bombs are like weapons for alchemists and should usually primarily deal damage, with small extra effects. Existing bombs are great models. Elixirs are varied; make sure not to duplicate potions, especially highly magical ones. Be careful with mutagen drawbacks; its easy to make one that doesnt affect certain characters. Look at the serene mutagen. If its drawback didnt affect spells, Wisdombased casters who didnt use weapons would have no drawback. Poisons are one of the trickier alchemical items to make, and its usually best to just tweak one found in the Core Rulebook to avoid making something thats overpowered; compare to poisons of the same type that have similar onset and stage duration, as longer onset and duration poisons tend to deal drastically more damage. Alchemical tools are best used for adding a little weirdness. They can be especially creative and interesting, but tend not to be powerful. ","type":"Rules","url":"/Rules.aspx?ID=1064","weakness":{}}},{"_index":"aon18","_id":"rules-1065","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1065","markdown":"<title level=\"1\" right=\"Rules\">[Ammunition](/Rules.aspx?ID=1065)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMagic ammunition is consumable; launching it destroys it. Pay attention to whether you give the ammunition an activation: any big flashy effect for its level should almost always have one, since otherwise the effect is essentially a free action on top of a Strike. This is particularly important for extremely low-level ammunition, since a high-level character could use that ammunition for every Strike without noticing the gold cost. If the ammunition doesnt deal normal Strike damage on a hit, remember to say that! Dealing damage is the default.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ammunition","next_link":{"label":"Armor and Weapons","url":"/Rules.aspx?ID=1066"},"previous_link":{"label":"Alchemical Items","url":"/Rules.aspx?ID=1064"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 83"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>","speed":{},"text":" Ammunition Source Gamemastery Guide pg. 83 Magic ammunition is consumable; launching it destroys it. Pay attention to whether you give the ammunition an activation: any big flashy effect for its level should almost always have one, since otherwise the effect is essentially a free action on top of a Strike. This is particularly important for extremely low-level ammunition, since a high-level character could use that ammunition for every Strike without noticing the gold cost. If the ammunition doesnt deal normal Strike damage on a hit, remember to say that! Dealing damage is the default. ","type":"Rules","url":"/Rules.aspx?ID=1065","weakness":{}}},{"_index":"aon18","_id":"rules-1066","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1066","markdown":"<title level=\"1\" right=\"Rules\">[Armor and Weapons](/Rules.aspx?ID=1066)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSpecific armor and weapons replace the opportunity to add property runes, so you have a lot of space to design. Choose abilities that feel attached to the fact that they are weapons or armor; for instance, a fiery sword that you point at an enemy to shoot fire bolts is more on theme than a fiery sword that casts [_wall of fire_](/Spells.aspx?ID=362) in an unconnected way.\n\n The specific item should cost more than the base armor or weapon would with just the fundamental runes, but you can often discount the cost of the additional components significantly as part of the specific items special niche. Be careful about specific armor or weapons that include property runes in addition to unique specific abilities. If you discount the item, you might end up with an item significantly superior to one built using the normal property runes system. Thats not always bad, since its still giving up customization for power, and this can be appropriate if the item has an important place in your story. Just make sure the difference isnt too drastic. If you just want to create armor or a weapon with runes and no extra special abilities, you can do so. The Price of such an item is the sum of all the runes Prices, and its level is that of the highestlevel rune on the item.\n\n When picking abilities, you can also consider taking from the relic gifts found on pages 96105. Even if your game doesnt use relics, that section has plenty of choices sorted by theme. If you do, keep in mind that relic abilities are typically more powerful than usual for their level and that those abilities wouldnt scale on a normal magic item.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Armor and Weapons","next_link":{"label":"Held Items","url":"/Rules.aspx?ID=1067"},"previous_link":{"label":"Ammunition","url":"/Rules.aspx?ID=1065"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 83"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 83</row>","speed":{},"text":" Armor and Weapons Source Gamemastery Guide pg. 83 Specific armor and weapons replace the opportunity to add property runes, so you have a lot of space to design. Choose abilities that feel attached to the fact that they are weapons or armor; for instance, a fiery sword that you point at an enemy to shoot fire bolts is more on theme than a fiery sword that casts wall of fire in an unconnected way. The specific item should cost more than the base armor or weapon would with just the fundamental runes, but you can often discount the cost of the additional components significantly as part of the specific items special niche. Be careful about specific armor or weapons that include property runes in addition to unique specific abilities. If you discount the item, you might end up with an item significantly superior to one built using the normal property runes system. Thats not always bad, since its still giving up customization for power, and this can be appropriate if the item has an important place in your story. Just make sure the difference isnt too drastic. If you just want to create armor or a weapon with runes and no extra special abilities, you can do so. The Price of such an item is the sum of all the runes Prices, and its level is that of the highestlevel rune on the item. When picking abilities, you can also consider taking from the relic gifts found on pages 96105. Even if your game doesnt use relics, that section has plenty of choices sorted by theme. If you do, keep in mind that relic abilities are typically more powerful than usual for their level and that those abilities wouldnt scale on a normal magic item. ","type":"Rules","url":"/Rules.aspx?ID=1066","weakness":{}}},{"_index":"aon18","_id":"rules-1067","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1067","markdown":"<title level=\"1\" right=\"Rules\">[Held Items](/Rules.aspx?ID=1067)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUsually, held items should require manipulation to use, with Interact activations. They are most often tools, implements, items that can be thrown, and the like. Imagine a PC physically using the item and what that looks like.\n\n Remember that held items are more challenging for martial characters to use, compared to spellcasters or hands-free characters, like monks. A barbarian might have to give up a two-handed weapon to use a held item, and so is less likely to use one. This means you might want to design held items specifically for non-martial characters, or have them be items a martial character uses outside of combat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Held Items","next_link":{"label":"Oils","url":"/Rules.aspx?ID=1068"},"previous_link":{"label":"Armor and Weapons","url":"/Rules.aspx?ID=1066"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>","speed":{},"text":" Held Items Source Gamemastery Guide pg. 84 Usually, held items should require manipulation to use, with Interact activations. They are most often tools, implements, items that can be thrown, and the like. Imagine a PC physically using the item and what that looks like. Remember that held items are more challenging for martial characters to use, compared to spellcasters or hands-free characters, like monks. A barbarian might have to give up a two-handed weapon to use a held item, and so is less likely to use one. This means you might want to design held items specifically for non-martial characters, or have them be items a martial character uses outside of combat. ","type":"Rules","url":"/Rules.aspx?ID=1067","weakness":{}}},{"_index":"aon18","_id":"rules-1068","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1068","markdown":"<title level=\"1\" right=\"Rules\">[Oils](/Rules.aspx?ID=1068)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOils are consumables you slather onto items or, rarely, creatures. They provide an interesting opportunity to apply effects to other items. Just remember not to accidentally make something that should be applied topically into a potion; for instance, a petrified character cant drink an anti-petrifying potion! The actions an oil takes to use depend on how thoroughly it needs to be applied. For one used outside of combat, it could take a minute or more.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Oils","next_link":{"label":"Potions","url":"/Rules.aspx?ID=1069"},"previous_link":{"label":"Held Items","url":"/Rules.aspx?ID=1067"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>","speed":{},"text":" Oils Source Gamemastery Guide pg. 84 Oils are consumables you slather onto items or, rarely, creatures. They provide an interesting opportunity to apply effects to other items. Just remember not to accidentally make something that should be applied topically into a potion; for instance, a petrified character cant drink an anti-petrifying potion! The actions an oil takes to use depend on how thoroughly it needs to be applied. For one used outside of combat, it could take a minute or more. ","type":"Rules","url":"/Rules.aspx?ID=1068","weakness":{}}},{"_index":"aon18","_id":"rules-1069","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1069","markdown":"<title level=\"1\" right=\"Rules\">[Potions](/Rules.aspx?ID=1069)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPotions are consumables in the truest sense; you literally consume them. Since the action of drinking isnt easy to split up, they take only a single action to activate. This advantage makes potions that replicate spell effects incredibly powerful, and its the reason potions are nearly always higher level than scrolls with similar effects.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Potions","next_link":{"label":"Runes","url":"/Rules.aspx?ID=1070"},"previous_link":{"label":"Oils","url":"/Rules.aspx?ID=1068"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>","speed":{},"text":" Potions Source Gamemastery Guide pg. 84 Potions are consumables in the truest sense; you literally consume them. Since the action of drinking isnt easy to split up, they take only a single action to activate. This advantage makes potions that replicate spell effects incredibly powerful, and its the reason potions are nearly always higher level than scrolls with similar effects. ","type":"Rules","url":"/Rules.aspx?ID=1069","weakness":{}}},{"_index":"aon18","_id":"rules-1070","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1070","markdown":"<title level=\"1\" right=\"Rules\">[Runes](/Rules.aspx?ID=1070)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nProperty runes are a fun and versatile way to customize weapons and armor without throwing away the previous items. Each should be fairly simple, especially at lower levels, because combining runes can make things overcomplicated. Compare to other properties to determine the right level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Runes","next_link":{"label":"Scrolls","url":"/Rules.aspx?ID=1071"},"previous_link":{"label":"Potions","url":"/Rules.aspx?ID=1069"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>","speed":{},"text":" Runes Source Gamemastery Guide pg. 84 Property runes are a fun and versatile way to customize weapons and armor without throwing away the previous items. Each should be fairly simple, especially at lower levels, because combining runes can make things overcomplicated. Compare to other properties to determine the right level. ","type":"Rules","url":"/Rules.aspx?ID=1070","weakness":{}}},{"_index":"aon18","_id":"rules-1071","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1071","markdown":"<title level=\"1\" right=\"Rules\">[Scrolls](/Rules.aspx?ID=1071)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYoull never need to design a new scroll, but use them as a comparison when designing other types of consumables. If youre designing a consumable that seems like its much better than a scroll of its level—or faster to activate—you should probably raise the items level or adjust the effect.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Scrolls","next_link":{"label":"Shields","url":"/Rules.aspx?ID=1072"},"previous_link":{"label":"Runes","url":"/Rules.aspx?ID=1070"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>","speed":{},"text":" Scrolls Source Gamemastery Guide pg. 84 Youll never need to design a new scroll, but use them as a comparison when designing other types of consumables. If youre designing a consumable that seems like its much better than a scroll of its level—or faster to activate—you should probably raise the items level or adjust the effect. ","type":"Rules","url":"/Rules.aspx?ID=1071","weakness":{}}},{"_index":"aon18","_id":"rules-1072","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1072","markdown":"<title level=\"1\" right=\"Rules\">[Shields](/Rules.aspx?ID=1072)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUse the _sturdy shields_ as benchmarks for the best possible shield Hardness, HP, and BT for a shield of that level. Your new shield should have less than those benchmarks since it also does something else, and you can use the magnitude of the reduction to build room for creative defensive abilities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Shields","next_link":{"label":"Staves","url":"/Rules.aspx?ID=1073"},"previous_link":{"label":"Scrolls","url":"/Rules.aspx?ID=1071"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>","speed":{},"text":" Shields Source Gamemastery Guide pg. 84 Use the sturdy shields as benchmarks for the best possible shield Hardness, HP, and BT for a shield of that level. Your new shield should have less than those benchmarks since it also does something else, and you can use the magnitude of the reduction to build room for creative defensive abilities. ","type":"Rules","url":"/Rules.aspx?ID=1072","weakness":{}}},{"_index":"aon18","_id":"rules-1073","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1073","markdown":"<title level=\"1\" right=\"Rules\">[Staves](/Rules.aspx?ID=1073)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYoull need to come up with a theme and curate a list of spells that stay close to that theme, typically one to three per spell level, all on one spell list. A staff is always at least 3 levels higher than the minimum level for a spellcaster to cast the highest-level spell it contains, so a staff with up to 4th-level spells would be at least a 10th-level item.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Staves","next_link":{"label":"Structures","url":"/Rules.aspx?ID=1074"},"previous_link":{"label":"Shields","url":"/Rules.aspx?ID=1072"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>","speed":{},"text":" Staves Source Gamemastery Guide pg. 84 Youll need to come up with a theme and curate a list of spells that stay close to that theme, typically one to three per spell level, all on one spell list. A staff is always at least 3 levels higher than the minimum level for a spellcaster to cast the highest-level spell it contains, so a staff with up to 4th-level spells would be at least a 10th-level item. ","type":"Rules","url":"/Rules.aspx?ID=1073","weakness":{}}},{"_index":"aon18","_id":"rules-1074","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1074","markdown":"<title level=\"1\" right=\"Rules\">[Structures](/Rules.aspx?ID=1074)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStructures are evocative and make great tertiary items, quirky but not part of a combat build. This allows you to price them affordably, but make sure there isnt some hidden abuse where the structure drastically alters encounters. The [structure](/Traits.aspx?ID=153) trait is intended to help as a starting point.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Structures","next_link":{"label":"Talismans","url":"/Rules.aspx?ID=1075"},"previous_link":{"label":"Staves","url":"/Rules.aspx?ID=1073"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>","speed":{},"text":" Structures Source Gamemastery Guide pg. 84 Structures are evocative and make great tertiary items, quirky but not part of a combat build. This allows you to price them affordably, but make sure there isnt some hidden abuse where the structure drastically alters encounters. The structure trait is intended to help as a starting point. ","type":"Rules","url":"/Rules.aspx?ID=1074","weakness":{}}},{"_index":"aon18","_id":"rules-1075","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1075","markdown":"<title level=\"1\" right=\"Rules\">[Talismans](/Rules.aspx?ID=1075)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBecause talismans are affixed ahead of time but dont take an action to retrieve, they reward forethought and planning. Those that can be activated as a free action also have the best action efficiency of any consumable. In the same way scrolls reward specific spellcasters, talisman requirements reward particular types of characters. Talismans might grant a single use of a feat, with an additional effect if the character already has that feat. Think of talismans as martial characters answer to scrolls to expand on the options of the non-spellcasters at your table.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Talismans","next_link":{"label":"Wands","url":"/Rules.aspx?ID=1076"},"previous_link":{"label":"Structures","url":"/Rules.aspx?ID=1074"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>","speed":{},"text":" Talismans Source Gamemastery Guide pg. 84 Because talismans are affixed ahead of time but dont take an action to retrieve, they reward forethought and planning. Those that can be activated as a free action also have the best action efficiency of any consumable. In the same way scrolls reward specific spellcasters, talisman requirements reward particular types of characters. Talismans might grant a single use of a feat, with an additional effect if the character already has that feat. Think of talismans as martial characters answer to scrolls to expand on the options of the non-spellcasters at your table. ","type":"Rules","url":"/Rules.aspx?ID=1075","weakness":{}}},{"_index":"aon18","_id":"rules-1076","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1076","markdown":"<title level=\"1\" right=\"Rules\">[Wands](/Rules.aspx?ID=1076)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou wont need to design basic _magic wands_, but you might want a special wand. When designing a new special wand, your wands level will usually be 1 to 2 levels higher than the basic wand, depending on the magnitude of the special effect. Remember that if you make the wand 2 levels higher, its now competing with wands of a spell a whole level higher, so the special effect should be worth that cost!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Wands","next_link":{"label":"Worn Items","url":"/Rules.aspx?ID=1077"},"previous_link":{"label":"Talismans","url":"/Rules.aspx?ID=1075"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>","speed":{},"text":" Wands Source Gamemastery Guide pg. 84 You wont need to design basic magic wands , but you might want a special wand. When designing a new special wand, your wands level will usually be 1 to 2 levels higher than the basic wand, depending on the magnitude of the special effect. Remember that if you make the wand 2 levels higher, its now competing with wands of a spell a whole level higher, so the special effect should be worth that cost! ","type":"Rules","url":"/Rules.aspx?ID=1076","weakness":{}}},{"_index":"aon18","_id":"rules-1077","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Designing by Type"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1077","markdown":"<title level=\"1\" right=\"Rules\">[Worn Items](/Rules.aspx?ID=1077)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWorn items vary wildly in their effects, but they all take up one of a characters 10 invested items. Remember to include the items worn entry, if applicable (or — if you could imagine someone wearing 10 or more with no difficulty). Where the item is worn should usually match its effects or bonuses: shoes help you move, eyepieces affect your vision, and so on. As with held items, imagine a character wearing the item to picture how they use its magic.\n\n Apex items are always at least level 17 and should have unique abilities on top of their bonus, just like other items.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Worn Items","next_link":{"label":"Fill in the Numbers","url":"/Rules.aspx?ID=1078"},"previous_link":{"label":"Wands","url":"/Rules.aspx?ID=1076"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Designing by Type\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 84</row>","speed":{},"text":" Worn Items Source Gamemastery Guide pg. 84 Worn items vary wildly in their effects, but they all take up one of a characters 10 invested items. Remember to include the items worn entry, if applicable (or — if you could imagine someone wearing 10 or more with no difficulty). Where the item is worn should usually match its effects or bonuses: shoes help you move, eyepieces affect your vision, and so on. As with held items, imagine a character wearing the item to picture how they use its magic. Apex items are always at least level 17 and should have unique abilities on top of their bonus, just like other items. ","type":"Rules","url":"/Rules.aspx?ID=1077","weakness":{}}},{"_index":"aon18","_id":"rules-1078","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1078","markdown":"<title level=\"1\" right=\"Rules\">[Fill in the Numbers](/Rules.aspx?ID=1078)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYoure almost done! The final step is to fill in the numbers.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1079\" />\r\n\r\n<document level=\"2\" id=\"rules-1080\" />","name":"Fill in the Numbers","next_link":{"label":"Item Quirks","url":"/Rules.aspx?ID=1083"},"previous_link":{"label":"Designing by Type","url":"/Rules.aspx?ID=1063"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 85"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>","speed":{},"text":" Fill in the Numbers Source Gamemastery Guide pg. 85 Youre almost done! The final step is to fill in the numbers. ","type":"Rules","url":"/Rules.aspx?ID=1078","weakness":{}}},{"_index":"aon18","_id":"rules-1079","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Fill in the Numbers"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1079","markdown":"<title level=\"1\" right=\"Rules\">[DCs](/Rules.aspx?ID=1079)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nChoose any DCs for the items abilities. You cant go wrong with the typical DCs in Table 218. However, an item with a narrow function might have a DC up to 2 higher, and one that forces a save (such as with an aura) is typically 2 lower. The lower the DC, the quicker the item becomes obsolete. \n\n## Table 218: Magic Item DCs\n<row gap=\"tiny\">\n<table> <tr><td>**Item Level**</td><td>**DC**</td></tr> <tr><td>1</td><td>15</td></tr> <tr><td>2</td><td>16</td></tr> <tr><td>3</td><td>17</td></tr> <tr><td>4</td><td>18</td></tr> <tr><td>5</td><td>19</td></tr> <tr><td>6</td><td>20</td></tr> <tr><td>7</td><td>23</td></tr> <tr><td>8</td><td>24</td></tr> <tr><td>9</td><td>25</td></tr> <tr><td>10</td><td>27</td></tr> <tr><td>11</td><td>28</td></tr> <tr><td>12</td><td>29</td></tr> <tr><td>13</td><td>30</td></tr> <tr><td>14</td><td>31</td></tr> <tr><td>15</td><td>34</td></tr> <tr><td>16</td><td>35</td></tr> <tr><td>17</td><td>37</td></tr> <tr><td>18</td><td>38</td></tr> <tr><td>19</td><td>41</td></tr> <tr><td>20</td><td>43</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"DCs","next_link":{"label":"Item Prices","url":"/Rules.aspx?ID=1080"},"previous_link":{"label":"Designing by Type","url":"/Rules.aspx?ID=1063"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Fill in the Numbers\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 85"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>","speed":{},"text":" DCs Source Gamemastery Guide pg. 85 Choose any DCs for the items abilities. You cant go wrong with the typical DCs in Table 218. However, an item with a narrow function might have a DC up to 2 higher, and one that forces a save (such as with an aura) is typically 2 lower. The lower the DC, the quicker the item becomes obsolete. ## Table 218: Magic Item DCs Item Level DC 1 15 2 16 3 17 4 18 5 19 6 20 7 23 8 24 9 25 10 27 11 28 12 29 13 30 14 31 15 34 16 35 17 37 18 38 19 41 20 43 ","type":"Rules","url":"/Rules.aspx?ID=1079","weakness":{}}},{"_index":"aon18","_id":"rules-1080","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Fill in the Numbers"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1080","markdown":"<title level=\"1\" right=\"Rules\">[Item Prices](/Rules.aspx?ID=1080)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUse the following guidelines for pricing items.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1081\" />\r\n\r\n<document level=\"2\" id=\"rules-1082\" />","name":"Item Prices","next_link":{"label":"Item Quirks","url":"/Rules.aspx?ID=1083"},"previous_link":{"label":"DCs","url":"/Rules.aspx?ID=1079"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Fill in the Numbers\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 85"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>","speed":{},"text":" Item Prices Source Gamemastery Guide pg. 85 Use the following guidelines for pricing items. ","type":"Rules","url":"/Rules.aspx?ID=1080","weakness":{}}},{"_index":"aon18","_id":"rules-1081","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Fill in the Numbers","Item Prices"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1081","markdown":"<title level=\"1\" right=\"Rules\">[Permanent Items](/Rules.aspx?ID=1081)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach item level has a price range. Based on the items role and abilities, decide where in that range to place it. Theres plenty of variation, and you primarily need to worry about Price only if you expect the PCs will be able to sell it.\n\n Primary items cost near the highest value for their level. They have a big impact on combat or player ability. This includes weapons, armor, and Perception items. The highest price is for items like _magic weapons_, _magic armor_, and apex items. So a _+1 striking weapon_ is 100 gp at 4th level.\n\n Secondary items, with middle values, give significant secondary benefits or enhance highly consequential noncombat or support skills like Medicine or Crafting.\n\n Tertiary items, with low value, are weird or very specific items, ones not usually core to a characters build. Especially strange ones might fall into the gap between two levels. \n\n## Table 219: Permanent Magic Item Price\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Price**</td><td>**Core Item**</td></tr> <tr><td>1</td><td>1020 gp</td><td></td></tr> <tr><td>2</td><td>2535 gp</td><td>_+1 weapon_</td></tr> <tr><td>3</td><td>4560 gp</td><td>_+1 skill item_</td></tr> <tr><td>4</td><td>75100 gp</td><td>_+1 striking weapon_</td></tr> <tr><td>5</td><td>125160 gp</td><td>_+1 armor_</td></tr> <tr><td>6</td><td>200250 gp</td><td></td></tr> <tr><td>7</td><td>300360 gp</td><td></td></tr> <tr><td>8</td><td>415500 gp</td><td>_+1 resilient armor_</td></tr> <tr><td>9</td><td>575700 gp</td><td>_+2 skill item_</td></tr> <tr><td>10</td><td>8201,000 gp</td><td>_+2 striking weapon_</td></tr> <tr><td>11</td><td>1,1601,400 gp</td><td>_+2 resilient armor_</td></tr> <tr><td>12</td><td>1,6402,000 gp</td><td>_+2 greater striking weapon_</td></tr> <tr><td>13</td><td>2,4003,000 gp</td><td></td></tr> <tr><td>14</td><td>3,6004,500 gp</td><td>_+2 greater resilient armor_</td></tr> <tr><td>15</td><td>5,3006,500 gp</td><td></td></tr> <tr><td>16</td><td>7,90010,000 gp</td><td>_+3 greater striking weapon_</td></tr> <tr><td>17</td><td>12,00015,000 gp</td><td>_+3 skill item, apex item_</td></tr> <tr><td>18</td><td>18,60024,000 gp</td><td>_+3 greater resilient armor_</td></tr> <tr><td>19</td><td>30,40040,000 gp</td><td>_+3 superior striking weapon_</td></tr> <tr><td>20</td><td>52,00070,000 gp</td><td>_+3 superior resilient armor_</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Permanent Items","next_link":{"label":"Consumables","url":"/Rules.aspx?ID=1082"},"previous_link":{"label":"DCs","url":"/Rules.aspx?ID=1079"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Fill in the Numbers / Item Prices\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 85"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>","speed":{},"text":" Permanent Items Source Gamemastery Guide pg. 85 Each item level has a price range. Based on the items role and abilities, decide where in that range to place it. Theres plenty of variation, and you primarily need to worry about Price only if you expect the PCs will be able to sell it. Primary items cost near the highest value for their level. They have a big impact on combat or player ability. This includes weapons, armor, and Perception items. The highest price is for items like magic weapons , magic armor , and apex items. So a +1 striking weapon is 100 gp at 4th level. Secondary items, with middle values, give significant secondary benefits or enhance highly consequential noncombat or support skills like Medicine or Crafting. Tertiary items, with low value, are weird or very specific items, ones not usually core to a characters build. Especially strange ones might fall into the gap between two levels. ## Table 219: Permanent Magic Item Price Level Price Core Item 1 1020 gp 2 2535 gp +1 weapon 3 4560 gp +1 skill item 4 75100 gp +1 striking weapon 5 125160 gp +1 armor 6 200250 gp 7 300360 gp 8 415500 gp +1 resilient armor 9 575700 gp +2 skill item 10 8201,000 gp +2 striking weapon 11 1,1601,400 gp +2 resilient armor 12 1,6402,000 gp +2 greater striking weapon 13 2,4003,000 gp 14 3,6004,500 gp +2 greater resilient armor 15 5,3006,500 gp 16 7,90010,000 gp +3 greater striking weapon 17 12,00015,000 gp +3 skill item, apex item 18 18,60024,000 gp +3 greater resilient armor 19 30,40040,000 gp +3 superior striking weapon 20 52,00070,000 gp +3 superior resilient armor ","type":"Rules","url":"/Rules.aspx?ID=1081","weakness":{}}},{"_index":"aon18","_id":"rules-1082","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Items","Fill in the Numbers","Item Prices"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1082","markdown":"<title level=\"1\" right=\"Rules\">[Consumables](/Rules.aspx?ID=1082)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nConsumables have a slightly narrower range, with top-end items like scrolls, optimum healing potions, or super-useful consumables like a [_potion of invisibility_](/Equipment.aspx?ID=187) at the high end.\n\n## Table 220: Consumable Price\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Price**</td></tr> <tr><td>1</td><td>34 gp</td></tr> <tr><td>2</td><td>57 gp</td></tr> <tr><td>3</td><td>812 gp</td></tr> <tr><td>4</td><td>1320 gp</td></tr> <tr><td>5</td><td>2130 gp</td></tr> <tr><td>6</td><td>3150 gp</td></tr> <tr><td>7</td><td>5170 gp</td></tr> <tr><td>8</td><td>71100 gp</td></tr> <tr><td>9</td><td>101150 gp</td></tr> <tr><td>10</td><td>151200 gp</td></tr> <tr><td>11</td><td>201300 gp</td></tr> <tr><td>12</td><td>301400 gp</td></tr> <tr><td>13</td><td>401600 gp</td></tr> <tr><td>14</td><td>601900 gp</td></tr> <tr><td>15</td><td>9011,300 gp</td></tr> <tr><td>16</td><td>1,3012,000 gp</td></tr> <tr><td>17</td><td>2,0013,000 gp</td></tr> <tr><td>18</td><td>3,0015,000 gp</td></tr> <tr><td>19</td><td>5,0018,000 gp</td></tr> <tr><td>20</td><td>8,00114,000 gp</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Consumables","next_link":{"label":"Item Quirks","url":"/Rules.aspx?ID=1083"},"previous_link":{"label":"Permanent Items","url":"/Rules.aspx?ID=1081"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>\r\n\r\nChapter 2: Tools\r\n/ Building Items / Fill in the Numbers / Item Prices\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 85"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 85</row>","speed":{},"text":" Consumables Source Gamemastery Guide pg. 85 Consumables have a slightly narrower range, with top-end items like scrolls, optimum healing potions, or super-useful consumables like a potion of invisibility at the high end. ## Table 220: Consumable Price Level Price 1 34 gp 2 57 gp 3 812 gp 4 1320 gp 5 2130 gp 6 3150 gp 7 5170 gp 8 71100 gp 9 101150 gp 10 151200 gp 11 201300 gp 12 301400 gp 13 401600 gp 14 601900 gp 15 9011,300 gp 16 1,3012,000 gp 17 2,0013,000 gp 18 3,0015,000 gp 19 5,0018,000 gp 20 8,00114,000 gp ","type":"Rules","url":"/Rules.aspx?ID=1082","weakness":{}}},{"_index":"aon18","_id":"rules-1083","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1083","markdown":"<title level=\"1\" right=\"Rules\">[Item Quirks](/Rules.aspx?ID=1083)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 86</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nItem quirks are peculiar characteristics that make items unique in unusual ways. These can make individual items—particularly permanent items—stand out from one another, and can give additional wonder to magical items beyond just their mechanical benefits.\n\n You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks dont normally have any mechanical effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such effects should never grant more than a +1 item bonus or 1 item penalty, and even then the statistic or check it applies to should be narrow. For a quirk that grants an item the ability to speak, you choose the language based on the history of the item, or your best guess of what that history might be. Its typically a language spoken by the items creator. \n\n## Table 221: Quirks\n<row gap=\"tiny\">\n<table> <tr><td>**d%**</td><td>**Quirk**</td><td>**Description**</td></tr> <tr><td>01</td><td>Melodic</td><td>Faint music plays when in use.</td></tr> <tr><td>02</td><td>Skin-altering</td><td>The users skin color changes to a bright color such as blue or green.</td></tr> <tr><td>03</td><td>Choral</td><td>Repeats everything the user says in a singing voice.</td></tr> <tr><td>04</td><td>Mood coloration</td><td>Users mood affects the items color.</td></tr> <tr><td>05</td><td>Chatty</td><td>Happily engages in small talk.</td></tr> <tr><td>06</td><td>Spoiling</td><td>Food within 1 foot spoils at twice the normal rate.</td></tr> <tr><td>07</td><td>Friendly</td><td>Requests to be introduced to everyone the user meets.</td></tr> <tr><td>08</td><td>Muffling</td><td>Nearby sounds are slightly quieter.</td></tr> <tr><td>09</td><td>Runic</td><td>Runes appear on the users skin.</td></tr> <tr><td>10</td><td>Comfortable</td><td>Can serve as a pillow or blanket.</td></tr> <tr><td>11</td><td>Rain-blocking</td><td>The user remains dry in the rain.</td></tr> <tr><td>12</td><td>Clumsy</td><td>When unattended, knocks over other small items within 1 foot.</td></tr> <tr><td>13</td><td>Elemental appearance</td><td>Seems made of flame, water, or another elemental material.</td></tr> <tr><td>14</td><td>Magnetic</td><td>Small, ferrous objects of light Bulk or less adhere to it.</td></tr> <tr><td>15</td><td>Aberrant</td><td>Has tentacles, teeth, or other off-putting features.</td></tr> <tr><td>16</td><td>Dream-eating</td><td>Creatures asleep within 10 feet do not dream.</td></tr> <tr><td>17</td><td>Clean</td><td>Remains pristine despite filth.</td></tr> <tr><td>18</td><td>Hungry</td><td>Needs daily meals, often odd things like wood shavings.</td></tr> <tr><td>19</td><td>Smelly</td><td>Smells like the last food the user ate.</td></tr> <tr><td>20</td><td>Flamboyant</td><td>Flashes of light, sparks of color, and other effects shower from it.</td></tr> <tr><td>21</td><td>Verdant trail</td><td>Small plants grow where the user walks, remaining for 1 hour.</td></tr> <tr><td>22</td><td>Complaining</td><td>Grumbles when not in use.</td></tr> <tr><td>23</td><td>Detecting</td><td>Aware of a specific animal or plant, such as squirrels or poison ivy, within 30 feet.</td></tr> <tr><td>24</td><td>Fibbing</td><td>Tells grandiose and obvious lies.</td></tr> <tr><td>25</td><td>Compressing</td><td>User is slightly shorter.</td></tr> <tr><td>26</td><td>Attentive</td><td>Turns to face the last creature to touch it.</td></tr> <tr><td>27</td><td>Soprano</td><td>Users voice becomes higher.</td></tr> <tr><td>28</td><td>Shrinking</td><td>Decreases in size when used.</td></tr> <tr><td>29</td><td>Aromatic</td><td>Nearby air smells pleasant.</td></tr> <tr><td>30</td><td>Temperate</td><td>Slight warmth spills from the item.</td></tr> <tr><td>31</td><td>Slime trail</td><td>User leaves a trail of slime where they walk, remaining for 1 hour.</td></tr> <tr><td>32</td><td>Tetrachromatic</td><td>Colors seem more vivid to the user.</td></tr> <tr><td>33</td><td>Resounding</td><td>Nearby sounds are slightly louder.</td></tr> <tr><td>34</td><td>Insect-attracting</td><td>Harmless insects swarm around it.</td></tr> <tr><td>35</td><td>Ancient tongue</td><td>Speaks in a forgotten language.</td></tr> <tr><td>36</td><td>Bloodthirsty</td><td>The sight of blood causes it to quiver in anticipation.</td></tr> <tr><td>37</td><td>Polished</td><td>Highly reflective.</td></tr> <tr><td>38</td><td>Scribing</td><td>Absorbs ink for 1 hour, allowing its points to be used as a pen.</td></tr> <tr><td>39</td><td>Dirty</td><td>A layer of filth always remains.</td></tr> <tr><td>40</td><td>Eye-altering</td><td>Users eye color changes.</td></tr> <tr><td>41</td><td>Preserving</td><td>Food within 1 foot spoils at half rate.</td></tr> <tr><td>42</td><td>Leafy</td><td>Small plants grow on or from it.</td></tr> <tr><td>43</td><td>Wet</td><td>It and its user are always damp.</td></tr> <tr><td>44</td><td>Encouraging</td><td>Offers encouragement when the user fails a check.</td></tr> <tr><td>45</td><td>Loyal</td><td>Remains within 5 feet of the user, as if on a tether.</td></tr> <tr><td>46</td><td>Ritualistic</td><td>Demands the user perform a simple act every morning.</td></tr> <tr><td>47</td><td>Restless</td><td>Slowly moves and fidgets.</td></tr> <tr><td>48</td><td>Displaced</td><td>Appears offset from where it is.</td></tr> <tr><td>49</td><td>Caring</td><td>Provides advice and reminders.</td></tr> <tr><td>50</td><td>Projecting</td><td>Light creates a kaleidoscopic effect.</td></tr> <tr><td>51</td><td>Hair-altering</td><td>Users hair color changes.</td></tr> <tr><td>52</td><td>Watchful</td><td>Staring eyes cover it.</td></tr> <tr><td>53</td><td>Generous</td><td>Produces small, token gifts.</td></tr> <tr><td>54</td><td>Bass</td><td>Users voice becomes lower.</td></tr> <tr><td>55</td><td>Leaking</td><td>Secretes a harmless liquid.</td></tr> <tr><td>56</td><td>Taste-altering</td><td>Food tastes different, such as tasting sweeter or saltier.</td></tr> <tr><td>57</td><td>Bouncy</td><td>Bounces on collision.</td></tr> <tr><td>58</td><td>Lucid</td><td>Creatures asleep within 10 feet see the item in their dreams.</td></tr> <tr><td>59</td><td>Decorous</td><td>Insists the user use polite language.</td></tr> <tr><td>60</td><td>Junky</td><td>Appears shoddy or made of scraps.</td></tr> <tr><td>61</td><td>Cavorting</td><td>Dances in place when not in use.</td></tr> <tr><td>62</td><td>Furry</td><td>Covered by a thin coat of fur.</td></tr> <tr><td>63</td><td>Unusually colored</td><td>An outlandish color, such as a bright purple suit of armor.</td></tr> <tr><td>64</td><td>Sonorous</td><td>Sounds a pure tone when struck.</td></tr> <tr><td>65</td><td>Starry</td><td>Seems made of night sky.</td></tr> <tr><td>66</td><td>Compact</td><td>Packs neatly into a smaller form.</td></tr> <tr><td>67</td><td>Misting</td><td>Constantly leaking mist or steam.</td></tr> <tr><td>68</td><td>Chirping</td><td>Coos and squeaks when used.</td></tr> <tr><td>69</td><td>Balanced</td><td>Always remains perfectly upright.</td></tr> <tr><td>70</td><td>Sun-blocking</td><td>User never receives sunburns.</td></tr> <tr><td>71</td><td>Animal-attracting</td><td>Harmless animals follow the user.</td></tr> <tr><td>72</td><td>Flaunting</td><td>Forces user to move dramatically.</td></tr> <tr><td>73</td><td>Tracing</td><td>Followed by thin trails of color.</td></tr> <tr><td>74</td><td>Monologuing</td><td>Recites long lectures or speeches.</td></tr> <tr><td>75</td><td>Foretelling</td><td>Makes mysterious predictions.</td></tr> <tr><td>76</td><td>Adhesive</td><td>Sticks slightly to any surface.</td></tr> <tr><td>77</td><td>Levitating</td><td>Floats slightly above a surface.</td></tr> <tr><td>78</td><td>Slimy</td><td>Covered by a thin layer of slime.</td></tr> <tr><td>79</td><td>Commentating</td><td>Remarks on its surroundings.</td></tr> <tr><td>80</td><td>Numbing</td><td>User is less sensitive to pain.</td></tr> <tr><td>81</td><td>Time-telling</td><td>Announces the current time.</td></tr> <tr><td>82</td><td>Towering</td><td>User is slightly taller.</td></tr> <tr><td>83</td><td>Absorbent</td><td>Absorbs up to one pint of liquid.</td></tr> <tr><td>84</td><td>Faceted</td><td>Appears made of crystal or gems.</td></tr> <tr><td>85</td><td>Bubbly</td><td>Creates bubbles when used.</td></tr> <tr><td>86</td><td>Image-flipping</td><td>User appears to be mirrored.</td></tr> <tr><td>87</td><td>Hair-growing</td><td>Users hair grows at double rate.</td></tr> <tr><td>88</td><td>Alternating</td><td>Appearance slowly changes.</td></tr> <tr><td>89</td><td>Sweaty</td><td>Becomes damp and pungent when used extensively.</td></tr> <tr><td>90</td><td>Glittering</td><td>Shimmers and glows with light.</td></tr> <tr><td>91</td><td>Molting</td><td>Sheds a thick film every morning.</td></tr> <tr><td>92</td><td>Echoing</td><td>Sounds around the user echo.</td></tr> <tr><td>93</td><td>Shadowless</td><td>Item and user cast no shadow.</td></tr> <tr><td>94</td><td>Storytelling</td><td>Is inscribed with a story or knows a tale it can recite on command.</td></tr> <tr><td>95</td><td>Chilled</td><td>Slightly cool to the touch.</td></tr> <tr><td>96</td><td>Color-washing</td><td>Users vision shifts to a given coloration, such as sepia or monochrome.</td></tr> <tr><td>97</td><td>Growing</td><td>Increases in size when used.</td></tr> <tr><td>98</td><td>Floating</td><td>Slowly descends when dropped.</td></tr> <tr><td>99</td><td>Two quirks</td><td>Roll twice on the table and apply both quirks to the item. Reroll any results of 99 or 100.</td></tr> <tr><td>100</td><td>Three quirks</td><td>Roll three times on the table and apply all quirks to the item. Reroll any results of 99 or 100.</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Item Quirks","next_link":{"label":"Intelligent Items","url":"/Rules.aspx?ID=1084"},"previous_link":{"label":"Building Items","url":"/Rules.aspx?ID=1053"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 86</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 86"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 86</row>","speed":{},"text":" Item Quirks Source Gamemastery Guide pg. 86 Item quirks are peculiar characteristics that make items unique in unusual ways. These can make individual items—particularly permanent items—stand out from one another, and can give additional wonder to magical items beyond just their mechanical benefits. You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks dont normally have any mechanical effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such effects should never grant more than a +1 item bonus or 1 item penalty, and even then the statistic or check it applies to should be narrow. For a quirk that grants an item the ability to speak, you choose the language based on the history of the item, or your best guess of what that history might be. Its typically a language spoken by the items creator. ## Table 221: Quirks d% Quirk Description 01 Melodic Faint music plays when in use. 02 Skin-altering The users skin color changes to a bright color such as blue or green. 03 Choral Repeats everything the user says in a singing voice. 04 Mood coloration Users mood affects the items color. 05 Chatty Happily engages in small talk. 06 Spoiling Food within 1 foot spoils at twice the normal rate. 07 Friendly Requests to be introduced to everyone the user meets. 08 Muffling Nearby sounds are slightly quieter. 09 Runic Runes appear on the users skin. 10 Comfortable Can serve as a pillow or blanket. 11 Rain-blocking The user remains dry in the rain. 12 Clumsy When unattended, knocks over other small items within 1 foot. 13 Elemental appearance Seems made of flame, water, or another elemental material. 14 Magnetic Small, ferrous objects of light Bulk or less adhere to it. 15 Aberrant Has tentacles, teeth, or other off-putting features. 16 Dream-eating Creatures asleep within 10 feet do not dream. 17 Clean Remains pristine despite filth. 18 Hungry Needs daily meals, often odd things like wood shavings. 19 Smelly Smells like the last food the user ate. 20 Flamboyant Flashes of light, sparks of color, and other effects shower from it. 21 Verdant trail Small plants grow where the user walks, remaining for 1 hour. 22 Complaining Grumbles when not in use. 23 Detecting Aware of a specific animal or plant, such as squirrels or poison ivy, within 30 feet. 24 Fibbing Tells grandiose and obvious lies. 25 Compressing User is slightly shorter. 26 Attentive Turns to face the last creature to touch it. 27 Soprano Users voice becomes higher. 28 Shrinking Decreases in size when used. 29 Aromatic Nearby air smells pleasant. 30 Temperate Slight warmth spills from the item. 31 Slime trail User leaves a trail of slime where they walk, remaining for 1 hour. 32 Tetrachromatic Colors seem more vivid to the user. 33 Resounding Nearby sounds are slightly louder. 34 Insect-attracting Harmless insects swarm around it. 35 Ancient tongue Speaks in a forgotten language. 36 Bloodthirsty The sight of blood causes it to quiver in anticipation. 37 Polished Highly reflective. 38 Scribing Absorbs ink for 1 hour, allowing its points to be used as a pen. 39 Dirty A layer of filth always remains. 40 Eye-altering Users eye color changes. 41 Preserving Food within 1 foot spoils at half rate. 42 Leafy Small plants grow on or from it. 43 Wet It and its user are always damp. 44 Encouraging Offers encouragement when the user fails a check. 45 Loyal Remains within 5 feet of the user, as if on a tether. 46 Ritualistic Demands the user perform a simple act every morning. 47 Restless Slowly moves and fidgets. 48 Displaced Appears offset from where it is. 49 Caring Provides advice and reminders. 50 Projecting Light creates a kaleidoscopic effect. 51 Hair-altering Users hair color changes. 52 Watchful Staring eyes cover it. 53 Generous Produces small, token gifts. 54 Bass Users voice becomes lower. 55 Leaking Secretes a harmless liquid. 56 Taste-altering Food tastes different, such as tasting sweeter or saltier. 57 Bouncy Bounces on collision. 58 Lucid Creatures asleep within 10 feet see the item in their dreams. 59 Decorous Insists the user use polite language. 60 Junky Appears shoddy or made of scraps. 61 Cavorting Dances in place when not in use. 62 Furry Covered by a thin coat of fur. 63 Unusually colored An outlandish color, such as a bright purple suit of armor. 64 Sonorous Sounds a pure tone when struck. 65 Starry Seems made of night sky. 66 Compact Packs neatly into a smaller form. 67 Misting Constantly leaking mist or steam. 68 Chirping Coos and squeaks when used. 69 Balanced Always remains perfectly upright. 70 Sun-blocking User never receives sunburns. 71 Animal-attracting Harmless animals follow the user. 72 Flaunting Forces user to move dramatically. 73 Tracing Followed by thin trails of color. 74 Monologuing Recites long lectures or speeches. 75 Foretelling Makes mysterious predictions. 76 Adhesive Sticks slightly to any surface. 77 Levitating Floats slightly above a surface. 78 Slimy Covered by a thin layer of slime. 79 Commentating Remarks on its surroundings. 80 Numbing User is less sensitive to pain. 81 Time-telling Announces the current time. 82 Towering User is slightly taller. 83 Absorbent Absorbs up to one pint of liquid. 84 Faceted Appears made of crystal or gems. 85 Bubbly Creates bubbles when used. 86 Image-flipping User appears to be mirrored. 87 Hair-growing Users hair grows at double rate. 88 Alternating Appearance slowly changes. 89 Sweaty Becomes damp and pungent when used extensively. 90 Glittering Shimmers and glows with light. 91 Molting Sheds a thick film every morning. 92 Echoing Sounds around the user echo. 93 Shadowless Item and user cast no shadow. 94 Storytelling Is inscribed with a story or knows a tale it can recite on command. 95 Chilled Slightly cool to the touch. 96 Color-washing Users vision shifts to a given coloration, such as sepia or monochrome. 97 Growing Increases in size when used. 98 Floating Slowly descends when dropped. 99 Two quirks Roll twice on the table and apply both quirks to the item. Reroll any results of 99 or 100. 100 Three quirks Roll three times on the table and apply all quirks to the item. Reroll any results of 99 or 100. ","type":"Rules","url":"/Rules.aspx?ID=1083","weakness":{}}},{"_index":"aon18","_id":"rules-1084","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1084","markdown":"<title level=\"1\" right=\"Rules\">[Intelligent Items](/Rules.aspx?ID=1084)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMagic items with a mind of their own have been a hallmark of myth and fantasy for millennia. When integrated into a campaign, they can become memorable characters in their own right.\n\n Intelligent items are a special kind of magic item that straddles the line between treasure and NPC. An intelligent item might be another type of item as well: it could be an artifact (like _Serithtial_ on page 112), a cursed item (page 90), or even a relic (page 94) that grows with its wielder.\n\n Introducing an intelligent item is an effective way to subtly alter the party dynamic. An intelligent item works well when its personality makes it a natural complement or foil for its partner: the PC investing, holding, or otherwise interacting with the item. An intelligent item that can communicate only with that particular PC is also a great way to engage players who are a bit quieter, or those slower to speak in a scene where all the PCs can talk to a particular NPC. Due to their inherently limited agency, intelligent items are at less of a risk for stealing the spotlight than other NPCs who travel along with the party.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1085\" />\r\n\r\n<document level=\"2\" id=\"rules-1092\" />\r\n\r\n<document level=\"2\" id=\"rules-1093\" />","name":"Intelligent Items","next_link":{"label":"Cursed Items","url":"/Rules.aspx?ID=1094"},"previous_link":{"label":"Item Quirks","url":"/Rules.aspx?ID=1083"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 88"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>","speed":{},"text":" Intelligent Items Source Gamemastery Guide pg. 88 Magic items with a mind of their own have been a hallmark of myth and fantasy for millennia. When integrated into a campaign, they can become memorable characters in their own right. Intelligent items are a special kind of magic item that straddles the line between treasure and NPC. An intelligent item might be another type of item as well: it could be an artifact (like Serithtial on page 112), a cursed item (page 90), or even a relic (page 94) that grows with its wielder. Introducing an intelligent item is an effective way to subtly alter the party dynamic. An intelligent item works well when its personality makes it a natural complement or foil for its partner: the PC investing, holding, or otherwise interacting with the item. An intelligent item that can communicate only with that particular PC is also a great way to engage players who are a bit quieter, or those slower to speak in a scene where all the PCs can talk to a particular NPC. Due to their inherently limited agency, intelligent items are at less of a risk for stealing the spotlight than other NPCs who travel along with the party. ","type":"Rules","url":"/Rules.aspx?ID=1084","weakness":{}}},{"_index":"aon18","_id":"rules-1085","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Intelligent Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1085","markdown":"<title level=\"1\" right=\"Rules\">[Intelligent Item Rules](/Rules.aspx?ID=1085)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEvery intelligent item has the intelligent trait. Intelligent items cant be crafted by normal means—typically an accident, a divine act, or a major sacrifice on the part of the creator is required to grant the item the mental essence it needs for sentience, and in some rare cases the spiritual essence it needs to have a soul of its own. Because of this, intelligent items are always rare or unique. The normal statistics and rules for wearing or using an item of its type still apply to an intelligent item. In addition, intelligent items have a few statistics other items lack.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1086\" />\r\n\r\n<document level=\"2\" id=\"rules-1087\" />\r\n\r\n<document level=\"2\" id=\"rules-1088\" />\r\n\r\n<document level=\"2\" id=\"rules-1089\" />\r\n\r\n<document level=\"2\" id=\"rules-1090\" />\r\n\r\n<document level=\"2\" id=\"rules-1091\" />","name":"Intelligent Item Rules","next_link":{"label":"Item Agency","url":"/Rules.aspx?ID=1092"},"previous_link":{"label":"Item Quirks","url":"/Rules.aspx?ID=1083"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\nChapter 2: Tools\r\n/ Intelligent Items\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 88"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>","speed":{},"text":" Intelligent Item Rules Source Gamemastery Guide pg. 88 Every intelligent item has the intelligent trait. Intelligent items cant be crafted by normal means—typically an accident, a divine act, or a major sacrifice on the part of the creator is required to grant the item the mental essence it needs for sentience, and in some rare cases the spiritual essence it needs to have a soul of its own. Because of this, intelligent items are always rare or unique. The normal statistics and rules for wearing or using an item of its type still apply to an intelligent item. In addition, intelligent items have a few statistics other items lack. ","type":"Rules","url":"/Rules.aspx?ID=1085","weakness":{}}},{"_index":"aon18","_id":"rules-1086","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Intelligent Items","Intelligent Item Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1086","markdown":"<title level=\"1\" right=\"Rules\">[Alignment](/Rules.aspx?ID=1086)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn intelligent item always has an alignment trait, just like any other creature, even if it isnt fully sapient. Few intelligent items are capable of growing and changing their alignment and fundamental nature; most are fixed at the time of their creation.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alignment","next_link":{"label":"Perception and Senses","url":"/Rules.aspx?ID=1087"},"previous_link":{"label":"Item Quirks","url":"/Rules.aspx?ID=1083"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\nChapter 2: Tools\r\n/ Intelligent Items / Intelligent Item Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 88"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>","speed":{},"text":" Alignment Source Gamemastery Guide pg. 88 An intelligent item always has an alignment trait, just like any other creature, even if it isnt fully sapient. Few intelligent items are capable of growing and changing their alignment and fundamental nature; most are fixed at the time of their creation. ","type":"Rules","url":"/Rules.aspx?ID=1086","weakness":{}}},{"_index":"aon18","_id":"rules-1087","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Intelligent Items","Intelligent Item Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1087","markdown":"<title level=\"1\" right=\"Rules\">[Perception and Senses](/Rules.aspx?ID=1087)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn intelligent item that has any sense of the world around them has a Perception modifier. Intelligent items have only the senses listed within their entry, rather than the assumed assortment of senses that most creatures have. If an intelligent item notices something its partner doesnt, it might be able to communicate with its partner and let them know.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Perception and Senses","next_link":{"label":"Communication and Languages","url":"/Rules.aspx?ID=1088"},"previous_link":{"label":"Alignment","url":"/Rules.aspx?ID=1086"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\nChapter 2: Tools\r\n/ Intelligent Items / Intelligent Item Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 88"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>","speed":{},"text":" Perception and Senses Source Gamemastery Guide pg. 88 An intelligent item that has any sense of the world around them has a Perception modifier. Intelligent items have only the senses listed within their entry, rather than the assumed assortment of senses that most creatures have. If an intelligent item notices something its partner doesnt, it might be able to communicate with its partner and let them know. ","type":"Rules","url":"/Rules.aspx?ID=1087","weakness":{}}},{"_index":"aon18","_id":"rules-1088","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Intelligent Items","Intelligent Item Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1088","markdown":"<title level=\"1\" right=\"Rules\">[Communication and Languages](/Rules.aspx?ID=1088)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIntelligent items almost always have some means of communication—an easy way to demonstrate an items intelligence! The most common ways are via empathy, speech, and telepathy. Speech and telepathy function as they do for any creature, while an empathic connection allows the item to share only emotions. Empathic and telepathic connections are often limited either to the items partner or to a certain distance.\n\n If an intelligent item understands or speaks any languages, they are listed in parentheses in its Communication entry. If the item doesnt have speech listed, it can only understand the listed languages, not speak them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Communication and Languages","next_link":{"label":"Skill","url":"/Rules.aspx?ID=1089"},"previous_link":{"label":"Perception and Senses","url":"/Rules.aspx?ID=1087"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\nChapter 2: Tools\r\n/ Intelligent Items / Intelligent Item Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 88"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>","speed":{},"text":" Communication and Languages Source Gamemastery Guide pg. 88 Intelligent items almost always have some means of communication—an easy way to demonstrate an items intelligence! The most common ways are via empathy, speech, and telepathy. Speech and telepathy function as they do for any creature, while an empathic connection allows the item to share only emotions. Empathic and telepathic connections are often limited either to the items partner or to a certain distance. If an intelligent item understands or speaks any languages, they are listed in parentheses in its Communication entry. If the item doesnt have speech listed, it can only understand the listed languages, not speak them. ","type":"Rules","url":"/Rules.aspx?ID=1088","weakness":{}}},{"_index":"aon18","_id":"rules-1089","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Intelligent Items","Intelligent Item Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1089","markdown":"<title level=\"1\" right=\"Rules\">[Skill](/Rules.aspx?ID=1089)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIntelligent items might have skill modifiers for Intelligence, Wisdom, or Charisma-based skills that fit their nature.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill","next_link":{"label":"Ability Scores","url":"/Rules.aspx?ID=1090"},"previous_link":{"label":"Communication and Languages","url":"/Rules.aspx?ID=1088"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\nChapter 2: Tools\r\n/ Intelligent Items / Intelligent Item Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 88"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>","speed":{},"text":" Skill Source Gamemastery Guide pg. 88 Intelligent items might have skill modifiers for Intelligence, Wisdom, or Charisma-based skills that fit their nature. ","type":"Rules","url":"/Rules.aspx?ID=1089","weakness":{}}},{"_index":"aon18","_id":"rules-1090","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Intelligent Items","Intelligent Item Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1090","markdown":"<title level=\"1\" right=\"Rules\">[Ability Scores](/Rules.aspx?ID=1090)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIntelligent items have Intelligence, Wisdom, and Charisma scores, though as inanimate objects, they dont have Strength, Dexterity, or Constitution entries.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Scores","next_link":{"label":"Will Save","url":"/Rules.aspx?ID=1091"},"previous_link":{"label":"Skill","url":"/Rules.aspx?ID=1089"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\nChapter 2: Tools\r\n/ Intelligent Items / Intelligent Item Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 88"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>","speed":{},"text":" Ability Scores Source Gamemastery Guide pg. 88 Intelligent items have Intelligence, Wisdom, and Charisma scores, though as inanimate objects, they dont have Strength, Dexterity, or Constitution entries. ","type":"Rules","url":"/Rules.aspx?ID=1090","weakness":{}}},{"_index":"aon18","_id":"rules-1091","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Intelligent Items","Intelligent Item Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1091","markdown":"<title level=\"1\" right=\"Rules\">[Will Save](/Rules.aspx?ID=1091)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSince they have their own minds, intelligent items might be subject to mental effects that require a Will save.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Will Save","next_link":{"label":"Item Agency","url":"/Rules.aspx?ID=1092"},"previous_link":{"label":"Ability Scores","url":"/Rules.aspx?ID=1090"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\nChapter 2: Tools\r\n/ Intelligent Items / Intelligent Item Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 88"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>","speed":{},"text":" Will Save Source Gamemastery Guide pg. 88 Since they have their own minds, intelligent items might be subject to mental effects that require a Will save. ","type":"Rules","url":"/Rules.aspx?ID=1091","weakness":{}}},{"_index":"aon18","_id":"rules-1092","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Intelligent Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1092","markdown":"<title level=\"1\" right=\"Rules\">[Item Agency](/Rules.aspx?ID=1092)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs a default, intelligent items have control over all their own magic, meaning an intelligent magic weapon could deny the effects of its fundamental and property runes if it so chose, and intelligent items perform their own activations when they wish. Intelligent items can typically use 3 actions per turn, acting on their partners turn. These actions dont count toward their partners 3 actions. They have a reaction if any of their activations requires one.\n\n Beyond denying magic effects and communicating their displeasure, intelligent items can usually influence or hinder their partners only in subtle ways. If the item is a weapon or tool necessary for an action (like thieves tools), it can at least be disruptive enough to make its partner take a 2 circumstance penalty to associated checks, much as if the partner were using an improvised weapon or tool. If an intelligent item can have a greater effect, such as seizing control of its partners body for a time, the intelligent items entry includes those abilities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Item Agency","next_link":{"label":"Designing Intelligent Items","url":"/Rules.aspx?ID=1093"},"previous_link":{"label":"Intelligent Item Rules","url":"/Rules.aspx?ID=1085"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>\r\n\r\nChapter 2: Tools\r\n/ Intelligent Items\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 88"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 88</row>","speed":{},"text":" Item Agency Source Gamemastery Guide pg. 88 As a default, intelligent items have control over all their own magic, meaning an intelligent magic weapon could deny the effects of its fundamental and property runes if it so chose, and intelligent items perform their own activations when they wish. Intelligent items can typically use 3 actions per turn, acting on their partners turn. These actions dont count toward their partners 3 actions. They have a reaction if any of their activations requires one. Beyond denying magic effects and communicating their displeasure, intelligent items can usually influence or hinder their partners only in subtle ways. If the item is a weapon or tool necessary for an action (like thieves tools), it can at least be disruptive enough to make its partner take a 2 circumstance penalty to associated checks, much as if the partner were using an improvised weapon or tool. If an intelligent item can have a greater effect, such as seizing control of its partners body for a time, the intelligent items entry includes those abilities. ","type":"Rules","url":"/Rules.aspx?ID=1092","weakness":{}}},{"_index":"aon18","_id":"rules-1093","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Intelligent Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1093","markdown":"<title level=\"1\" right=\"Rules\">[Designing Intelligent Items](/Rules.aspx?ID=1093)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 89</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you first set out to create an intelligent item, ask yourself what role you expect the item will play in your game. Unlike any other item, the intelligent item is a character of its own and adds to the group dynamic, usually in ways similar to a minor NPC who follows the party throughout the adventure. That means its important to have a clear role in mind. Is the item an ally in the PCs dangerous quest? A kindred spirit and confidante? A foil for the PC? A morally ambiguous ally worth handling for its great power? Or perhaps a bit of comic relief? Once you know what you want in the item, you can develop its personality and abilities in parallel, coming up with thematic links between them.\n\n When choosing values for the intelligent items statistics, youll often want to use values suitable for a creature of its level. You could use much lower values if you want to give it a weakness, but keep in mind that a low Will modifier might make it particularly easy to control, which could be a problem if it can make life miserable for its partner. Because the item can usually activate its abilities on its own, the intelligent item is essentially adding a limited additional character to the PCs team, so consider its effect on the encounters the PCs face. For example, a high-level normal item that lets a PC cast a 3rd-level [_fireball_](/Spells.aspx?ID=119) every round might be reasonable given that it counts toward the PCs available actions, but an intelligent item is adding that [_fireball_](/Spells.aspx?ID=119) on top of everything else the PCs can do.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Designing Intelligent Items","next_link":{"label":"Cursed Items","url":"/Rules.aspx?ID=1094"},"previous_link":{"label":"Item Agency","url":"/Rules.aspx?ID=1092"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 89</row>\r\n\r\nChapter 2: Tools\r\n/ Intelligent Items\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 89"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 89</row>","speed":{},"text":" Designing Intelligent Items Source Gamemastery Guide pg. 89 When you first set out to create an intelligent item, ask yourself what role you expect the item will play in your game. Unlike any other item, the intelligent item is a character of its own and adds to the group dynamic, usually in ways similar to a minor NPC who follows the party throughout the adventure. That means its important to have a clear role in mind. Is the item an ally in the PCs dangerous quest? A kindred spirit and confidante? A foil for the PC? A morally ambiguous ally worth handling for its great power? Or perhaps a bit of comic relief? Once you know what you want in the item, you can develop its personality and abilities in parallel, coming up with thematic links between them. When choosing values for the intelligent items statistics, youll often want to use values suitable for a creature of its level. You could use much lower values if you want to give it a weakness, but keep in mind that a low Will modifier might make it particularly easy to control, which could be a problem if it can make life miserable for its partner. Because the item can usually activate its abilities on its own, the intelligent item is essentially adding a limited additional character to the PCs team, so consider its effect on the encounters the PCs face. For example, a high-level normal item that lets a PC cast a 3rd-level fireball every round might be reasonable given that it counts toward the PCs available actions, but an intelligent item is adding that fireball on top of everything else the PCs can do. ","type":"Rules","url":"/Rules.aspx?ID=1093","weakness":{}}},{"_index":"aon18","_id":"rules-1094","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1094","markdown":"<title level=\"1\" right=\"Rules\">[Cursed Items](/Rules.aspx?ID=1094)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 90</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile magical items can be potent weapons in any adventurers arsenal, magic can be unpredictable and is not always benign. Cursed items are unusual magical creations that have a malicious effect on the unwary and can force its wielders into difficult choices.\n\n Cursed items are almost never made intentionally; even those who set out to curse an item find the task incredibly difficult or even impossible. These items are the results of magical mishaps, shoddy crafting, or sinister forces interfering with the creation. Many specify how their curses work, but curses are fickle, and you as the GM determine how curses play out in your game. Due to these factors, an item with the cursed trait is always rare.\n\n **Identifying Cursed Items:** Cursed items often appear to be ordinary magical items, as the magic that warps their function also disguises their curses from detection. Unless you roll a critical success when Identifying a cursed item, it simply appears as something helpful or benign. A critical success reveals both the presence of the curse and the exact nature of the curse.\n\n **Removing Cursed Items:** Many cursed items cant be discarded. Some use magic to fuse to the wielder, making it impossible to remove the item, while others attune to their owner and return even if discarded. (This section uses the term “fuse” to describe either situation.) In many cases, this feature reveals itself only after the cursed item has been triggered for the first time or after investing the item for the first time, allowing the user to develop a false sense of security. Fused cursed items can be removed by targeting the items owner with a remove curse spell or similar magic. If the spell is successful, the item can be discarded, but nothing prevents the item from cursing the same creature again if the conditions are met, so its best to dispose of the item quickly. Invested cursed items that cant be removed continue to count against a characters invested items, even without reinvesting them each day.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1095\" />","name":"Cursed Items","next_link":{"label":"Relics","url":"/Rules.aspx?ID=1096"},"previous_link":{"label":"Intelligent Items","url":"/Rules.aspx?ID=1084"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 90</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 90"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 90</row>","speed":{},"text":" Cursed Items Source Gamemastery Guide pg. 90 While magical items can be potent weapons in any adventurers arsenal, magic can be unpredictable and is not always benign. Cursed items are unusual magical creations that have a malicious effect on the unwary and can force its wielders into difficult choices. Cursed items are almost never made intentionally; even those who set out to curse an item find the task incredibly difficult or even impossible. These items are the results of magical mishaps, shoddy crafting, or sinister forces interfering with the creation. Many specify how their curses work, but curses are fickle, and you as the GM determine how curses play out in your game. Due to these factors, an item with the cursed trait is always rare. Identifying Cursed Items: Cursed items often appear to be ordinary magical items, as the magic that warps their function also disguises their curses from detection. Unless you roll a critical success when Identifying a cursed item, it simply appears as something helpful or benign. A critical success reveals both the presence of the curse and the exact nature of the curse. Removing Cursed Items: Many cursed items cant be discarded. Some use magic to fuse to the wielder, making it impossible to remove the item, while others attune to their owner and return even if discarded. (This section uses the term “fuse” to describe either situation.) In many cases, this feature reveals itself only after the cursed item has been triggered for the first time or after investing the item for the first time, allowing the user to develop a false sense of security. Fused cursed items can be removed by targeting the items owner with a remove curse spell or similar magic. If the spell is successful, the item can be discarded, but nothing prevents the item from cursing the same creature again if the conditions are met, so its best to dispose of the item quickly. Invested cursed items that cant be removed continue to count against a characters invested items, even without reinvesting them each day. ","type":"Rules","url":"/Rules.aspx?ID=1094","weakness":{}}},{"_index":"aon18","_id":"rules-1095","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Cursed Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1095","markdown":"<title level=\"1\" right=\"Rules\">[Item Curses](/Rules.aspx?ID=1095)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 92</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost curses alter a base item. Item curses alter their base item, much like a property rune, though they cant be detected or identified unless a creature critically succeeds at a check to Identify the Item. A curse can be applied to the specific types of magic items listed in its Usage entry. Curses typically cant be removed or transferred from the item, though at your discretion, either might be possible after the curse is broken. If the PCs manage to break the curse, the newly uncursed item could be quite valuable.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Item Curses","next_link":{"label":"Relics","url":"/Rules.aspx?ID=1096"},"previous_link":{"label":"Intelligent Items","url":"/Rules.aspx?ID=1084"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 92</row>\r\n\r\nChapter 2: Tools\r\n/ Cursed Items\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 92"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 92</row>","speed":{},"text":" Item Curses Source Gamemastery Guide pg. 92 Most curses alter a base item. Item curses alter their base item, much like a property rune, though they cant be detected or identified unless a creature critically succeeds at a check to Identify the Item. A curse can be applied to the specific types of magic items listed in its Usage entry. Curses typically cant be removed or transferred from the item, though at your discretion, either might be possible after the curse is broken. If the PCs manage to break the curse, the newly uncursed item could be quite valuable. ","type":"Rules","url":"/Rules.aspx?ID=1095","weakness":{}}},{"_index":"aon18","_id":"rules-1096","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1096","markdown":"<title level=\"1\" right=\"Rules\">[Relics](/Rules.aspx?ID=1096)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 94</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome extraordinary magic items grow in power along with a character, gaining abilities that add to an adventurers legend. These are called relics, and owning one can define a character more than any other magic item could.\n\n Relics begin as a simple item, called a relic seed, which is little more than a functional item with a minor magical effect associated with it. As the owner of the relic grows in power, so does the relic. It develops gifts, which are new magical abilities and activations. These abilities might be themed to the relic, the character, or the nature of the campaign. If a relic is passed to another character, this process begins anew, sometimes granting the same abilities again over time, but possibly unlocking entirely new powers. If someone else takes the relic from its owner, it usually works for a while, though it might lose its power incrementally over time if not returned to its owner. How the relic changes in such a circumstance is up to you, and should fit the story.\n\n The decision to add relics to the game is entirely up to you as the GM. If you decide to add them, youll need to adjust treasure somewhat. Its also wise to consider how many players you expect to end up with relics. Will they each get one? Or will there be just one or two tied to the theme of the campaign?\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Player-Driven Relics</title>\r\n\r\nThough these rules assume you as the GM are providing relic gifts as a form of treasure with input from the players, you can instead have the players make all the decisions for their relics. Encourage the players to choose different styles of items and aspects to match their characters themes, rather than simply choosing the most powerful combination of options. Have players describe how their relic gets more powerful in the story. What acts from previous sessions lent the relic power? What special meditations or practices did they perform to unlock new gifts? How does it feel to have the relic grow?\n\n As the item and the character level up, the player chooses which gifts the item gets from the list as a part of character advancement. You still adjust treasure as normal for incorporating relics into your game. In fact, if the player tries to optimize the combinations, they will likely be more powerful than under the standard method.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1097\" />\r\n\r\n<document level=\"2\" id=\"rules-1100\" />\r\n\r\n<document level=\"2\" id=\"rules-1101\" />\r\n\r\n<document level=\"2\" id=\"rules-1102\" />\r\n\r\n<document level=\"2\" id=\"rules-1103\" />\r\n\r\n<document level=\"2\" id=\"rules-1104\" />","name":"Relics","next_link":{"label":"Artifacts","url":"/Rules.aspx?ID=1106"},"previous_link":{"label":"Cursed Items","url":"/Rules.aspx?ID=1094"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 94</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 94"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 94</row>","speed":{},"text":" Relics Source Gamemastery Guide pg. 94 Some extraordinary magic items grow in power along with a character, gaining abilities that add to an adventurers legend. These are called relics, and owning one can define a character more than any other magic item could. Relics begin as a simple item, called a relic seed, which is little more than a functional item with a minor magical effect associated with it. As the owner of the relic grows in power, so does the relic. It develops gifts, which are new magical abilities and activations. These abilities might be themed to the relic, the character, or the nature of the campaign. If a relic is passed to another character, this process begins anew, sometimes granting the same abilities again over time, but possibly unlocking entirely new powers. If someone else takes the relic from its owner, it usually works for a while, though it might lose its power incrementally over time if not returned to its owner. How the relic changes in such a circumstance is up to you, and should fit the story. The decision to add relics to the game is entirely up to you as the GM. If you decide to add them, youll need to adjust treasure somewhat. Its also wise to consider how many players you expect to end up with relics. Will they each get one? Or will there be just one or two tied to the theme of the campaign? Player-Driven Relics Though these rules assume you as the GM are providing relic gifts as a form of treasure with input from the players, you can instead have the players make all the decisions for their relics. Encourage the players to choose different styles of items and aspects to match their characters themes, rather than simply choosing the most powerful combination of options. Have players describe how their relic gets more powerful in the story. What acts from previous sessions lent the relic power? What special meditations or practices did they perform to unlock new gifts? How does it feel to have the relic grow? As the item and the character level up, the player chooses which gifts the item gets from the list as a part of character advancement. You still adjust treasure as normal for incorporating relics into your game. In fact, if the player tries to optimize the combinations, they will likely be more powerful than under the standard method. ","type":"Rules","url":"/Rules.aspx?ID=1096","weakness":{}}},{"_index":"aon18","_id":"rules-1097","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Relics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1097","markdown":"<title level=\"1\" right=\"Rules\">[Discovering a Relic](/Rules.aspx?ID=1097)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 94</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome relics might begin as ordinary items with a rich history. They might be part of a characters starting gear, only to have their true powers uncovered later during play. Other relics can be acquired during play as part of the ongoing story. Regardless of their origin, these powerful items might not appear to be much at first, but they contain the potential to become something truly great.\n\n For example, an old, tarnished amulet found around the neck of a buried king might turn out to be an item of deep historical significance that awakens to great power. The seemingly ordinary family sword, passed down to each new generation, might unlock hidden potential through the deeds of its owner.\n\n The PCs might immediately recognize a relic for its ability, or they might carry it for a time before its true nature becomes apparent. The story of a relic should be a tale of discovery. At first, a relics wielder likely does not fully understand the items power, or might be unable to use it, learning of its abilities only after a momentous event or fortuitous breakthrough. Ultimately, relics are powerful tools in service of the story, working as a valuable tie to the narrative, but their growth and development are in your hands. Because of the place relics hold in the story, they arent available for purchase, nor can they be crafted.\n\n Pay attention to the characters backstories for potential relics, and look for spots in your narrative that might be suitable for campaign relics. If youre planning to use relics in your game, let the players know in advance, since their ideas and plans can guide you and give them greater investment in the relics.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1098\" />\r\n\r\n<document level=\"2\" id=\"rules-1099\" />","name":"Discovering a Relic","next_link":{"label":"Relic Aspects","url":"/Rules.aspx?ID=1100"},"previous_link":{"label":"Cursed Items","url":"/Rules.aspx?ID=1094"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 94</row>\r\n\r\nChapter 2: Tools\r\n/ Relics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 94"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 94</row>","speed":{},"text":" Discovering a Relic Source Gamemastery Guide pg. 94 Some relics might begin as ordinary items with a rich history. They might be part of a characters starting gear, only to have their true powers uncovered later during play. Other relics can be acquired during play as part of the ongoing story. Regardless of their origin, these powerful items might not appear to be much at first, but they contain the potential to become something truly great. For example, an old, tarnished amulet found around the neck of a buried king might turn out to be an item of deep historical significance that awakens to great power. The seemingly ordinary family sword, passed down to each new generation, might unlock hidden potential through the deeds of its owner. The PCs might immediately recognize a relic for its ability, or they might carry it for a time before its true nature becomes apparent. The story of a relic should be a tale of discovery. At first, a relics wielder likely does not fully understand the items power, or might be unable to use it, learning of its abilities only after a momentous event or fortuitous breakthrough. Ultimately, relics are powerful tools in service of the story, working as a valuable tie to the narrative, but their growth and development are in your hands. Because of the place relics hold in the story, they arent available for purchase, nor can they be crafted. Pay attention to the characters backstories for potential relics, and look for spots in your narrative that might be suitable for campaign relics. If youre planning to use relics in your game, let the players know in advance, since their ideas and plans can guide you and give them greater investment in the relics. ","type":"Rules","url":"/Rules.aspx?ID=1097","weakness":{}}},{"_index":"aon18","_id":"rules-1098","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Relics","Discovering a Relic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1098","markdown":"<title level=\"1\" right=\"Rules\">[Background Relic](/Rules.aspx?ID=1098)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 94</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA background relic is tied to the history of a character, and its form and abilities should draw inspiration from the story of their characters life or the past of the item. The relic could be a gift from a friend or mentor, an heirloom from the characters family, a found object from their upbringing, or even the first item they ever crafted. The player should select the form of the relic (a battered longsword, a copper ring, or a threadbare red cloak, for example).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Background Relic","next_link":{"label":"Campaign Relics","url":"/Rules.aspx?ID=1099"},"previous_link":{"label":"Cursed Items","url":"/Rules.aspx?ID=1094"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 94</row>\r\n\r\nChapter 2: Tools\r\n/ Relics / Discovering a Relic\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 94"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 94</row>","speed":{},"text":" Background Relic Source Gamemastery Guide pg. 94 A background relic is tied to the history of a character, and its form and abilities should draw inspiration from the story of their characters life or the past of the item. The relic could be a gift from a friend or mentor, an heirloom from the characters family, a found object from their upbringing, or even the first item they ever crafted. The player should select the form of the relic (a battered longsword, a copper ring, or a threadbare red cloak, for example). ","type":"Rules","url":"/Rules.aspx?ID=1098","weakness":{}}},{"_index":"aon18","_id":"rules-1099","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Relics","Discovering a Relic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1099","markdown":"<title level=\"1\" right=\"Rules\">[Campaign Relics](/Rules.aspx?ID=1099)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 94</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA campaign relic is drawn from the ongoing story of the campaign. You decide the entirety of the item, from its form to its aspects (described below) as part of the story of the campaign. Use campaign relics to reinforce and foreshadow the themes of your game. Relics come to those who need them to do great deeds, after all, so finding a relic with the perfect aspects for your future challenges is entirely likely. Unlike background relics, campaign relics typically have magical abilities when first found.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Campaign Relics","next_link":{"label":"Relic Aspects","url":"/Rules.aspx?ID=1100"},"previous_link":{"label":"Background Relic","url":"/Rules.aspx?ID=1098"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 94</row>\r\n\r\nChapter 2: Tools\r\n/ Relics / Discovering a Relic\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 94"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 94</row>","speed":{},"text":" Campaign Relics Source Gamemastery Guide pg. 94 A campaign relic is drawn from the ongoing story of the campaign. You decide the entirety of the item, from its form to its aspects (described below) as part of the story of the campaign. Use campaign relics to reinforce and foreshadow the themes of your game. Relics come to those who need them to do great deeds, after all, so finding a relic with the perfect aspects for your future challenges is entirely likely. Unlike background relics, campaign relics typically have magical abilities when first found. ","type":"Rules","url":"/Rules.aspx?ID=1099","weakness":{}}},{"_index":"aon18","_id":"rules-1100","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Relics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1100","markdown":"<title level=\"1\" right=\"Rules\">[Relic Aspects](/Rules.aspx?ID=1100)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 95</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach relic is associated with aspects—typically two—that speak to its overall concept and purpose. The individual gifts each have an associated aspect. You should almost always select gifts that have an aspect matching one of those found on the relic. For example, a brass dagger recovered from the City of Brass might have the fire and mind aspects, which means that it could have the flare bolt gift (which has the fire aspect), but not the rolling geode gift (which has the earth aspect).\n\n Usually you can determine at least one aspect of a relic easily by looking at the history of the item or personality of the character. For example, if a player decides that their background relic is a rusty mace wielded by the characters great grandmother in battle against rising undead hordes, the mace might have the life aspect, as it was used to slay countless undead creatures. Theres no harm in letting the player choose an aspect for a background relic; through play, the item will reveal another aspect associated with it. In the previous example, the mace might reveal itself to have powers against demons as well, in which case its aspects might be celestial and life.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Relic Aspects","next_link":{"label":"Advancing a Relic","url":"/Rules.aspx?ID=1101"},"previous_link":{"label":"Discovering a Relic","url":"/Rules.aspx?ID=1097"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 95</row>\r\n\r\nChapter 2: Tools\r\n/ Relics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 95"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 95</row>","speed":{},"text":" Relic Aspects Source Gamemastery Guide pg. 95 Each relic is associated with aspects—typically two—that speak to its overall concept and purpose. The individual gifts each have an associated aspect. You should almost always select gifts that have an aspect matching one of those found on the relic. For example, a brass dagger recovered from the City of Brass might have the fire and mind aspects, which means that it could have the flare bolt gift (which has the fire aspect), but not the rolling geode gift (which has the earth aspect). Usually you can determine at least one aspect of a relic easily by looking at the history of the item or personality of the character. For example, if a player decides that their background relic is a rusty mace wielded by the characters great grandmother in battle against rising undead hordes, the mace might have the life aspect, as it was used to slay countless undead creatures. Theres no harm in letting the player choose an aspect for a background relic; through play, the item will reveal another aspect associated with it. In the previous example, the mace might reveal itself to have powers against demons as well, in which case its aspects might be celestial and life. ","type":"Rules","url":"/Rules.aspx?ID=1100","weakness":{}}},{"_index":"aon18","_id":"rules-1101","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Relics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1101","markdown":"<title level=\"1\" right=\"Rules\">[Advancing a Relic](/Rules.aspx?ID=1101)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 95</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs a relics bearer performs mighty deeds and advances their story, the relic gets stronger. The most basic advancement for a relic is its level, which always matches that of its owner. Weapons and armor can gain fundamental runes normally. You decide what, if any, property runes can be added to a given relic; by default, they cant have property runes, like any other specific item.\n\n The more complex advancement comes from gifts. Table 222: Relic Gifts shows the typical number of gifts a relic should have at a given level, but relics dont follow this strictly. Rather, gifts arise according to the pace of the story, the needs of the campaign, and the relationship between the character and the relic. Generally speaking, this results in a relic gaining one gift for every 4 levels its bearer has, but this might fluctuate as the campaign progresses. For example, a relic might gain its first gift at 4th level after the bearer defeats a powerful foe. It might then gain its second at 7th, after they perform a special ritual. That same relic might not gain another gift until 13th level and then again at 16th as the player reaches other major milestones.\n\n The gift types—minor, major, and grand—indicate their general power level. Again, the table indicates whats generally appropriate at certain levels, but you can alter them as you see fit. You should usually avoid giving a minor gift at 10th level or higher, because it just wont be that impressive, though some of them scale well enough to be interesting at higher levels. The Gold Piece Equivalent entry for each gift helps you determine how much you should reduce treasure when using relics (see [Adjusting Treasure](/Rules.aspx?ID=1102)). \n\n## Table 222: Relic Gifts\n<row gap=\"tiny\">\n<table> <tr><td>**Number of Gifts**</td><td>**Minimum Level**</td><td>**Gift Type**</td><td>**Gold Piece Equivalent**</td></tr> <tr><td>1</td><td>1st</td><td>Minor</td><td>20 gp</td></tr> <tr><td>2</td><td>5th</td><td>Minor</td><td>160 gp</td></tr> <tr><td>3</td><td>9th</td><td>Major</td><td>700 gp</td></tr> <tr><td>4</td><td>13th</td><td>Major</td><td>3,000 gp</td></tr> <tr><td>5</td><td>17th</td><td>Grand</td><td>15,000 gp</td></tr> </table></row><br />You decide what gifts a relic gains, generally by either selecting a single gift or offering two paths for the relic to grow and allowing the player to choose, but this should be informed by the story and the nature of the character bearing the relic. A relic should complement the bearer, bolstering the bearers strengths and helping to overcome their weaknesses. Within that framework, you should try to maintain a cohesive theme for the relic.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Advancing a Relic","next_link":{"label":"Adjusting Treasure","url":"/Rules.aspx?ID=1102"},"previous_link":{"label":"Relic Aspects","url":"/Rules.aspx?ID=1100"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 95</row>\r\n\r\nChapter 2: Tools\r\n/ Relics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 95"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 95</row>","speed":{},"text":" Advancing a Relic Source Gamemastery Guide pg. 95 As a relics bearer performs mighty deeds and advances their story, the relic gets stronger. The most basic advancement for a relic is its level, which always matches that of its owner. Weapons and armor can gain fundamental runes normally. You decide what, if any, property runes can be added to a given relic; by default, they cant have property runes, like any other specific item. The more complex advancement comes from gifts. Table 222: Relic Gifts shows the typical number of gifts a relic should have at a given level, but relics dont follow this strictly. Rather, gifts arise according to the pace of the story, the needs of the campaign, and the relationship between the character and the relic. Generally speaking, this results in a relic gaining one gift for every 4 levels its bearer has, but this might fluctuate as the campaign progresses. For example, a relic might gain its first gift at 4th level after the bearer defeats a powerful foe. It might then gain its second at 7th, after they perform a special ritual. That same relic might not gain another gift until 13th level and then again at 16th as the player reaches other major milestones. The gift types—minor, major, and grand—indicate their general power level. Again, the table indicates whats generally appropriate at certain levels, but you can alter them as you see fit. You should usually avoid giving a minor gift at 10th level or higher, because it just wont be that impressive, though some of them scale well enough to be interesting at higher levels. The Gold Piece Equivalent entry for each gift helps you determine how much you should reduce treasure when using relics (see Adjusting Treasure). ## Table 222: Relic Gifts Number of Gifts Minimum Level Gift Type Gold Piece Equivalent 1 1st Minor 20 gp 2 5th Minor 160 gp 3 9th Major 700 gp 4 13th Major 3,000 gp 5 17th Grand 15,000 gp You decide what gifts a relic gains, generally by either selecting a single gift or offering two paths for the relic to grow and allowing the player to choose, but this should be informed by the story and the nature of the character bearing the relic. A relic should complement the bearer, bolstering the bearers strengths and helping to overcome their weaknesses. Within that framework, you should try to maintain a cohesive theme for the relic. ","type":"Rules","url":"/Rules.aspx?ID=1101","weakness":{}}},{"_index":"aon18","_id":"rules-1102","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Relics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1102","markdown":"<title level=\"1\" right=\"Rules\">[Adjusting Treasure](/Rules.aspx?ID=1102)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 95</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you incorporate relics into your game, you can adjust the treasure gained by the party down to account for the relics increasing in power. Essentially, some of the treasure from Table 109: Party Treasure by Level on page 509 of the _Core Rulebook_ should be replaced with relic seeds and gifts instead. You can use the relics minimum level, replacing a permanent item of that level, or you can use the gp equivalent. Keep in mind that relic gifts are often a little more powerful than other items with the same Price even when they start out, and they often scale without any additional costs, so PCs with relics will usually be a bit more powerful.\n\n If you prefer, you can grant relics in addition to other rewards. This means PCs will be much more powerful, but youre rewarding their investment in the story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adjusting Treasure","next_link":{"label":"Making Relic Seeds","url":"/Rules.aspx?ID=1103"},"previous_link":{"label":"Advancing a Relic","url":"/Rules.aspx?ID=1101"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 95</row>\r\n\r\nChapter 2: Tools\r\n/ Relics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 95"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 95</row>","speed":{},"text":" Adjusting Treasure Source Gamemastery Guide pg. 95 When you incorporate relics into your game, you can adjust the treasure gained by the party down to account for the relics increasing in power. Essentially, some of the treasure from Table 109: Party Treasure by Level on page 509 of the Core Rulebook should be replaced with relic seeds and gifts instead. You can use the relics minimum level, replacing a permanent item of that level, or you can use the gp equivalent. Keep in mind that relic gifts are often a little more powerful than other items with the same Price even when they start out, and they often scale without any additional costs, so PCs with relics will usually be a bit more powerful. If you prefer, you can grant relics in addition to other rewards. This means PCs will be much more powerful, but youre rewarding their investment in the story. ","type":"Rules","url":"/Rules.aspx?ID=1102","weakness":{}}},{"_index":"aon18","_id":"rules-1103","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Relics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1103","markdown":"<title level=\"1\" right=\"Rules\">[Making Relic Seeds](/Rules.aspx?ID=1103)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 95</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA relic seed can be quite simple: imagine a standard item with two aspects and an appearance that matches the theme. You can also use an existing magic item for a campaign relic; pick two aspects for it, and tweak its appearance or characteristics to make it clearly different from other items of its type. You can choose a tradition for the seed and apply that trait to the seed and all the gifts of the seed. This tradition might be derived from the background of the item, or it might appear or change through story moments involving the relic.\n\n If you want a relic to have an additional special benefit, you can design it to grant a bonus to a skill, typically a +1 item bonus for a 3rd-level relic.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Making Relic Seeds","next_link":{"label":"Relic Gifts","url":"/Rules.aspx?ID=1104"},"previous_link":{"label":"Adjusting Treasure","url":"/Rules.aspx?ID=1102"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 95</row>\r\n\r\nChapter 2: Tools\r\n/ Relics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 95"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 95</row>","speed":{},"text":" Making Relic Seeds Source Gamemastery Guide pg. 95 A relic seed can be quite simple: imagine a standard item with two aspects and an appearance that matches the theme. You can also use an existing magic item for a campaign relic; pick two aspects for it, and tweak its appearance or characteristics to make it clearly different from other items of its type. You can choose a tradition for the seed and apply that trait to the seed and all the gifts of the seed. This tradition might be derived from the background of the item, or it might appear or change through story moments involving the relic. If you want a relic to have an additional special benefit, you can design it to grant a bonus to a skill, typically a +1 item bonus for a 3rd-level relic. ","type":"Rules","url":"/Rules.aspx?ID=1103","weakness":{}}},{"_index":"aon18","_id":"rules-1104","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Relics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1104","markdown":"<title level=\"1\" right=\"Rules\">[Relic Gifts](/Rules.aspx?ID=1104)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 96</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGifts are divided up into three tiers. Minor gifts grant useful, often scaling abilities and are available early in a characters career. Major gifts define a relic, determining its true purpose and granting powerful abilities. Grand gifts are the pinnacle of power, and most relics never have more than one.\n\n The more gifts there are of one aspect, the more the relic reflects that aspect, and the more influence the aspect has on the character who wields it. An item with multiple shadow gifts might begin to lose its color. With four or five, the character that wields it might take on an ashen tone and the relic might become entirely made of shadow.\n\nA list of all relic aspects and gifts can be found [here](/equipment/relics).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Runes as Gifts</title>\r\n\r\nYou can substitute runes for gifts. If you choose to allow property runes on the relic, you'll want them to take up rune slots. Otherwise, you can give as many or few as you prefer, just like any other gifts. Runes are sorted into minor, major, and grand categories, but you should use their normal level and Price when you adjust treasure, instead of the number and levels on the [Table 222](/Rules.aspx?ID=1101). If you're using the player-driven relics variant, it's recommended you do not include this option. \n\n<title level=\"3\" right=\"\">Air</title> **Armor (Major)** _[energy-resistant](/Equipment.aspx?ID=283)_ or _greater energy-resistant_ (cold or electricity), _[_invisibility_](/Spells.aspx?ID=164)_; **Armor (Grand)** _[ethereal](/Equipment.aspx?ID=284)_<br /> **Weapon (Minor)** _[returning](/Equipment.aspx?ID=301)_; **Weapon (Major)** _[dancing](/Equipment.aspx?ID=293)_, _[shock](/Equipment.aspx?ID=303)_, _[thundering](/Equipment.aspx?ID=306)_; **Weapon (Grand)** _greater shock_, _greater thundering_ \n\n<title level=\"3\" right=\"\">Celestial</title> **Weapon (Major)** _[anarchic](/Equipment.aspx?ID=290)_ (azata-themed), _[axiomatic](/Equipment.aspx?ID=291)_ (archon-themed), _[holy](/Equipment.aspx?ID=299)_ \n\n<title level=\"3\" right=\"\">Death</title> **Weapon (Minor)** _[ghost touch](/Equipment.aspx?ID=297)_, _[wounding](/Equipment.aspx?ID=309)_ \n\n<title level=\"3\" right=\"\">Earth</title> **Armor (Minor)** _energy-resistant_ or _greater energy-resistant_ (acid); **Armor (Major)** _[fortification](/Equipment.aspx?ID=285)_; **Armor (Grand)** _greater fortification_<br /> **Weapon (Minor)** _[shifting](/Equipment.aspx?ID=302)_ \n\n<title level=\"3\" right=\"\">Fiend</title> **Armor (Minor)** _energy-resistant_ or _greater energy-resistant_ (acid, cold, or fire)<br /> **Weapon (Major)** _anarchic_ (demon-themed), _axiomatic_ (devil-themed), _[unholy](/Equipment.aspx?ID=307)_ \n\n<title level=\"3\" right=\"\">Fire</title> **Armor (Minor)** _energy-resistant_ or _greater energy-resistant_ (fire)<br /> **Weapon (Minor)** _[flaming](/Equipment.aspx?ID=295)_; **Weapon (Major)** _greater flaming_ \n\n<title level=\"3\" right=\"\">Life</title> **Weapon (Minor)** _[disrupting](/Equipment.aspx?ID=294)_; **Weapon (Major)** _greater disrupting_ \n\n<title level=\"3\" right=\"\">Mind</title> **Armor (Minor)** _[glamered](/Equipment.aspx?ID=286)_; **Armor (Major)** _invisibility_ \n\n<title level=\"3\" right=\"\">Plant</title> **Weapon (Minor)** _shifting_ \n\n<title level=\"3\" right=\"\">Shadow</title> **Armor (Minor)** _[shadow](/Equipment.aspx?ID=288)_; **Armor (Major)** _greater shadow_; **Armor (Grand)** _ethereal_, _major shadow_ \n\n<title level=\"3\" right=\"\">Water</title> **Armor (Minor)** _energy-resistant_ or _greater energy-resistant_ (cold or fire), _slick_; **Armor (Major)** _greater or major slick_<br /> **Weapon (Minor)** _shifting_\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1105\" />","name":"Relic Gifts","next_link":{"label":"Artifacts","url":"/Rules.aspx?ID=1106"},"previous_link":{"label":"Making Relic Seeds","url":"/Rules.aspx?ID=1103"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 96</row>\r\n\r\nChapter 2: Tools\r\n/ Relics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 96"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 96</row>","speed":{},"text":" Relic Gifts Source Gamemastery Guide pg. 96 Gifts are divided up into three tiers. Minor gifts grant useful, often scaling abilities and are available early in a characters career. Major gifts define a relic, determining its true purpose and granting powerful abilities. Grand gifts are the pinnacle of power, and most relics never have more than one. The more gifts there are of one aspect, the more the relic reflects that aspect, and the more influence the aspect has on the character who wields it. An item with multiple shadow gifts might begin to lose its color. With four or five, the character that wields it might take on an ashen tone and the relic might become entirely made of shadow. A list of all relic aspects and gifts can be found here. Runes as Gifts You can substitute runes for gifts. If you choose to allow property runes on the relic, you'll want them to take up rune slots. Otherwise, you can give as many or few as you prefer, just like any other gifts. Runes are sorted into minor, major, and grand categories, but you should use their normal level and Price when you adjust treasure, instead of the number and levels on the Table 222. If you're using the player-driven relics variant, it's recommended you do not include this option. Air Armor (Major) energy-resistant or greater energy-resistant (cold or electricity), invisibility ; Armor (Grand) ethereal Weapon (Minor) returning ; Weapon (Major) dancing , shock , thundering ; Weapon (Grand) greater shock , greater thundering Celestial Weapon (Major) anarchic (azata-themed), axiomatic (archon-themed), holy Death Weapon (Minor) ghost touch , wounding Earth Armor (Minor) energy-resistant or greater energy-resistant (acid); Armor (Major) fortification ; Armor (Grand) greater fortification Weapon (Minor) shifting Fiend Armor (Minor) energy-resistant or greater energy-resistant (acid, cold, or fire) Weapon (Major) anarchic (demon-themed), axiomatic (devil-themed), unholy Fire Armor (Minor) energy-resistant or greater energy-resistant (fire) Weapon (Minor) flaming ; Weapon (Major) greater flaming Life Weapon (Minor) disrupting ; Weapon (Major) greater disrupting Mind Armor (Minor) glamered ; Armor (Major) invisibility Plant Weapon (Minor) shifting Shadow Armor (Minor) shadow ; Armor (Major) greater shadow ; Armor (Grand) ethereal , major shadow Water Armor (Minor) energy-resistant or greater energy-resistant (cold or fire), slick ; Armor (Major) greater or major slick Weapon (Minor) shifting ","type":"Rules","url":"/Rules.aspx?ID=1104","weakness":{}}},{"_index":"aon18","_id":"rules-1105","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Relics","Relic Gifts"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1105","markdown":"<title level=\"1\" right=\"Rules\">[Gift Saves and Spell Attack Rolls](/Rules.aspx?ID=1105)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 96</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owners class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relics counteract modifier is equal to its owners counteract modifier.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gift Saves and Spell Attack Rolls","next_link":{"label":"Artifacts","url":"/Rules.aspx?ID=1106"},"previous_link":{"label":"Making Relic Seeds","url":"/Rules.aspx?ID=1103"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 96</row>\r\n\r\nChapter 2: Tools\r\n/ Relics / Relic Gifts\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 96"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 96</row>","speed":{},"text":" Gift Saves and Spell Attack Rolls Source Gamemastery Guide pg. 96 Many gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owners class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relics counteract modifier is equal to its owners counteract modifier. ","type":"Rules","url":"/Rules.aspx?ID=1105","weakness":{}}},{"_index":"aon18","_id":"rules-1106","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1106","markdown":"<title level=\"1\" right=\"Rules\">[Artifacts](/Rules.aspx?ID=1106)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 106</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA globe of utter darkness that consumes all things. Powerful weapons created in antiquity carrying the hopes of an entire people. A simple deck of cards representing fortunes both transcendent and deadly. These are artifacts—items of incredible power, spoken of in thousands of stories and beyond the capability of modern people to create.\n\n Stranger and more powerful than other magic items, artifacts can change the course of history in the right hands—or the wrong hands. Simply finding an artifact is a pivotal moment in your campaign, and its presence then ripples throughout your entire game, warping the story around it. Some entire adventures revolve around one artifact!\n\n Adding an artifact to your game should never be taken lightly. Artifacts shouldnt be found in normal treasure hoards, even at 20th level, and youll need to structure moments in your plot that play into the artifacts presence. Prepare yourself for encounters being easily overcome by the artifact. That doesnt mean you shouldnt include such encounters, since part of the thrill of an artifact is that it breaks the normal rules! Though you should include an artifact mindfully, you should allow it to have its full impact so that it can do itself and the story of your game justice.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1107\" />\r\n\r\n<document level=\"2\" id=\"rules-1109\" />","name":"Artifacts","next_link":{"label":"Gems and Art Objects","url":"/Rules.aspx?ID=1110"},"previous_link":{"label":"Relics","url":"/Rules.aspx?ID=1096"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 106</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 106"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 106</row>","speed":{},"text":" Artifacts Source Gamemastery Guide pg. 106 A globe of utter darkness that consumes all things. Powerful weapons created in antiquity carrying the hopes of an entire people. A simple deck of cards representing fortunes both transcendent and deadly. These are artifacts—items of incredible power, spoken of in thousands of stories and beyond the capability of modern people to create. Stranger and more powerful than other magic items, artifacts can change the course of history in the right hands—or the wrong hands. Simply finding an artifact is a pivotal moment in your campaign, and its presence then ripples throughout your entire game, warping the story around it. Some entire adventures revolve around one artifact! Adding an artifact to your game should never be taken lightly. Artifacts shouldnt be found in normal treasure hoards, even at 20th level, and youll need to structure moments in your plot that play into the artifacts presence. Prepare yourself for encounters being easily overcome by the artifact. That doesnt mean you shouldnt include such encounters, since part of the thrill of an artifact is that it breaks the normal rules! Though you should include an artifact mindfully, you should allow it to have its full impact so that it can do itself and the story of your game justice. ","type":"Rules","url":"/Rules.aspx?ID=1106","weakness":{}}},{"_index":"aon18","_id":"rules-1107","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Artifacts"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1107","markdown":"<title level=\"1\" right=\"Rules\">[Artifact Rules](/Rules.aspx?ID=1107)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 106</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEvery artifact is an item with the artifact trait. This trait means two things: the item cant be crafted by normal means, and it cant be damaged by normal means. Artifacts are always rare or unique. The ones found here are all 20th level or higher, which is typical for artifacts. The other rules for wearing or using the item still apply.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1108\" />","name":"Artifact Rules","next_link":{"label":"Creating an Artifact","url":"/Rules.aspx?ID=1109"},"previous_link":{"label":"Relics","url":"/Rules.aspx?ID=1096"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 106</row>\r\n\r\nChapter 2: Tools\r\n/ Artifacts\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 106"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 106</row>","speed":{},"text":" Artifact Rules Source Gamemastery Guide pg. 106 Every artifact is an item with the artifact trait. This trait means two things: the item cant be crafted by normal means, and it cant be damaged by normal means. Artifacts are always rare or unique. The ones found here are all 20th level or higher, which is typical for artifacts. The other rules for wearing or using the item still apply. ","type":"Rules","url":"/Rules.aspx?ID=1107","weakness":{}}},{"_index":"aon18","_id":"rules-1108","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Artifacts","Artifact Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1108","markdown":"<title level=\"1\" right=\"Rules\">[Artifact Destruction](/Rules.aspx?ID=1108)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 106</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn artifacts stat block usually has a destruction entry. This details the extraordinary method needed to destroy the item. These entries can be highly specific. It could take completing an entire quest, or even an entire campaign, to finally destroy an artifact. However, the story of your game might require something different, so you can always change an artifacts destruction requirement for your game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Artifact Destruction","next_link":{"label":"Creating an Artifact","url":"/Rules.aspx?ID=1109"},"previous_link":{"label":"Relics","url":"/Rules.aspx?ID=1096"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 106</row>\r\n\r\nChapter 2: Tools\r\n/ Artifacts / Artifact Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 106"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 106</row>","speed":{},"text":" Artifact Destruction Source Gamemastery Guide pg. 106 An artifacts stat block usually has a destruction entry. This details the extraordinary method needed to destroy the item. These entries can be highly specific. It could take completing an entire quest, or even an entire campaign, to finally destroy an artifact. However, the story of your game might require something different, so you can always change an artifacts destruction requirement for your game. ","type":"Rules","url":"/Rules.aspx?ID=1108","weakness":{}}},{"_index":"aon18","_id":"rules-1109","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Artifacts"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1109","markdown":"<title level=\"1\" right=\"Rules\">[Creating an Artifact](/Rules.aspx?ID=1109)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 106</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMechanically, an artifact functions in the game just like any other item—only the scope of its abilities is different. Artifacts can and should do things normal items cant, so you dont need to apply the normal limitations on creating items.\n\n When youre making an artifact, start by defining its role in the story. Is it meant to be a powerful weapon against the forces of darkness? A mercurial force injecting random chance? A terrible danger that needs to be destroyed? The artifacts role in the story affects the features you give it. Come up with some story beats that make sense for the item, then create abilities that enable those moments. An artifact can have more abilities than a typical item—just make sure they all fit its theme.\n\n Give your item the artifact trait and either the rare trait (if there multiple items of its kind), or the unique trait (if only one exists). Other traits work like they do for any other item. An artifact is usually 20th level or higher, but its specific level is up to you. Imagine who created it and what their level likely was.\n\n Though you can disregard most of the normal limitations on items, be careful not to create an artifact that will undermine your story. If your items abilities are so useful or strong that the best option in any battle is to always use the artifact to annihilate the opposition, the artifact has taken over your story instead of serving it. A 5th-level character with access to 10th-level spells through an artifact can lead to incredible stories, but if the DC is so high that enemies are guaranteed to critically fail against those spells except on a natural 20, the item will probably distort play more than you intended. To avoid this, you might set the items DCs, attack bonuses, and the spell levels of its offensive abilities significantly lower than they would be for an item of its level, especially if they can be used at will. You could also create artifacts that use the wielders spell DC instead of having their own DC, to make them more broadly usable at a wider range of levels. In addition, an artifacts abilities should be somewhat narrow in their application; aim to make your artifacts very powerful in certain situations, rather than having broadly applicable abilities. For instance, the [_orbs of dragonkind_](/Equipment.aspx?ID=616) each work against only a certain kind of dragon, which makes them hugely powerful when facing that one creature, but not against every foe the PCs run across.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Creating an Artifact","next_link":{"label":"Gems and Art Objects","url":"/Rules.aspx?ID=1110"},"previous_link":{"label":"Artifact Rules","url":"/Rules.aspx?ID=1107"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 106</row>\r\n\r\nChapter 2: Tools\r\n/ Artifacts\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 106"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 106</row>","speed":{},"text":" Creating an Artifact Source Gamemastery Guide pg. 106 Mechanically, an artifact functions in the game just like any other item—only the scope of its abilities is different. Artifacts can and should do things normal items cant, so you dont need to apply the normal limitations on creating items. When youre making an artifact, start by defining its role in the story. Is it meant to be a powerful weapon against the forces of darkness? A mercurial force injecting random chance? A terrible danger that needs to be destroyed? The artifacts role in the story affects the features you give it. Come up with some story beats that make sense for the item, then create abilities that enable those moments. An artifact can have more abilities than a typical item—just make sure they all fit its theme. Give your item the artifact trait and either the rare trait (if there multiple items of its kind), or the unique trait (if only one exists). Other traits work like they do for any other item. An artifact is usually 20th level or higher, but its specific level is up to you. Imagine who created it and what their level likely was. Though you can disregard most of the normal limitations on items, be careful not to create an artifact that will undermine your story. If your items abilities are so useful or strong that the best option in any battle is to always use the artifact to annihilate the opposition, the artifact has taken over your story instead of serving it. A 5th-level character with access to 10th-level spells through an artifact can lead to incredible stories, but if the DC is so high that enemies are guaranteed to critically fail against those spells except on a natural 20, the item will probably distort play more than you intended. To avoid this, you might set the items DCs, attack bonuses, and the spell levels of its offensive abilities significantly lower than they would be for an item of its level, especially if they can be used at will. You could also create artifacts that use the wielders spell DC instead of having their own DC, to make them more broadly usable at a wider range of levels. In addition, an artifacts abilities should be somewhat narrow in their application; aim to make your artifacts very powerful in certain situations, rather than having broadly applicable abilities. For instance, the orbs of dragonkind each work against only a certain kind of dragon, which makes them hugely powerful when facing that one creature, but not against every foe the PCs run across. ","type":"Rules","url":"/Rules.aspx?ID=1109","weakness":{}}},{"_index":"aon18","_id":"rules-1110","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1110","markdown":"<title level=\"1\" right=\"Rules\">[Gems and Art Objects](/Rules.aspx?ID=1110)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 114</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany people treasure gems for their brilliant colors and for the alchemical or even magical properties some have. Works of art and their value, meanwhile, vary as widely as the concept of beauty between cultures. They may be more elegant versions of useful items, or exist solely to be admired and envied.\n\n Much like coins, gems and art objects are valuable currency worth their full Price when sold. When making a treasure hoard, you can choose gems or art objects you like, or roll randomly using percentile dice.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1111\" />\r\n\r\n<document level=\"2\" id=\"rules-1112\" />","name":"Gems and Art Objects","next_link":{"label":"Afflictions","url":"/Rules.aspx?ID=1113"},"previous_link":{"label":"Artifacts","url":"/Rules.aspx?ID=1106"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 114</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 114"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 114</row>","speed":{},"text":" Gems and Art Objects Source Gamemastery Guide pg. 114 Many people treasure gems for their brilliant colors and for the alchemical or even magical properties some have. Works of art and their value, meanwhile, vary as widely as the concept of beauty between cultures. They may be more elegant versions of useful items, or exist solely to be admired and envied. Much like coins, gems and art objects are valuable currency worth their full Price when sold. When making a treasure hoard, you can choose gems or art objects you like, or roll randomly using percentile dice. ","type":"Rules","url":"/Rules.aspx?ID=1110","weakness":{}}},{"_index":"aon18","_id":"rules-1111","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Gems and Art Objects"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1111","markdown":"<title level=\"1\" right=\"Rules\">[Gems](/Rules.aspx?ID=1111)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 114</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGems are naturally occurring minerals, typically in a crystalline form, or, in a few cases, organic material such as amber, coral, and pearls. All but the largest gems weigh about half as much as a coin, so about 2,000 gems is 1 Bulk. Unworked gems are worth half the Price of a finished gem and can serve as the minimum raw materials necessary to Craft the finished gem. Lesser semiprecious stones are level 0 items, moderate and greater semiprecious stones are 1stlevel items, lesser and moderate precious stones are 4thlevel items that require expert proficiency to Craft, and greater precious stones are 7th-level items that require master proficiency to Craft. \n\n## Table 2-23: Gems\n<row gap=\"tiny\">\n<table> <tr><td>**d%**</td><td>**Lesser Semiprecious Stones**</td><td>**Price**</td></tr> <tr><td>17</td><td>Agate</td><td>1d4×5 sp</td></tr> <tr><td>814</td><td>Alabaster</td><td>1d4×5 sp</td></tr> <tr><td>1521</td><td>Azurite</td><td>1d4×5 sp</td></tr> <tr><td>2228</td><td>Hematite</td><td>1d4×5 sp</td></tr> <tr><td>2935</td><td>Lapis lazuli</td><td>1d4×5 sp</td></tr> <tr><td>3642</td><td>Malachite</td><td>1d4×5 sp</td></tr> <tr><td>4349</td><td>Obsidian</td><td>1d4×5 sp</td></tr> <tr><td>5056</td><td>Pearl, irregular freshwater</td><td>1d4×5 sp</td></tr> <tr><td>5763</td><td>Pyrite</td><td>1d4×5 sp</td></tr> <tr><td>6470</td><td>Rhodochrosite</td><td>1d4×5 sp</td></tr> <tr><td>7177</td><td>Quartz, rock crystal</td><td>1d4×5 sp</td></tr> <tr><td>7884</td><td>Shell</td><td>1d4×5 sp</td></tr> <tr><td>8592</td><td>Tigers-eye</td><td>1d4×5 sp</td></tr> <tr><td>93100</td><td>Turquoise</td><td>1d4×5 sp</td></tr> <tr><td>**d%**</td><td>**Moderate Semiprecious Stones**</td><td>**Price**</td></tr> <tr><td>17</td><td>Bloodstone</td><td>1d4×25 sp</td></tr> <tr><td>814</td><td>Carnelian</td><td>1d4×25 sp</td></tr> <tr><td>1521</td><td>Chrysoprase</td><td>1d4×25 sp</td></tr> <tr><td>2228</td><td>Citrine</td><td>1d4×25 sp</td></tr> <tr><td>2935</td><td>Ivory</td><td>1d4×25 sp</td></tr> <tr><td>3642</td><td>Jasper</td><td>1d4×25 sp</td></tr> <tr><td>4349</td><td>Moonstone</td><td>1d4×25 sp</td></tr> <tr><td>5056</td><td>Onyx</td><td>1d4×25 sp</td></tr> <tr><td>5763</td><td>Peridot</td><td>1d4×25 sp</td></tr> <tr><td>6470</td><td>Quartz, milky, rose, or smoky</td><td>1d4×25 sp</td></tr> <tr><td>7177</td><td>Sard</td><td>1d4×25 sp</td></tr> <tr><td>7884</td><td>Sardonyx</td><td>1d4×25 sp</td></tr> <tr><td>8592</td><td>Spinel, red or green</td><td>1d4×25 sp</td></tr> <tr><td>93100</td><td>Zircon</td><td>1d4×25 sp</td></tr> <tr><td>**d%**</td><td>**Greater Semiprecious Stones**</td><td>**Price**</td></tr> <tr><td>110</td><td>Amber</td><td>1d4×5 gp</td></tr> <tr><td>1120</td><td>Amethyst</td><td>1d4×5 gp</td></tr> <tr><td>2130</td><td>Chrysoberyl</td><td>1d4×5 gp</td></tr> <tr><td>3140</td><td>Coral</td><td>1d4×5 gp</td></tr> <tr><td>4150</td><td>Garnet</td><td>1d4×5 gp</td></tr> <tr><td>5160</td><td>Jade</td><td>1d4×5 gp</td></tr> <tr><td>6170</td><td>Jet</td><td>1d4×5 gp</td></tr> <tr><td>7180</td><td>Pearl, saltwater</td><td>1d4×5 gp</td></tr> <tr><td>8190</td><td>Spinel, deep blue</td><td>1d4×5 gp</td></tr> <tr><td>91100</td><td>Tourmaline</td><td>1d4×5 gp</td></tr> <tr><td>**d%**</td><td>**Lesser Precious Stones**</td><td>**Price**</td></tr> <tr><td>125</td><td>Aquamarine</td><td>1d4×50 gp</td></tr> <tr><td>2650</td><td>Opal</td><td>1d4×50 gp</td></tr> <tr><td>5175</td><td>Pearl, black</td><td>1d4×50 gp</td></tr> <tr><td>76100</td><td>Topaz</td><td>1d4×50 gp</td></tr> <tr><td>**d%**</td><td>**Moderate Precious Stones**</td><td>**Price**</td></tr> <tr><td>125</td><td>Diamond, small</td><td>1d4×100 gp</td></tr> <tr><td>2650</td><td>Emerald</td><td>1d4×100 gp</td></tr> <tr><td>5175</td><td>Ruby, small</td><td>1d4×100 gp</td></tr> <tr><td>76100</td><td>Sapphire</td><td>1d4×100 gp</td></tr> <tr><td>**d%**</td><td>**Greater Precious Stones**</td><td>**Price**</td></tr> <tr><td>125</td><td>Diamond, large</td><td>1d4×500 gp</td></tr> <tr><td>2650</td><td>Emerald, brilliant green</td><td>1d4×500 gp</td></tr> <tr><td>5175</td><td>Ruby, large</td><td>1d4×500 gp</td></tr> <tr><td>76100</td><td>Star sapphire</td><td>1d4×500 gp</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gems","next_link":{"label":"Art Objects","url":"/Rules.aspx?ID=1112"},"previous_link":{"label":"Artifacts","url":"/Rules.aspx?ID=1106"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 114</row>\r\n\r\nChapter 2: Tools\r\n/ Gems and Art Objects\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 114"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 114</row>","speed":{},"text":" Gems Source Gamemastery Guide pg. 114 Gems are naturally occurring minerals, typically in a crystalline form, or, in a few cases, organic material such as amber, coral, and pearls. All but the largest gems weigh about half as much as a coin, so about 2,000 gems is 1 Bulk. Unworked gems are worth half the Price of a finished gem and can serve as the minimum raw materials necessary to Craft the finished gem. Lesser semiprecious stones are level 0 items, moderate and greater semiprecious stones are 1stlevel items, lesser and moderate precious stones are 4thlevel items that require expert proficiency to Craft, and greater precious stones are 7th-level items that require master proficiency to Craft. ## Table 2-23: Gems d% Lesser Semiprecious Stones Price 17 Agate 1d4×5 sp 814 Alabaster 1d4×5 sp 1521 Azurite 1d4×5 sp 2228 Hematite 1d4×5 sp 2935 Lapis lazuli 1d4×5 sp 3642 Malachite 1d4×5 sp 4349 Obsidian 1d4×5 sp 5056 Pearl, irregular freshwater 1d4×5 sp 5763 Pyrite 1d4×5 sp 6470 Rhodochrosite 1d4×5 sp 7177 Quartz, rock crystal 1d4×5 sp 7884 Shell 1d4×5 sp 8592 Tigers-eye 1d4×5 sp 93100 Turquoise 1d4×5 sp d% Moderate Semiprecious Stones Price 17 Bloodstone 1d4×25 sp 814 Carnelian 1d4×25 sp 1521 Chrysoprase 1d4×25 sp 2228 Citrine 1d4×25 sp 2935 Ivory 1d4×25 sp 3642 Jasper 1d4×25 sp 4349 Moonstone 1d4×25 sp 5056 Onyx 1d4×25 sp 5763 Peridot 1d4×25 sp 6470 Quartz, milky, rose, or smoky 1d4×25 sp 7177 Sard 1d4×25 sp 7884 Sardonyx 1d4×25 sp 8592 Spinel, red or green 1d4×25 sp 93100 Zircon 1d4×25 sp d% Greater Semiprecious Stones Price 110 Amber 1d4×5 gp 1120 Amethyst 1d4×5 gp 2130 Chrysoberyl 1d4×5 gp 3140 Coral 1d4×5 gp 4150 Garnet 1d4×5 gp 5160 Jade 1d4×5 gp 6170 Jet 1d4×5 gp 7180 Pearl, saltwater 1d4×5 gp 8190 Spinel, deep blue 1d4×5 gp 91100 Tourmaline 1d4×5 gp d% Lesser Precious Stones Price 125 Aquamarine 1d4×50 gp 2650 Opal 1d4×50 gp 5175 Pearl, black 1d4×50 gp 76100 Topaz 1d4×50 gp d% Moderate Precious Stones Price 125 Diamond, small 1d4×100 gp 2650 Emerald 1d4×100 gp 5175 Ruby, small 1d4×100 gp 76100 Sapphire 1d4×100 gp d% Greater Precious Stones Price 125 Diamond, large 1d4×500 gp 2650 Emerald, brilliant green 1d4×500 gp 5175 Ruby, large 1d4×500 gp 76100 Star sapphire 1d4×500 gp ","type":"Rules","url":"/Rules.aspx?ID=1111","weakness":{}}},{"_index":"aon18","_id":"rules-1112","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Gems and Art Objects"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1112","markdown":"<title level=\"1\" right=\"Rules\">[Art Objects](/Rules.aspx?ID=1112)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 114</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese pieces of artwork have listed values, but might be more valuable to a collector or someone with a personal connection. When including art objects, consider whether the PCs could discover this information and secure a greater reward. For instance, a dwarven crown might be worth 1,000 gp for its exquisite crafting, but even more to the dwarves who lost the crown of their first queen long ago. This could also be a plot hook for a later adventure.\n\n On the other hand, the materials used to make an art object, such as the paint and the canvas of a painting, are worth far less than the finished object. Some art objects on Table 224 include uncommon or rare precious materials, though usually not in large enough amounts for other crafting purposes. If youre rolling randomly and dont want to give out an uncommon or rare material, roll again or modify the description (for instance, you might change the mithral crown in the major art objects list to a gold crown). \n\n## Table 2-24: Sample Art Objects\n<row gap=\"tiny\">\n<table> <tr><td>**d%**</td><td>**Minor Art Object**</td><td>**Price**</td></tr> <tr><td>15</td><td>Elegant cloth doll</td><td>1d4 gp</td></tr> <tr><td>610</td><td>Scrimshaw whale bone</td><td>1d4 gp</td></tr> <tr><td>1115</td><td>Illustrated book</td><td>1d4 gp</td></tr> <tr><td>1620</td><td>Brass statuette of a bull</td><td>1d4 gp</td></tr> <tr><td>2125</td><td>Carved wooden game set</td><td>1d4 gp</td></tr> <tr><td>2630</td><td>Set of six ivory dice</td><td>1d4 gp</td></tr> <tr><td>3135</td><td>Engraved copper ring</td><td>1d4 gp</td></tr> <tr><td>3640</td><td>Lapis lazuli pendant</td><td>1d4 gp</td></tr> <tr><td>4145</td><td>Hand mirror with decorated frame</td><td>1d4 gp</td></tr> <tr><td>4650</td><td>Colorful velvet half mask</td><td>1d4 gp</td></tr> <tr><td>5155</td><td>Set of decorated ceramic plates</td><td>1d4 gp</td></tr> <tr><td>5660</td><td>Leather flagon with Caydenite symbol</td><td>1d4 gp</td></tr> <tr><td>6165</td><td>Bronze bowl with wave imagery</td><td>1d4 gp</td></tr> <tr><td>6670</td><td>Brass anklet</td><td>1d4 gp</td></tr> <tr><td>7175</td><td>Iron cauldron with gargoyle faces</td><td>1d4 gp</td></tr> <tr><td>7680</td><td>Silver religious symbol</td><td>1d4 gp</td></tr> <tr><td>8185</td><td>Bronze brazier with Asmodean artwork</td><td>1d4 gp</td></tr> <tr><td>8690</td><td>Plain brass censer</td><td>1d4 gp</td></tr> <tr><td>9195</td><td>Simple sculpture</td><td>1d4 gp</td></tr> <tr><td>96100</td><td>Simple painting</td><td>1d4 gp</td></tr> <tr><td>**d%**</td><td>**Lesser Art Object**</td><td>**Price**</td></tr> <tr><td>15</td><td>Silk ceremonial armor</td><td>1d4×10 gp</td></tr> <tr><td>610</td><td>Inscribed crocodile skull</td><td>1d4×10 gp</td></tr> <tr><td>1115</td><td>Illuminated manuscript</td><td>1d4×10 gp</td></tr> <tr><td>1620</td><td>Simple silver circlet</td><td>1d4×10 gp</td></tr> <tr><td>2125</td><td>Copper statuette of a salamander</td><td>1d4×10 gp</td></tr> <tr><td>2630</td><td>Alabaster and obsidian game set</td><td>1d4×10 gp</td></tr> <tr><td>3135</td><td>Silk fan decorated with turquoise</td><td>1d4×10 gp</td></tr> <tr><td>3640</td><td>Ceremonial dagger with onyx hilt</td><td>1d4×10 gp</td></tr> <tr><td>4145</td><td>Amphora with lavish scenes</td><td>1d4×10 gp</td></tr> <tr><td>4650</td><td>Colorful pastoral tapestry</td><td>1d4×10 gp</td></tr> <tr><td>5155</td><td>Chrysoberyl symbol of an evil eye</td><td>1d4×10 gp</td></tr> <tr><td>5660</td><td>Alabaster idol</td><td>1d4×10 gp</td></tr> <tr><td>6165</td><td>Silk mask decorated with citrines</td><td>1d4×10 gp</td></tr> <tr><td>6670</td><td>Set of decorated porcelain plates</td><td>1d4×10 gp</td></tr> <tr><td>7175</td><td>Etched copper ewer</td><td>1d4×10 gp</td></tr> <tr><td>7680</td><td>Brass scepter with amethyst head</td><td>1d4×10 gp</td></tr> <tr><td>8185</td><td>Bronze chalice with bloodstones</td><td>1d4×10 gp</td></tr> <tr><td>8690</td><td>Iron and rock crystal brazier</td><td>1d4×10 gp</td></tr> <tr><td>9195</td><td>Quality sculpture by an unknown</td><td>1d4×10 gp</td></tr> <tr><td>96100</td><td>Quality painting by an unknown</td><td>1d4×10 gp</td></tr> <tr><td>**d%**</td><td>**Moderate Art Object**</td><td>**Price**</td></tr> <tr><td>15</td><td>Porcelain doll with amber eyes</td><td>1d4×25 gp</td></tr> <tr><td>610</td><td>Marble altar</td><td>1d4×25 gp</td></tr> <tr><td>1115</td><td>Parade armor with flourishes</td><td>1d4×25 gp</td></tr> <tr><td>1620</td><td>Silver coronet with peridots</td><td>1d4×25 gp</td></tr> <tr><td>2125</td><td>Moonstone and onyx game set</td><td>1d4×25 gp</td></tr> <tr><td>2630</td><td>Gold and garnet ring</td><td>1d4×25 gp</td></tr> <tr><td>3135</td><td>Ceremonial shortsword with spinels</td><td>1d4×25 gp</td></tr> <tr><td>3640</td><td>Silver statuette of a raven</td><td>1d4×25 gp</td></tr> <tr><td>4145</td><td>Porcelain vase inlaid with gold</td><td>1d4×25 gp</td></tr> <tr><td>4650</td><td>Enormous tapestry of a major battle</td><td>1d4×25 gp</td></tr> <tr><td>5155</td><td>Gold necklace with peridots</td><td>1d4×25 gp</td></tr> <tr><td>5660</td><td>Virtuoso silver flute</td><td>1d4×25 gp</td></tr> <tr><td>6165</td><td>Coral idol of an elemental lord</td><td>1d4×25 gp</td></tr> <tr><td>6670</td><td>Silver mirror with gilded frame</td><td>1d4×25 gp</td></tr> <tr><td>7175</td><td>Silver flagon inscribed with fields</td><td>1d4×25 gp</td></tr> <tr><td>7680</td><td>Copper and spinel puzzle box</td><td>1d4×25 gp</td></tr> <tr><td>8185</td><td>Small cold iron cauldron with onyx</td><td>1d4×25 gp</td></tr> <tr><td>8690</td><td>Silver and jade censer</td><td>1d4×25 gp</td></tr> <tr><td>9195</td><td>Life-size sculpture by an expert</td><td>1d4×25 gp</td></tr> <tr><td>96100</td><td>Wide landscape by an expert</td><td>1d4×25 gp</td></tr> <tr><td>**d%**</td><td>**Greater Art Object**</td><td>**Price**</td></tr> <tr><td>15</td><td>Gilded ceremonial armor</td><td>1d4×250 gp</td></tr> <tr><td>610</td><td>Ancient dragon skull etched with mystic sigils</td><td>1d4×250 gp</td></tr> <tr><td>1115</td><td>Original manuscript from a world-famous author</td><td>1d4×250 gp</td></tr> <tr><td>1620</td><td>Gold and aquamarine diadem</td><td>1d4×250 gp</td></tr> <tr><td>2125</td><td>Gold dragon statuette</td><td>1d4×250 gp</td></tr> <tr><td>2630</td><td>Jet and white gold game set</td><td>1d4×250 gp</td></tr> <tr><td>3135</td><td>Gold rapier with amethysts</td><td>1d4×250 gp</td></tr> <tr><td>3640</td><td>Gold urn with scenes of judgment</td><td>1d4×250 gp</td></tr> <tr><td>4145</td><td>Splendid lyre of world-famous lyrist</td><td>1d4×250 gp</td></tr> <tr><td>4650</td><td>Platinum-framed monocle</td><td>1d4×250 gp</td></tr> <tr><td>5155</td><td>Gold mask of a high priest</td><td>1d4×250 gp</td></tr> <tr><td>5660</td><td>Crystal dinner set, fine silverware</td><td>1d4×250 gp</td></tr> <tr><td>6165</td><td>Gold and opal bracelet</td><td>1d4×250 gp</td></tr> <tr><td>6670</td><td>Intricate silver and gold music box</td><td>1d4×250 gp</td></tr> <tr><td>7175</td><td>Jeweled orrery of the planes</td><td>1d4×250 gp</td></tr> <tr><td>7680</td><td>Gilded scepter with sapphire</td><td>1d4×250 gp</td></tr> <tr><td>8185</td><td>Fine gold spyglass</td><td>1d4×250 gp</td></tr> <tr><td>8690</td><td>Gold chalice with black pearls</td><td>1d4×250 gp</td></tr> <tr><td>9195</td><td>Towering sculpture by a master</td><td>1d4×250 gp</td></tr> <tr><td>96100</td><td>Famous portrait by a master</td><td>1d4×250 gp</td></tr> <tr><td>**d%**</td><td>**Major Art Object**</td><td>**Price**</td></tr> <tr><td>15</td><td>Jewel-encrusted gold altar</td><td>1d4×1,000 gp</td></tr> <tr><td>610</td><td>Saints bone with lost scriptures</td><td>1d4×1,000 gp</td></tr> <tr><td>1115</td><td>Previously lost volume from a legendary author</td><td>1d4×1,000 gp</td></tr> <tr><td>1620</td><td>Jeweled mithral crown</td><td>1d4×1,000 gp</td></tr> <tr><td>2125</td><td>Platinum dragon statuette</td><td>1d4×1,000 gp</td></tr> <tr><td>2630</td><td>Diamond ring with platinum band</td><td>1d4×1,000 gp</td></tr> <tr><td>3135</td><td>Star sapphire necklace</td><td>1d4×1,000 gp</td></tr> <tr><td>3640</td><td>Darkwood violin by a legend</td><td>1d4×1,000 gp</td></tr> <tr><td>4145</td><td>Platinum image of a fey noble with a bit of orichalcum</td><td>1d4×1,000 gp</td></tr> <tr><td>4650</td><td>Jeweled gold puzzle box</td><td>1d4×1,000 gp</td></tr> <tr><td>5155</td><td>Crystallized dragon heart</td><td>1d4×1,000 gp</td></tr> <tr><td>5660</td><td>Living flame shaped into a phoenix</td><td>1d4×1,000 gp</td></tr> <tr><td>6165</td><td>Phasing ether silk tapestry</td><td>1d4×1,000 gp</td></tr> <tr><td>6670</td><td>Solidified moment of time</td><td>1d4×1,000 gp</td></tr> <tr><td>7175</td><td>Tankard owned by Cayden Cailean</td><td>1d4×1,000 gp</td></tr> <tr><td>7680</td><td>Thought lens of astral essence</td><td>1d4×1,000 gp</td></tr> <tr><td>8185</td><td>Divine art piece created by Shelyn</td><td>1d4×1,000 gp</td></tr> <tr><td>8690</td><td>Chandelier crafted from dreams</td><td>1d4×1,000 gp</td></tr> <tr><td>9195</td><td>Enormous chryselephantine sculpture by a legend</td><td>1d4×1,000 gp</td></tr> <tr><td>96100</td><td>Major painting by a legend</td><td>1d4×1,000 gp</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Art Objects","next_link":{"label":"Afflictions","url":"/Rules.aspx?ID=1113"},"previous_link":{"label":"Gems","url":"/Rules.aspx?ID=1111"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 114</row>\r\n\r\nChapter 2: Tools\r\n/ Gems and Art Objects\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 114"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 114</row>","speed":{},"text":" Art Objects Source Gamemastery Guide pg. 114 These pieces of artwork have listed values, but might be more valuable to a collector or someone with a personal connection. When including art objects, consider whether the PCs could discover this information and secure a greater reward. For instance, a dwarven crown might be worth 1,000 gp for its exquisite crafting, but even more to the dwarves who lost the crown of their first queen long ago. This could also be a plot hook for a later adventure. On the other hand, the materials used to make an art object, such as the paint and the canvas of a painting, are worth far less than the finished object. Some art objects on Table 224 include uncommon or rare precious materials, though usually not in large enough amounts for other crafting purposes. If youre rolling randomly and dont want to give out an uncommon or rare material, roll again or modify the description (for instance, you might change the mithral crown in the major art objects list to a gold crown). ## Table 2-24: Sample Art Objects d% Minor Art Object Price 15 Elegant cloth doll 1d4 gp 610 Scrimshaw whale bone 1d4 gp 1115 Illustrated book 1d4 gp 1620 Brass statuette of a bull 1d4 gp 2125 Carved wooden game set 1d4 gp 2630 Set of six ivory dice 1d4 gp 3135 Engraved copper ring 1d4 gp 3640 Lapis lazuli pendant 1d4 gp 4145 Hand mirror with decorated frame 1d4 gp 4650 Colorful velvet half mask 1d4 gp 5155 Set of decorated ceramic plates 1d4 gp 5660 Leather flagon with Caydenite symbol 1d4 gp 6165 Bronze bowl with wave imagery 1d4 gp 6670 Brass anklet 1d4 gp 7175 Iron cauldron with gargoyle faces 1d4 gp 7680 Silver religious symbol 1d4 gp 8185 Bronze brazier with Asmodean artwork 1d4 gp 8690 Plain brass censer 1d4 gp 9195 Simple sculpture 1d4 gp 96100 Simple painting 1d4 gp d% Lesser Art Object Price 15 Silk ceremonial armor 1d4×10 gp 610 Inscribed crocodile skull 1d4×10 gp 1115 Illuminated manuscript 1d4×10 gp 1620 Simple silver circlet 1d4×10 gp 2125 Copper statuette of a salamander 1d4×10 gp 2630 Alabaster and obsidian game set 1d4×10 gp 3135 Silk fan decorated with turquoise 1d4×10 gp 3640 Ceremonial dagger with onyx hilt 1d4×10 gp 4145 Amphora with lavish scenes 1d4×10 gp 4650 Colorful pastoral tapestry 1d4×10 gp 5155 Chrysoberyl symbol of an evil eye 1d4×10 gp 5660 Alabaster idol 1d4×10 gp 6165 Silk mask decorated with citrines 1d4×10 gp 6670 Set of decorated porcelain plates 1d4×10 gp 7175 Etched copper ewer 1d4×10 gp 7680 Brass scepter with amethyst head 1d4×10 gp 8185 Bronze chalice with bloodstones 1d4×10 gp 8690 Iron and rock crystal brazier 1d4×10 gp 9195 Quality sculpture by an unknown 1d4×10 gp 96100 Quality painting by an unknown 1d4×10 gp d% Moderate Art Object Price 15 Porcelain doll with amber eyes 1d4×25 gp 610 Marble altar 1d4×25 gp 1115 Parade armor with flourishes 1d4×25 gp 1620 Silver coronet with peridots 1d4×25 gp 2125 Moonstone and onyx game set 1d4×25 gp 2630 Gold and garnet ring 1d4×25 gp 3135 Ceremonial shortsword with spinels 1d4×25 gp 3640 Silver statuette of a raven 1d4×25 gp 4145 Porcelain vase inlaid with gold 1d4×25 gp 4650 Enormous tapestry of a major battle 1d4×25 gp 5155 Gold necklace with peridots 1d4×25 gp 5660 Virtuoso silver flute 1d4×25 gp 6165 Coral idol of an elemental lord 1d4×25 gp 6670 Silver mirror with gilded frame 1d4×25 gp 7175 Silver flagon inscribed with fields 1d4×25 gp 7680 Copper and spinel puzzle box 1d4×25 gp 8185 Small cold iron cauldron with onyx 1d4×25 gp 8690 Silver and jade censer 1d4×25 gp 9195 Life-size sculpture by an expert 1d4×25 gp 96100 Wide landscape by an expert 1d4×25 gp d% Greater Art Object Price 15 Gilded ceremonial armor 1d4×250 gp 610 Ancient dragon skull etched with mystic sigils 1d4×250 gp 1115 Original manuscript from a world-famous author 1d4×250 gp 1620 Gold and aquamarine diadem 1d4×250 gp 2125 Gold dragon statuette 1d4×250 gp 2630 Jet and white gold game set 1d4×250 gp 3135 Gold rapier with amethysts 1d4×250 gp 3640 Gold urn with scenes of judgment 1d4×250 gp 4145 Splendid lyre of world-famous lyrist 1d4×250 gp 4650 Platinum-framed monocle 1d4×250 gp 5155 Gold mask of a high priest 1d4×250 gp 5660 Crystal dinner set, fine silverware 1d4×250 gp 6165 Gold and opal bracelet 1d4×250 gp 6670 Intricate silver and gold music box 1d4×250 gp 7175 Jeweled orrery of the planes 1d4×250 gp 7680 Gilded scepter with sapphire 1d4×250 gp 8185 Fine gold spyglass 1d4×250 gp 8690 Gold chalice with black pearls 1d4×250 gp 9195 Towering sculpture by a master 1d4×250 gp 96100 Famous portrait by a master 1d4×250 gp d% Major Art Object Price 15 Jewel-encrusted gold altar 1d4×1,000 gp 610 Saints bone with lost scriptures 1d4×1,000 gp 1115 Previously lost volume from a legendary author 1d4×1,000 gp 1620 Jeweled mithral crown 1d4×1,000 gp 2125 Platinum dragon statuette 1d4×1,000 gp 2630 Diamond ring with platinum band 1d4×1,000 gp 3135 Star sapphire necklace 1d4×1,000 gp 3640 Darkwood violin by a legend 1d4×1,000 gp 4145 Platinum image of a fey noble with a bit of orichalcum 1d4×1,000 gp 4650 Jeweled gold puzzle box 1d4×1,000 gp 5155 Crystallized dragon heart 1d4×1,000 gp 5660 Living flame shaped into a phoenix 1d4×1,000 gp 6165 Phasing ether silk tapestry 1d4×1,000 gp 6670 Solidified moment of time 1d4×1,000 gp 7175 Tankard owned by Cayden Cailean 1d4×1,000 gp 7680 Thought lens of astral essence 1d4×1,000 gp 8185 Divine art piece created by Shelyn 1d4×1,000 gp 8690 Chandelier crafted from dreams 1d4×1,000 gp 9195 Enormous chryselephantine sculpture by a legend 1d4×1,000 gp 96100 Major painting by a legend 1d4×1,000 gp ","type":"Rules","url":"/Rules.aspx?ID=1112","weakness":{}}},{"_index":"aon18","_id":"rules-1113","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1113","markdown":"<title level=\"1\" right=\"Rules\">[Afflictions](/Rules.aspx?ID=1113)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 116</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWherever there is life, there are insidious perils that threaten the health and well-being of living creatures. Some of these afflictions, including many diseases, are inherent to the natural world. Others, such as drugs, are crafted by people the world over for recreational, unscrupulous, or other uses. And some—curses being the most notorious—exist solely to cause harm to others.\n\n Afflictions strike creatures with potent and often escalating results. This section presents a variety of curses, diseases, and drugs for use in your game. A broad sampling of poisons can be found beginning on page 550 of the Core Rulebook, and the rules for afflictions start on 457.\n\n Depending on the tone of the campaign, the GM might want to roll secret saving throws for PCs affected by an affliction. This is particularly effective when the affliction is an element within a survival or horror game, or when its part of a mystery.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1114\" />\r\n\r\n<document level=\"2\" id=\"rules-1115\" />\r\n\r\n<document level=\"2\" id=\"rules-1116\" />","name":"Afflictions","next_link":{"label":"Building Worlds","url":"/Rules.aspx?ID=1117"},"previous_link":{"label":"Gems and Art Objects","url":"/Rules.aspx?ID=1110"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 116</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 116"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 116</row>","speed":{},"text":" Afflictions Source Gamemastery Guide pg. 116 Wherever there is life, there are insidious perils that threaten the health and well-being of living creatures. Some of these afflictions, including many diseases, are inherent to the natural world. Others, such as drugs, are crafted by people the world over for recreational, unscrupulous, or other uses. And some—curses being the most notorious—exist solely to cause harm to others. Afflictions strike creatures with potent and often escalating results. This section presents a variety of curses, diseases, and drugs for use in your game. A broad sampling of poisons can be found beginning on page 550 of the Core Rulebook, and the rules for afflictions start on 457. Depending on the tone of the campaign, the GM might want to roll secret saving throws for PCs affected by an affliction. This is particularly effective when the affliction is an element within a survival or horror game, or when its part of a mystery. ","type":"Rules","url":"/Rules.aspx?ID=1113","weakness":{}}},{"_index":"aon18","_id":"rules-1114","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Afflictions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1114","markdown":"<title level=\"1\" right=\"Rules\">[Curses](/Rules.aspx?ID=1114)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 116</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions.\n\n Curses may come from a malicious action, such as a lichs Paralyzing Touch or a spell from an evil spellcaster. Guardians of a tomb or treasure might ward their charge with a curse as protection against thieves. In some rare cases, a curse might manifest as a response to a terrible act, such as a massacre. When using a curse in your game, assign the curse to an item, location, situation, or similar element. Then, decide on a trigger for the curse—such as a creature attempting to steal a warded book, destroy a work of art, or slay a specific creature. A curse can even be tied to a specific location, in which case it functions as a simple hazard. Once that trigger occurs, the curse affects the triggering creature or creatures. Each affected creature must attempt a saving throw against the curse; if they fail, they are subject to the effects specified in the curses Effect entry.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Curses","next_link":{"label":"Diseases","url":"/Rules.aspx?ID=1115"},"previous_link":{"label":"Gems and Art Objects","url":"/Rules.aspx?ID=1110"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 116</row>\r\n\r\nChapter 2: Tools\r\n/ Afflictions\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 116"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 116</row>","speed":{},"text":" Curses Source Gamemastery Guide pg. 116 A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions. Curses may come from a malicious action, such as a lichs Paralyzing Touch or a spell from an evil spellcaster. Guardians of a tomb or treasure might ward their charge with a curse as protection against thieves. In some rare cases, a curse might manifest as a response to a terrible act, such as a massacre. When using a curse in your game, assign the curse to an item, location, situation, or similar element. Then, decide on a trigger for the curse—such as a creature attempting to steal a warded book, destroy a work of art, or slay a specific creature. A curse can even be tied to a specific location, in which case it functions as a simple hazard. Once that trigger occurs, the curse affects the triggering creature or creatures. Each affected creature must attempt a saving throw against the curse; if they fail, they are subject to the effects specified in the curses Effect entry. ","type":"Rules","url":"/Rules.aspx?ID=1114","weakness":{}}},{"_index":"aon18","_id":"rules-1115","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Afflictions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1115","markdown":"<title level=\"1\" right=\"Rules\">[Diseases](/Rules.aspx?ID=1115)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 118</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nExposure to disease can be a hazard, such as when PCs come into contact with a plague-ridden corpse; such hazards grant XP as a simple hazard of the diseases level. When a disease gives a sickened condition that cant be reduced until it runs its course, that typically means the disease has symptoms such as a difficulty swallowing, loss of appetite, or nausea that make eating and drinking difficult but not impossible. Despite the conditions prohibition on eating or drinking, a creature can slowly and carefully eat and drink as long as they arent in an encounter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Diseases","next_link":{"label":"Drugs","url":"/Rules.aspx?ID=1116"},"previous_link":{"label":"Curses","url":"/Rules.aspx?ID=1114"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 118</row>\r\n\r\nChapter 2: Tools\r\n/ Afflictions\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 118"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 118</row>","speed":{},"text":" Diseases Source Gamemastery Guide pg. 118 Exposure to disease can be a hazard, such as when PCs come into contact with a plague-ridden corpse; such hazards grant XP as a simple hazard of the diseases level. When a disease gives a sickened condition that cant be reduced until it runs its course, that typically means the disease has symptoms such as a difficulty swallowing, loss of appetite, or nausea that make eating and drinking difficult but not impossible. Despite the conditions prohibition on eating or drinking, a creature can slowly and carefully eat and drink as long as they arent in an encounter. ","type":"Rules","url":"/Rules.aspx?ID=1115","weakness":{}}},{"_index":"aon18","_id":"rules-1116","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Afflictions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1116","markdown":"<title level=\"1\" right=\"Rules\">[Drugs](/Rules.aspx?ID=1116)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 120</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDrugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against [addiction](/Diseases.aspx?ID=15), a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.\n\n Certain drugs alter how addiction works for that drug, adding the virulent trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Drugs in Your Games</title>\r\n\r\nDrugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they arent, avoid the topic.\n\n If you do include drugs in your game, consider the role theyll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a shortterm benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the virulent trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug.\r\n</aside>","name":"Drugs","next_link":{"label":"Building Worlds","url":"/Rules.aspx?ID=1117"},"previous_link":{"label":"Diseases","url":"/Rules.aspx?ID=1115"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 120</row>\r\n\r\nChapter 2: Tools\r\n/ Afflictions\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 120"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 120</row>","speed":{},"text":" Drugs Source Gamemastery Guide pg. 120 Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once. Certain drugs alter how addiction works for that drug, adding the virulent trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction. Drugs in Your Games Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they arent, avoid the topic. If you do include drugs in your game, consider the role theyll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a shortterm benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the virulent trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug. ","type":"Rules","url":"/Rules.aspx?ID=1116","weakness":{}}},{"_index":"aon18","_id":"rules-1117","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1117","markdown":"<title level=\"1\" right=\"Rules\">[Building Worlds](/Rules.aspx?ID=1117)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs a Game Master, you control the details of the world your players explore. The Age of Lost Omens campaign setting is a lush world suitable for countless adventures, but you might prefer to adventure in entirely new worlds, where every aspect of the setting and story is yours to decide!\n\n Building your own campaign world can be a deeply fulfilling creative process, as it lets you bring to life the exact setting you envision. It gives you great flexibility, in that you can build only as much as you need for the next few adventures, and you can adapt the world on the fly to meet the demands of your story. It also gives you great control, allowing you to build precisely the setting you need for the story you want to tell. Finally, it bypasses some of the issues that can come with playing within an existing campaign setting, where you might create a narrative that contradicts published canon, or your players might stumble across major plot or setting spoilers. Whatever your worldbuilding goals, this chapter guides you through the design process step by step.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Campaign Reference</title>\r\n\r\nBefore the campaign starts, you might want to begin the outline for a campaign reference: a living document that you can easily review and annotate during gameplay and that records the geography, factions, history, characters, and plots central to your campaign.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1118\" />\r\n\r\n<document level=\"2\" id=\"rules-1121\" />\r\n\r\n<document level=\"2\" id=\"rules-1129\" />\r\n\r\n<document level=\"2\" id=\"rules-1141\" />\r\n\r\n<document level=\"2\" id=\"rules-1148\" />","name":"Building Worlds","next_link":{"label":"Nations","url":"/Rules.aspx?ID=1154"},"previous_link":{"label":"Afflictions","url":"/Rules.aspx?ID=1113"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 122"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>","speed":{},"text":" Building Worlds Source Gamemastery Guide pg. 122 As a Game Master, you control the details of the world your players explore. The Age of Lost Omens campaign setting is a lush world suitable for countless adventures, but you might prefer to adventure in entirely new worlds, where every aspect of the setting and story is yours to decide! Building your own campaign world can be a deeply fulfilling creative process, as it lets you bring to life the exact setting you envision. It gives you great flexibility, in that you can build only as much as you need for the next few adventures, and you can adapt the world on the fly to meet the demands of your story. It also gives you great control, allowing you to build precisely the setting you need for the story you want to tell. Finally, it bypasses some of the issues that can come with playing within an existing campaign setting, where you might create a narrative that contradicts published canon, or your players might stumble across major plot or setting spoilers. Whatever your worldbuilding goals, this chapter guides you through the design process step by step. Campaign Reference Before the campaign starts, you might want to begin the outline for a campaign reference: a living document that you can easily review and annotate during gameplay and that records the geography, factions, history, characters, and plots central to your campaign. ","type":"Rules","url":"/Rules.aspx?ID=1117","weakness":{}}},{"_index":"aon18","_id":"rules-1118","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1118","markdown":"<title level=\"1\" right=\"Rules\">[Design Approach](/Rules.aspx?ID=1118)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWorld building can be approached in many ways, but it fundamentally comes down to a simple preference. Do you start at a high level and zoom in, or do you start small and build up? This section outlines a largely topdown approach, but you can design from the bottom up simply by starting at the end of this section and working backwards. Either way, you may find yourself skipping between sections as inspiration strikes—and thats OK!\n\n When building a world, theres a risk of becoming overwhelmed by the sheer number of decisions to be made. Remember that you dont need to make every decision for every aspect of your world all at once. Focus first on the elements you need for your story and the game, then add as much of the rest as youd like. Youll also want to allow room for input from your players— gaming sessions are more memorable and engaging when the storytelling experience is shared between everyone at the table (page 32 has more information on players contributing to the narrative).\n\n Before you decide anything else, however, you should establish your concept and your goals. Do you envision a highmagic steampunk setting where humans are a tiny minority? A world where the only magic derives from squabbling pantheons of gods whose followers are caught up in their wars for power? A quaint town isolated from an otherwiseunknown world beyond a vast, impenetrable forest of mistchoked, skeletal trees? Are you designing a world for a multiyear campaign, or for a fast-paced oneshot adventure? Having an idea in mind will help steer your choices as you build your world, and knowing your goals will help you focus on building what you need.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1119\" />\r\n\r\n<document level=\"2\" id=\"rules-1120\" />","name":"Design Approach","next_link":{"label":"The World","url":"/Rules.aspx?ID=1121"},"previous_link":{"label":"Afflictions","url":"/Rules.aspx?ID=1113"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 122"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>","speed":{},"text":" Design Approach Source Gamemastery Guide pg. 122 World building can be approached in many ways, but it fundamentally comes down to a simple preference. Do you start at a high level and zoom in, or do you start small and build up? This section outlines a largely topdown approach, but you can design from the bottom up simply by starting at the end of this section and working backwards. Either way, you may find yourself skipping between sections as inspiration strikes—and thats OK! When building a world, theres a risk of becoming overwhelmed by the sheer number of decisions to be made. Remember that you dont need to make every decision for every aspect of your world all at once. Focus first on the elements you need for your story and the game, then add as much of the rest as youd like. Youll also want to allow room for input from your players— gaming sessions are more memorable and engaging when the storytelling experience is shared between everyone at the table (page 32 has more information on players contributing to the narrative). Before you decide anything else, however, you should establish your concept and your goals. Do you envision a highmagic steampunk setting where humans are a tiny minority? A world where the only magic derives from squabbling pantheons of gods whose followers are caught up in their wars for power? A quaint town isolated from an otherwiseunknown world beyond a vast, impenetrable forest of mistchoked, skeletal trees? Are you designing a world for a multiyear campaign, or for a fast-paced oneshot adventure? Having an idea in mind will help steer your choices as you build your world, and knowing your goals will help you focus on building what you need. ","type":"Rules","url":"/Rules.aspx?ID=1118","weakness":{}}},{"_index":"aon18","_id":"rules-1119","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Design Approach"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1119","markdown":"<title level=\"1\" right=\"Rules\">[Top Down](/Rules.aspx?ID=1119)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe topdown approach is great if you have a lot of time to dedicate to world building. When designing a setting from the top down, your initial focus is on the big picture. You may already have an idea of the big movers and shakers of your world or your multiverse. You may want to chronicle a thousand years or more of the settings history. You may have already sketched out a world map with continents, nations, and trade routes spanning the globe. This approach begins with broad generalities that get more detailed as you design and during play.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Top Down","next_link":{"label":"Bottom Up","url":"/Rules.aspx?ID=1120"},"previous_link":{"label":"Afflictions","url":"/Rules.aspx?ID=1113"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Design Approach\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 122"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>","speed":{},"text":" Top Down Source Gamemastery Guide pg. 122 The topdown approach is great if you have a lot of time to dedicate to world building. When designing a setting from the top down, your initial focus is on the big picture. You may already have an idea of the big movers and shakers of your world or your multiverse. You may want to chronicle a thousand years or more of the settings history. You may have already sketched out a world map with continents, nations, and trade routes spanning the globe. This approach begins with broad generalities that get more detailed as you design and during play. ","type":"Rules","url":"/Rules.aspx?ID=1119","weakness":{}}},{"_index":"aon18","_id":"rules-1120","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Design Approach"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1120","markdown":"<title level=\"1\" right=\"Rules\">[Bottom Up](/Rules.aspx?ID=1120)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWith a bottomup approach to world building, you start small and local. Focus on the starting location and immediate needs of your campaign, then expand outward as the story unfolds. This strategy works well for those with less time to devote to world building, as you need to prepare only the minimum detail necessary to entice your players toward adventure, fleshing out your world only as the campaign requires it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bottom Up","next_link":{"label":"The World","url":"/Rules.aspx?ID=1121"},"previous_link":{"label":"Top Down","url":"/Rules.aspx?ID=1119"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Design Approach\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 122"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>","speed":{},"text":" Bottom Up Source Gamemastery Guide pg. 122 With a bottomup approach to world building, you start small and local. Focus on the starting location and immediate needs of your campaign, then expand outward as the story unfolds. This strategy works well for those with less time to devote to world building, as you need to prepare only the minimum detail necessary to entice your players toward adventure, fleshing out your world only as the campaign requires it. ","type":"Rules","url":"/Rules.aspx?ID=1120","weakness":{}}},{"_index":"aon18","_id":"rules-1121","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1121","markdown":"<title level=\"1\" right=\"Rules\">[The World](/Rules.aspx?ID=1121)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile world building might include building much more than a single planet, most adventures occur entirely on one world. Its a good idea to have a broad understanding of that world as a whole.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1122\" />\r\n\r\n<document level=\"2\" id=\"rules-1125\" />\r\n\r\n<document level=\"2\" id=\"rules-1128\" />","name":"The World","next_link":{"label":"Civilization","url":"/Rules.aspx?ID=1129"},"previous_link":{"label":"Design Approach","url":"/Rules.aspx?ID=1118"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 122"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>","speed":{},"text":" The World Source Gamemastery Guide pg. 122 While world building might include building much more than a single planet, most adventures occur entirely on one world. Its a good idea to have a broad understanding of that world as a whole. ","type":"Rules","url":"/Rules.aspx?ID=1121","weakness":{}}},{"_index":"aon18","_id":"rules-1122","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","The World"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1122","markdown":"<title level=\"1\" right=\"Rules\">[Planetary Basics](/Rules.aspx?ID=1122)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen designing the physical features of a campaign world, youll want to determine its shape and the general distribution of landmasses. You can also establish the worlds size, though note the scale of a world generally has a fairly small impact on the adventures taking place there.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1123\" />\r\n\r\n<document level=\"2\" id=\"rules-1124\" />","name":"Planetary Basics","next_link":{"label":"Environment","url":"/Rules.aspx?ID=1125"},"previous_link":{"label":"Design Approach","url":"/Rules.aspx?ID=1118"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / The World\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 122"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>","speed":{},"text":" Planetary Basics Source Gamemastery Guide pg. 122 When designing the physical features of a campaign world, youll want to determine its shape and the general distribution of landmasses. You can also establish the worlds size, though note the scale of a world generally has a fairly small impact on the adventures taking place there. ","type":"Rules","url":"/Rules.aspx?ID=1122","weakness":{}}},{"_index":"aon18","_id":"rules-1123","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","The World","Planetary Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1123","markdown":"<title level=\"1\" right=\"Rules\">[Shape](/Rules.aspx?ID=1123)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn a fantasy setting, the shape of your world need not be spherical as governed by the laws of physics. It could be any shape you desire, and it need not be a planet at all!\n\n **Globe:** Barring some catastrophe, worlds in our reality are roughly spherical due to the influence of gravity.\n\n **Hollow World:** What if the landmasses and civilizations of a world existed on the inner surface of a hollow sphere? In such a world, the horizon would climb upwards, permitting creatures to see landmarks at extraordinary distances. Light might emanate from a sunlike orb in the worlds center, from various other natural or magical sources, or not at all.\n\n **Irregular:** What if your world is flat, a toroid, or shaped into a cylinder, cube, or other polyhedron? What if its something even stranger? With such an unusual shape, you may need to decide how gravity, atmosphere, and other details function.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Shape","next_link":{"label":"Landmass","url":"/Rules.aspx?ID=1124"},"previous_link":{"label":"Design Approach","url":"/Rules.aspx?ID=1118"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / The World / Planetary Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 122"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 122</row>","speed":{},"text":" Shape Source Gamemastery Guide pg. 122 In a fantasy setting, the shape of your world need not be spherical as governed by the laws of physics. It could be any shape you desire, and it need not be a planet at all! Globe: Barring some catastrophe, worlds in our reality are roughly spherical due to the influence of gravity. Hollow World: What if the landmasses and civilizations of a world existed on the inner surface of a hollow sphere? In such a world, the horizon would climb upwards, permitting creatures to see landmarks at extraordinary distances. Light might emanate from a sunlike orb in the worlds center, from various other natural or magical sources, or not at all. Irregular: What if your world is flat, a toroid, or shaped into a cylinder, cube, or other polyhedron? What if its something even stranger? With such an unusual shape, you may need to decide how gravity, atmosphere, and other details function. ","type":"Rules","url":"/Rules.aspx?ID=1123","weakness":{}}},{"_index":"aon18","_id":"rules-1124","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","The World","Planetary Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1124","markdown":"<title level=\"1\" right=\"Rules\">[Landmass](/Rules.aspx?ID=1124)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe next major step in world creation is to sketch out the planets oceans and major landmasses. On Earth, these geological features are the result of plate tectonics. In a fantasy world, however, the oceans might have been cleaved from the land by the actions of titans, or the continents shaped to suit a gods whims. The following are some common landmass types.\n\n **Archipelago:** A stretch of vast ocean, dotted by chains of small island groups, atolls, and islets.\n\n **Major Islands:** A region of seas dominated by large islands, each several hundred miles across.\n\n **IslandContinent:** An enormous island nearly the size of a continent, surrounded by ocean.\n\n **Continent:** A substantial landform that (usually) rests on a tectonic plate and gradually shifts in position over geologic timescales.\n\n **Supercontinent:** An assembly of the worlds continental blocks into a single immense landmass.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Landmass","next_link":{"label":"Environment","url":"/Rules.aspx?ID=1125"},"previous_link":{"label":"Shape","url":"/Rules.aspx?ID=1123"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / The World / Planetary Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 123"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>","speed":{},"text":" Landmass Source Gamemastery Guide pg. 123 The next major step in world creation is to sketch out the planets oceans and major landmasses. On Earth, these geological features are the result of plate tectonics. In a fantasy world, however, the oceans might have been cleaved from the land by the actions of titans, or the continents shaped to suit a gods whims. The following are some common landmass types. Archipelago: A stretch of vast ocean, dotted by chains of small island groups, atolls, and islets. Major Islands: A region of seas dominated by large islands, each several hundred miles across. IslandContinent: An enormous island nearly the size of a continent, surrounded by ocean. Continent: A substantial landform that (usually) rests on a tectonic plate and gradually shifts in position over geologic timescales. Supercontinent: An assembly of the worlds continental blocks into a single immense landmass. ","type":"Rules","url":"/Rules.aspx?ID=1124","weakness":{}}},{"_index":"aon18","_id":"rules-1125","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","The World"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1125","markdown":"<title level=\"1\" right=\"Rules\">[Environment](/Rules.aspx?ID=1125)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe environment and terrain of a region can pose as much of a challenge to an adventuring party as any of the foes they face. The following section references the environment categories beginning on page 512 of the _Core Rulebook._\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1126\" />\r\n\r\n<document level=\"2\" id=\"rules-1127\" />","name":"Environment","next_link":{"label":"Mapping a World","url":"/Rules.aspx?ID=1128"},"previous_link":{"label":"Planetary Basics","url":"/Rules.aspx?ID=1122"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / The World\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 123"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>","speed":{},"text":" Environment Source Gamemastery Guide pg. 123 The environment and terrain of a region can pose as much of a challenge to an adventuring party as any of the foes they face. The following section references the environment categories beginning on page 512 of the Core Rulebook. ","type":"Rules","url":"/Rules.aspx?ID=1125","weakness":{}}},{"_index":"aon18","_id":"rules-1126","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","The World","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1126","markdown":"<title level=\"1\" right=\"Rules\">[Common Environments](/Rules.aspx?ID=1126)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following environments are common enough that they might appear in nearly any adventure or world.\n\n **Aquatic:** Oceans, seas, lakes, and other large waterways are aquatic environments.\n\n **Arctic:** Arctic environments usually appear near the northern and southern extremes of a world, though extreme elevation, unusually shaped worlds, and supernatural forces could result in arctic terrain elsewhere.\n\n **Desert:** Deserts can appear anywhere on a world where precipitation is scant, even along some oceans. Any large landmasses that entirely lack bodies of water are likely to be deserts.\n\n **Forest:** The composition of a forest depends on the climate and the elevation, with thick jungles more common near an equator, hardwood forests in more temperate zones, and evergreens at higher latitudes and elevations. Most worlds have a tree line—an elevation above which trees cant grow.\n\n **Mountain:** A worlds highest peaks can stretch tens of thousands of feet above sea level. This category also includes hills, which are typically no more than 1,000 feet tall.\n\n **Plains:** Mostly flat and unobstructed, plains are usually at lower elevations, but they can also be found at higher elevation on plateaus.\n\n **Urban:** Cities and settlements are urban environments. These areas are detailed in Settlements, beginning on page 132.\n\n **Swamp:** Wide floodplains, shallow lakes, and marshes can appear at most latitudes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Common Environments","next_link":{"label":"Extreme Environments","url":"/Rules.aspx?ID=1127"},"previous_link":{"label":"Planetary Basics","url":"/Rules.aspx?ID=1122"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / The World / Environment\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 123"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>","speed":{},"text":" Common Environments Source Gamemastery Guide pg. 123 The following environments are common enough that they might appear in nearly any adventure or world. Aquatic: Oceans, seas, lakes, and other large waterways are aquatic environments. Arctic: Arctic environments usually appear near the northern and southern extremes of a world, though extreme elevation, unusually shaped worlds, and supernatural forces could result in arctic terrain elsewhere. Desert: Deserts can appear anywhere on a world where precipitation is scant, even along some oceans. Any large landmasses that entirely lack bodies of water are likely to be deserts. Forest: The composition of a forest depends on the climate and the elevation, with thick jungles more common near an equator, hardwood forests in more temperate zones, and evergreens at higher latitudes and elevations. Most worlds have a tree line—an elevation above which trees cant grow. Mountain: A worlds highest peaks can stretch tens of thousands of feet above sea level. This category also includes hills, which are typically no more than 1,000 feet tall. Plains: Mostly flat and unobstructed, plains are usually at lower elevations, but they can also be found at higher elevation on plateaus. Urban: Cities and settlements are urban environments. These areas are detailed in Settlements, beginning on page 132. Swamp: Wide floodplains, shallow lakes, and marshes can appear at most latitudes. ","type":"Rules","url":"/Rules.aspx?ID=1126","weakness":{}}},{"_index":"aon18","_id":"rules-1127","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","The World","Environment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1127","markdown":"<title level=\"1\" right=\"Rules\">[Extreme Environments](/Rules.aspx?ID=1127)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome adventures lead to fantastic reaches of the world or the multiverse that are seldom tread by mortals.\n\n **Aerial:** A world might include windy realms of floating islands and castles in the clouds.\n\n **Glacier:** Massive sheets of dense ice, constantly moving under their own immense weight, glaciers are frozen wastelands riddled with columns of jagged ice and snowcovered crevasses.\n\n **Volcanic:** Hellish landscapes of molten lava, burning ash, and scorching temperatures pose immediate danger.\n\n **Undersea:** A subset of aquatic environments, undersea environments are those areas submerged beneath the waves.\n\n **Underground:** Some worlds have deep natural caverns, while others have extensive winding tunnels and expansive realms below the surface.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Extreme Environments","next_link":{"label":"Mapping a World","url":"/Rules.aspx?ID=1128"},"previous_link":{"label":"Common Environments","url":"/Rules.aspx?ID=1126"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / The World / Environment\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 123"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>","speed":{},"text":" Extreme Environments Source Gamemastery Guide pg. 123 Some adventures lead to fantastic reaches of the world or the multiverse that are seldom tread by mortals. Aerial: A world might include windy realms of floating islands and castles in the clouds. Glacier: Massive sheets of dense ice, constantly moving under their own immense weight, glaciers are frozen wastelands riddled with columns of jagged ice and snowcovered crevasses. Volcanic: Hellish landscapes of molten lava, burning ash, and scorching temperatures pose immediate danger. Undersea: A subset of aquatic environments, undersea environments are those areas submerged beneath the waves. Underground: Some worlds have deep natural caverns, while others have extensive winding tunnels and expansive realms below the surface. ","type":"Rules","url":"/Rules.aspx?ID=1127","weakness":{}}},{"_index":"aon18","_id":"rules-1128","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","The World"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1128","markdown":"<title level=\"1\" right=\"Rules\">[Mapping a World](/Rules.aspx?ID=1128)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany Game Masters like to have an overland map for their local region, nation, or even the whole world. The primary goal of this scale of map is to designate sites of import to the campaign; you need not detail every hamlet or woodland grove, but having a sense of the major features can help you and the other players visualize the world in which theyre playing.\n\n **Step 1. Coastlines:** The easiest first step is to separate land from sea. Regional maps may only have a single shoreline, if any. At larger map scales, consider the placement of major islands, archipelago chains, atolls, and islets. A world map should consider the size and placement of continents.\n\n **Step 2. Topography:** Pencil in a rough ridgeline for each mountain range in the region. Mountain ranges are common along coastlines where continental plates push together. If extended into the sea, mountain ranges typically result in a chain of offshore islands. Indicate hills in the regions adjacent to the mountains and elsewhere as necessary to demonstrate elevation. Unmarked terrain on an overland map is usually lowland plains.\n\n **Step 3. Watercourses:** Its important to keep in mind that rivers flow downstream, from high elevation toward the sea, always taking the path of least resistance. Powerful watercourses might carve canyons or gorges over millennia, but they should never cross through mountain ranges. On a similar note, watercourses dont branch—tributaries join into rivers as they flow downstream.\n\n **Step 4. Terrain and Environment:** Sketch in interesting terrain features such as forests, deserts, or tundra. You may want to differentiate these environs, separating coniferous and deciduous forests from tropical jungles or arctic taiga. Environs not specifically called out on an overland map are typically presumed to be some variety of grassland.\n\n **Step 5. Civilization:** Now youre ready to place the elements of civilization. Major cities should typically be located near fresh water and natural resources. Major roads connect larger settlements, circumventing forests and other difficult environs, but they may wind through mountain passes when lucrative commerce demands it. Add smaller settlements along your roads, further connected by smaller roads and trails. Finally, draw political boundaries and mark other sites of interest.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Mapping a World","next_link":{"label":"Civilization","url":"/Rules.aspx?ID=1129"},"previous_link":{"label":"Environment","url":"/Rules.aspx?ID=1125"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / The World\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 123"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 123</row>","speed":{},"text":" Mapping a World Source Gamemastery Guide pg. 123 Many Game Masters like to have an overland map for their local region, nation, or even the whole world. The primary goal of this scale of map is to designate sites of import to the campaign; you need not detail every hamlet or woodland grove, but having a sense of the major features can help you and the other players visualize the world in which theyre playing. Step 1. Coastlines: The easiest first step is to separate land from sea. Regional maps may only have a single shoreline, if any. At larger map scales, consider the placement of major islands, archipelago chains, atolls, and islets. A world map should consider the size and placement of continents. Step 2. Topography: Pencil in a rough ridgeline for each mountain range in the region. Mountain ranges are common along coastlines where continental plates push together. If extended into the sea, mountain ranges typically result in a chain of offshore islands. Indicate hills in the regions adjacent to the mountains and elsewhere as necessary to demonstrate elevation. Unmarked terrain on an overland map is usually lowland plains. Step 3. Watercourses: Its important to keep in mind that rivers flow downstream, from high elevation toward the sea, always taking the path of least resistance. Powerful watercourses might carve canyons or gorges over millennia, but they should never cross through mountain ranges. On a similar note, watercourses dont branch—tributaries join into rivers as they flow downstream. Step 4. Terrain and Environment: Sketch in interesting terrain features such as forests, deserts, or tundra. You may want to differentiate these environs, separating coniferous and deciduous forests from tropical jungles or arctic taiga. Environs not specifically called out on an overland map are typically presumed to be some variety of grassland. Step 5. Civilization: Now youre ready to place the elements of civilization. Major cities should typically be located near fresh water and natural resources. Major roads connect larger settlements, circumventing forests and other difficult environs, but they may wind through mountain passes when lucrative commerce demands it. Add smaller settlements along your roads, further connected by smaller roads and trails. Finally, draw political boundaries and mark other sites of interest. ","type":"Rules","url":"/Rules.aspx?ID=1128","weakness":{}}},{"_index":"aon18","_id":"rules-1129","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1129","markdown":"<title level=\"1\" right=\"Rules\">[Civilization](/Rules.aspx?ID=1129)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWith the major geographical features and terrain of your world decided, youll next want to establish significant nations and settlements.\n\n When it comes to designing a worlds cultures, you might want to focus primarily on those areas the party is likely to explore first. This allows you to establish the details and depth of one regions peoples before expanding out to address others. Thats not to say you shouldnt have ideas about the cultures beyond your starting settlement—it just means you dont need to decide every detail of every culture all at once.\n\n As always, you dont need to demarcate every realm on the globe or indicate every town, hamlet, and thorp. Keep your focus on what you need for your story and your adventure—leaving terra incognita can lead to stories down the road as the party ventures further from home.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1130\" />\r\n\r\n<document level=\"2\" id=\"rules-1134\" />\r\n\r\n<document level=\"2\" id=\"rules-1139\" />","name":"Civilization","next_link":{"label":"Religion","url":"/Rules.aspx?ID=1141"},"previous_link":{"label":"The World","url":"/Rules.aspx?ID=1121"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 124"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>","speed":{},"text":" Civilization Source Gamemastery Guide pg. 124 With the major geographical features and terrain of your world decided, youll next want to establish significant nations and settlements. When it comes to designing a worlds cultures, you might want to focus primarily on those areas the party is likely to explore first. This allows you to establish the details and depth of one regions peoples before expanding out to address others. Thats not to say you shouldnt have ideas about the cultures beyond your starting settlement—it just means you dont need to decide every detail of every culture all at once. As always, you dont need to demarcate every realm on the globe or indicate every town, hamlet, and thorp. Keep your focus on what you need for your story and your adventure—leaving terra incognita can lead to stories down the road as the party ventures further from home. ","type":"Rules","url":"/Rules.aspx?ID=1129","weakness":{}}},{"_index":"aon18","_id":"rules-1130","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Civilization"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1130","markdown":"<title level=\"1\" right=\"Rules\">[Societal Benchmarks](/Rules.aspx?ID=1130)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following sections can help you establish certain truths about your world as a whole. From there, you can decide the details of specific cultural groups, including whether they deviate from these global standards.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1131\" />\r\n\r\n<document level=\"2\" id=\"rules-1132\" />\r\n\r\n<document level=\"2\" id=\"rules-1133\" />","name":"Societal Benchmarks","next_link":{"label":"Designing Nations","url":"/Rules.aspx?ID=1134"},"previous_link":{"label":"The World","url":"/Rules.aspx?ID=1121"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Civilization\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 124"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>","speed":{},"text":" Societal Benchmarks Source Gamemastery Guide pg. 124 The following sections can help you establish certain truths about your world as a whole. From there, you can decide the details of specific cultural groups, including whether they deviate from these global standards. ","type":"Rules","url":"/Rules.aspx?ID=1130","weakness":{}}},{"_index":"aon18","_id":"rules-1131","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Civilization","Societal Benchmarks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1131","markdown":"<title level=\"1\" right=\"Rules\">[Technology](/Rules.aspx?ID=1131)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThroughout history, a major driver of world culture has been the continuous advancement of technology in warfare, agriculture, and industry. The following categories roughly approximate realworld technological levels, but progress might vary on your world. What heights of technology have been achieved? Have any groups fallen behind or leaped ahead?\n\n **Primeval:** Weapons and tools in this early era are crafted primarily from bone, wood, or stone. Knowledge of stonecutting allows early civilizations to raise stone walls and buildings.\n\n **Ancient:** Advancements in mining and metallurgy lead to weapons and tools made from bronze. Crop rotation and storage in granaries ensure greater survival in times of famine. Trade between river and coastal settlements is aided by oar and sailpowered galleys. Chariots come into strong use during warfare.\n\n **Classical:** Superior military tactics and engineered roads allow for rapid deployment of infantry wielding iron weapons and aided by mounted cavalry. Advances in complex irrigation and construction of aqueducts lead to an abundance of harvest foods and dramatic improvements to sanitation.\n\n **Medieval:** Warfare in this era is defined by iron armor, crossbows, and weapons forged of fine steel.\n\n **Enlightenment:** The development of black powder and muzzleloaded, singleshot firearms greatly changes warfare, making plate armor mostly obsolete. Larger ships permit ocean crossings and longrange trade to distant shores. The printing press speeds literacy and the dissemination of new ideas.\n\n **Steam:** Steam engines replace conveyances drawn by animal power or sail, leading to a significant shift from wood fuel to coal. Further advances in science lead to dirigible airships and observation balloons. Simple firearms are replaced by repeating revolvers and bolt action rifles.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Technology","next_link":{"label":"Divine Involvement","url":"/Rules.aspx?ID=1132"},"previous_link":{"label":"The World","url":"/Rules.aspx?ID=1121"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Civilization / Societal Benchmarks\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 124"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>","speed":{},"text":" Technology Source Gamemastery Guide pg. 124 Throughout history, a major driver of world culture has been the continuous advancement of technology in warfare, agriculture, and industry. The following categories roughly approximate realworld technological levels, but progress might vary on your world. What heights of technology have been achieved? Have any groups fallen behind or leaped ahead? Primeval: Weapons and tools in this early era are crafted primarily from bone, wood, or stone. Knowledge of stonecutting allows early civilizations to raise stone walls and buildings. Ancient: Advancements in mining and metallurgy lead to weapons and tools made from bronze. Crop rotation and storage in granaries ensure greater survival in times of famine. Trade between river and coastal settlements is aided by oar and sailpowered galleys. Chariots come into strong use during warfare. Classical: Superior military tactics and engineered roads allow for rapid deployment of infantry wielding iron weapons and aided by mounted cavalry. Advances in complex irrigation and construction of aqueducts lead to an abundance of harvest foods and dramatic improvements to sanitation. Medieval: Warfare in this era is defined by iron armor, crossbows, and weapons forged of fine steel. Enlightenment: The development of black powder and muzzleloaded, singleshot firearms greatly changes warfare, making plate armor mostly obsolete. Larger ships permit ocean crossings and longrange trade to distant shores. The printing press speeds literacy and the dissemination of new ideas. Steam: Steam engines replace conveyances drawn by animal power or sail, leading to a significant shift from wood fuel to coal. Further advances in science lead to dirigible airships and observation balloons. Simple firearms are replaced by repeating revolvers and bolt action rifles. ","type":"Rules","url":"/Rules.aspx?ID=1131","weakness":{}}},{"_index":"aon18","_id":"rules-1132","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Civilization","Societal Benchmarks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1132","markdown":"<title level=\"1\" right=\"Rules\">[Divine Involvement](/Rules.aspx?ID=1132)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhat is the nature of the gods? Do they even exist? If so, are they omnipotent and omniscient? How does a follower request their divine favor? The answers to these questions will help you determine how strongly divine faith impacts the cultures of your world.\n\n **None:** Deities do not exist in this world, or if they do, they are oblivious to or completely unconcerned with mortal affairs. If they exist, they dont make their presence known, nor do they grant power to their worshippers.\n\n **Limited:** Deities exist, though they remain aloof from the mortal world and make their divine presence known only to a chosen few.\n\n **Accepted:** Divine influence is an accepted fact of everyday life. Their will is enacted through priests and organized religions. Divine avatars may appear in the world during extreme circumstances.\n\n **Ubiquitous:** Deities live among mortals, exerting their divine will directly. Gods rule entire nations, commanding absolute obedience from their faithful followers.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Divine Involvement","next_link":{"label":"Magic","url":"/Rules.aspx?ID=1133"},"previous_link":{"label":"Technology","url":"/Rules.aspx?ID=1131"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Civilization / Societal Benchmarks\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 124"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>","speed":{},"text":" Divine Involvement Source Gamemastery Guide pg. 124 What is the nature of the gods? Do they even exist? If so, are they omnipotent and omniscient? How does a follower request their divine favor? The answers to these questions will help you determine how strongly divine faith impacts the cultures of your world. None: Deities do not exist in this world, or if they do, they are oblivious to or completely unconcerned with mortal affairs. If they exist, they dont make their presence known, nor do they grant power to their worshippers. Limited: Deities exist, though they remain aloof from the mortal world and make their divine presence known only to a chosen few. Accepted: Divine influence is an accepted fact of everyday life. Their will is enacted through priests and organized religions. Divine avatars may appear in the world during extreme circumstances. Ubiquitous: Deities live among mortals, exerting their divine will directly. Gods rule entire nations, commanding absolute obedience from their faithful followers. ","type":"Rules","url":"/Rules.aspx?ID=1132","weakness":{}}},{"_index":"aon18","_id":"rules-1133","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Civilization","Societal Benchmarks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1133","markdown":"<title level=\"1\" right=\"Rules\">[Magic](/Rules.aspx?ID=1133)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDoes magic exist? If so, which traditions are available? What are the sources of a spellcasters power, and how do they gain and channel that magic?\n\n **No Magic:** Magic of any kind does not exist in this world. Spells and magic effects do not function. Consider the variants on page 196 to handle the lack of magic items.\n\n **Low Magic:** Magic is mysterious and taboo. The few practitioners of the mystical arts are feared or shunned. Again, consider the variants on page 196 to handle the relative scarcity of magic items.\n\n **Common:** Magic is an accepted fact of everyday life, though its mysteries are beyond the reach of most people. Magic portals and gates can whisk travelers “in the know” halfway across the world or to the other side of the multiverse.\n\n **High Magic:** Magic and magical items are commonplace in society. It may be as easy to learn spellcasting as it is to learn a new language. Magical objects simulate various modern technologies.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Magic","next_link":{"label":"Designing Nations","url":"/Rules.aspx?ID=1134"},"previous_link":{"label":"Divine Involvement","url":"/Rules.aspx?ID=1132"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Civilization / Societal Benchmarks\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 124"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 124</row>","speed":{},"text":" Magic Source Gamemastery Guide pg. 124 Does magic exist? If so, which traditions are available? What are the sources of a spellcasters power, and how do they gain and channel that magic? No Magic: Magic of any kind does not exist in this world. Spells and magic effects do not function. Consider the variants on page 196 to handle the lack of magic items. Low Magic: Magic is mysterious and taboo. The few practitioners of the mystical arts are feared or shunned. Again, consider the variants on page 196 to handle the relative scarcity of magic items. Common: Magic is an accepted fact of everyday life, though its mysteries are beyond the reach of most people. Magic portals and gates can whisk travelers “in the know” halfway across the world or to the other side of the multiverse. High Magic: Magic and magical items are commonplace in society. It may be as easy to learn spellcasting as it is to learn a new language. Magical objects simulate various modern technologies. ","type":"Rules","url":"/Rules.aspx?ID=1133","weakness":{}}},{"_index":"aon18","_id":"rules-1134","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Civilization"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1134","markdown":"<title level=\"1\" right=\"Rules\">[Designing Nations](/Rules.aspx?ID=1134)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 125</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFor any nation you establish in your setting, youll want to provide at least a minimal description—the core concept of that nation. The amount of additional detail you provide depends on the needs of your story. You likely want to establish enough information to create a stat block (page 130) for the nation your adventurers are from, any nations theyre likely to spend significant time in, and those nations main allied and enemy nations, if they are likely to become part of the plot.\n\n When building a nation, remember that the various elements connect to the history of the land and its people, its relationships with nearby nations, and the current residents. This interconnectedness will help you build a wealth of story hooks and provide immersive detail for your players.\n\n Beyond those basic details, the following considerations can help flesh out the nations in your setting.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1135\" />\r\n\r\n<document level=\"2\" id=\"rules-1136\" />\r\n\r\n<document level=\"2\" id=\"rules-1137\" />\r\n\r\n<document level=\"2\" id=\"rules-1138\" />","name":"Designing Nations","next_link":{"label":"Building Settlements","url":"/Rules.aspx?ID=1139"},"previous_link":{"label":"Societal Benchmarks","url":"/Rules.aspx?ID=1130"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 125</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Civilization\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 125"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 125</row>","speed":{},"text":" Designing Nations Source Gamemastery Guide pg. 125 For any nation you establish in your setting, youll want to provide at least a minimal description—the core concept of that nation. The amount of additional detail you provide depends on the needs of your story. You likely want to establish enough information to create a stat block (page 130) for the nation your adventurers are from, any nations theyre likely to spend significant time in, and those nations main allied and enemy nations, if they are likely to become part of the plot. When building a nation, remember that the various elements connect to the history of the land and its people, its relationships with nearby nations, and the current residents. This interconnectedness will help you build a wealth of story hooks and provide immersive detail for your players. Beyond those basic details, the following considerations can help flesh out the nations in your setting. ","type":"Rules","url":"/Rules.aspx?ID=1134","weakness":{}}},{"_index":"aon18","_id":"rules-1135","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Civilization","Designing Nations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1135","markdown":"<title level=\"1\" right=\"Rules\">[Location, Size, and Population](/Rules.aspx?ID=1135)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 125</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMajor geographical boundaries, such as mountains, seas, and large rivers, often present natural borders for a realm. Depending on its leadership, culture, and the resources available, a country may be as small as a citystate or as large as a continentsweeping empire. Barring widely available technological or magical travel and communication, most nations remain relatively small (only a few hundred miles across), simply because it becomes too difficult for a single governing entity to oversee and maintain the entirety of a larger state.\n\n National populations ebb and flow due to a multitude of external factors. Advances in sanitation, medicine, and agriculture can spur dramatic population growth, while war, famine, or plague can devastate it. As a rule, smaller nationstates have a population around a hundred thousand, while a continentspanning empire could swell to well over a hundred million.\n\n Population size is only part of the equation. Figuring out the ancestry ratios of that population and brainstorming how the members of various ancestries interact can often lead to interesting story ideas, or at least give you some jumpingoff points when dreaming up how the nation was founded and its later history.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Location, Size, and Population","next_link":{"label":"Cultural Hallmarks","url":"/Rules.aspx?ID=1136"},"previous_link":{"label":"Societal Benchmarks","url":"/Rules.aspx?ID=1130"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 125</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Civilization / Designing Nations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 125"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 125</row>","speed":{},"text":" Location, Size, and Population Source Gamemastery Guide pg. 125 Major geographical boundaries, such as mountains, seas, and large rivers, often present natural borders for a realm. Depending on its leadership, culture, and the resources available, a country may be as small as a citystate or as large as a continentsweeping empire. Barring widely available technological or magical travel and communication, most nations remain relatively small (only a few hundred miles across), simply because it becomes too difficult for a single governing entity to oversee and maintain the entirety of a larger state. National populations ebb and flow due to a multitude of external factors. Advances in sanitation, medicine, and agriculture can spur dramatic population growth, while war, famine, or plague can devastate it. As a rule, smaller nationstates have a population around a hundred thousand, while a continentspanning empire could swell to well over a hundred million. Population size is only part of the equation. Figuring out the ancestry ratios of that population and brainstorming how the members of various ancestries interact can often lead to interesting story ideas, or at least give you some jumpingoff points when dreaming up how the nation was founded and its later history. ","type":"Rules","url":"/Rules.aspx?ID=1135","weakness":{}}},{"_index":"aon18","_id":"rules-1136","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Civilization","Designing Nations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1136","markdown":"<title level=\"1\" right=\"Rules\">[Cultural Hallmarks](/Rules.aspx?ID=1136)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhat elements of the nations predominant culture stand out? A nation might have an unusual stance on religion, a specific demographic, distinctive natural features, noteworthy political views, or any number of unique elements that differentiate it from other nations in your region. These hallmarks can inform your decisions about many other aspects of the nation.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Conscientious Culture Design</title>\r\n\r\nCreating fantasy cultures is a delicate topic, as it can be all too easy to create a culture or a group based on damaging stereotypes or simplistic reductions of real-world groups. Creating entire cultures out of harmful genre tropes such as “jungle savage” or “noble samurai” reduces real-world cultures to caricatures and perpetuates stereotypes about people from those cultures. Taking inspiration from the real world is wonderful—our world is filled with an incredible diversity of cultures and peoples—but you should do so with care and respect for those sources.\r\n</aside>","name":"Cultural Hallmarks","next_link":{"label":"History","url":"/Rules.aspx?ID=1137"},"previous_link":{"label":"Location, Size, and Population","url":"/Rules.aspx?ID=1135"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Civilization / Designing Nations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 126"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>","speed":{},"text":" Cultural Hallmarks Source Gamemastery Guide pg. 126 What elements of the nations predominant culture stand out? A nation might have an unusual stance on religion, a specific demographic, distinctive natural features, noteworthy political views, or any number of unique elements that differentiate it from other nations in your region. These hallmarks can inform your decisions about many other aspects of the nation. Conscientious Culture Design Creating fantasy cultures is a delicate topic, as it can be all too easy to create a culture or a group based on damaging stereotypes or simplistic reductions of real-world groups. Creating entire cultures out of harmful genre tropes such as “jungle savage” or “noble samurai” reduces real-world cultures to caricatures and perpetuates stereotypes about people from those cultures. Taking inspiration from the real world is wonderful—our world is filled with an incredible diversity of cultures and peoples—but you should do so with care and respect for those sources. ","type":"Rules","url":"/Rules.aspx?ID=1136","weakness":{}}},{"_index":"aon18","_id":"rules-1137","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Civilization","Designing Nations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1137","markdown":"<title level=\"1\" right=\"Rules\">[History](/Rules.aspx?ID=1137)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHow did the nation come to be? Has it stood since time immemorial, a bastion of stability while the rest of the world changes around it? Perhaps it was built over the ruins of another civilization, destroyed by some forgotten calamity. Or perhaps it is a young nation, born recently amid ongoing strife in your world. What remnants of the past can be found, or has the past been deliberately hidden? How have the residents of the nation adapted to change, and in what ways have they failed to do so?\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"History","next_link":{"label":"Economy and Political Stances","url":"/Rules.aspx?ID=1138"},"previous_link":{"label":"Cultural Hallmarks","url":"/Rules.aspx?ID=1136"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Civilization / Designing Nations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 126"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>","speed":{},"text":" History Source Gamemastery Guide pg. 126 How did the nation come to be? Has it stood since time immemorial, a bastion of stability while the rest of the world changes around it? Perhaps it was built over the ruins of another civilization, destroyed by some forgotten calamity. Or perhaps it is a young nation, born recently amid ongoing strife in your world. What remnants of the past can be found, or has the past been deliberately hidden? How have the residents of the nation adapted to change, and in what ways have they failed to do so? ","type":"Rules","url":"/Rules.aspx?ID=1137","weakness":{}}},{"_index":"aon18","_id":"rules-1138","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Civilization","Designing Nations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1138","markdown":"<title level=\"1\" right=\"Rules\">[Economy and Political Stances](/Rules.aspx?ID=1138)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDetermine the key resources and industries that drive the nations economy. The availability of natural resources can establish national boundaries, local industry, and other elements of the resident society. For example, an area with few resources might have a nomadic society, while a nation rich in resources might develop an opulent mercantile class.\n\n These resources can also affect international relationships. An area poor in a specific resource might have a strong trade relationship with a nearby nation that has it, or they might be at war! Nations also disagree about political structures, public policy, religion, and any number of other factors.\n\n Youll also want to consider the significant NPCs of each nation. This includes the official ruler, but it also includes other major players, whether they act in an official capacity or entirely behind the scenes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Economy and Political Stances","next_link":{"label":"Building Settlements","url":"/Rules.aspx?ID=1139"},"previous_link":{"label":"History","url":"/Rules.aspx?ID=1137"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Civilization / Designing Nations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 126"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>","speed":{},"text":" Economy and Political Stances Source Gamemastery Guide pg. 126 Determine the key resources and industries that drive the nations economy. The availability of natural resources can establish national boundaries, local industry, and other elements of the resident society. For example, an area with few resources might have a nomadic society, while a nation rich in resources might develop an opulent mercantile class. These resources can also affect international relationships. An area poor in a specific resource might have a strong trade relationship with a nearby nation that has it, or they might be at war! Nations also disagree about political structures, public policy, religion, and any number of other factors. Youll also want to consider the significant NPCs of each nation. This includes the official ruler, but it also includes other major players, whether they act in an official capacity or entirely behind the scenes. ","type":"Rules","url":"/Rules.aspx?ID=1138","weakness":{}}},{"_index":"aon18","_id":"rules-1139","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Civilization"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1139","markdown":"<title level=\"1\" right=\"Rules\">[Building Settlements](/Rules.aspx?ID=1139)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn Pathfinder, settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities all in relative peace. Traditionally, an adventuring band comes together in some kind of settlement, be it a small hamlet nestled on the border of some wild frontier or a bustling port city at the heart of a nation. Some adventures take place entirely within a single settlement, while in others the party visits settlements only briefly between their adventures in the wilderness.\n\n The first thing you should consider when building a settlement is its role in your story. Is this a major metropolis the heroes will visit again and again during their adventurers? A backwater village where their adventures begin? The distant capital from which an evil tyrant issues cruel edicts? The settlements campaign role will inform many of the other decisions you make about the place.\n\n Once you know why you need the settlement, consider why it would exist in the world. Settlements are typically founded near sources of fresh drinking water; most commonly along a riverbank or a place with access to adequate wells or springs. They additionally require some kind of transit to other places, either roads or waterways. While it may be easier to create a village or city merely to serve the characters needs, determining what function it has independent of the characters adds verisimilitude and can provide hooks for further stories.\n\n Settlements, on page 132, describes the components of a settlement stat block, which you should create for any settlement you expect your characters to visit. The process of creating that stat block will help you further flesh out your community.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1140\" />","name":"Building Settlements","next_link":{"label":"Religion","url":"/Rules.aspx?ID=1141"},"previous_link":{"label":"Designing Nations","url":"/Rules.aspx?ID=1134"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Civilization\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 126"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>","speed":{},"text":" Building Settlements Source Gamemastery Guide pg. 126 In Pathfinder, settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities all in relative peace. Traditionally, an adventuring band comes together in some kind of settlement, be it a small hamlet nestled on the border of some wild frontier or a bustling port city at the heart of a nation. Some adventures take place entirely within a single settlement, while in others the party visits settlements only briefly between their adventures in the wilderness. The first thing you should consider when building a settlement is its role in your story. Is this a major metropolis the heroes will visit again and again during their adventurers? A backwater village where their adventures begin? The distant capital from which an evil tyrant issues cruel edicts? The settlements campaign role will inform many of the other decisions you make about the place. Once you know why you need the settlement, consider why it would exist in the world. Settlements are typically founded near sources of fresh drinking water; most commonly along a riverbank or a place with access to adequate wells or springs. They additionally require some kind of transit to other places, either roads or waterways. While it may be easier to create a village or city merely to serve the characters needs, determining what function it has independent of the characters adds verisimilitude and can provide hooks for further stories. Settlements, on page 132, describes the components of a settlement stat block, which you should create for any settlement you expect your characters to visit. The process of creating that stat block will help you further flesh out your community. ","type":"Rules","url":"/Rules.aspx?ID=1139","weakness":{}}},{"_index":"aon18","_id":"rules-1140","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Civilization","Building Settlements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1140","markdown":"<title level=\"1\" right=\"Rules\">[Mapping a Settlement](/Rules.aspx?ID=1140)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDont underestimate the usefulness of sketching a map of significant settlements, like the one where your adventure starts. This isnt intended to be a pictureperfect rendition drawn to scale, but rather to outline the rough shape and size of the settlement. Be sure to highlight a few key structures useful to the campaign. For more inspiration, see the section on Drawing Maps (page 52).\n\n **Step 1. City Layout:** The layout of a settlement is as unique as the terrain upon which it is settled. First, decide the major trade route for the settlement. This is typically a river, which brings fresh water, fish, and fast transport to the populace. Larger cities can sustain additional growth with access to a deepwater harbor or a major overland trade road. Even settlements conceived with a grid plan tend to stretch along established trade routes before expanding outwards.\n\n **Step 2. Districts:** Towns with a population over a thousand typically have defensive walls. As a settlement grows further in size and population, additional stone fortifications are often constructed beyond the city center, which further segment the city into districts or boroughs. A metropolis, for example, might have several distinct neighborhoods: Castle Ward, Noble Quarter, Temple Hill, the Gardens, Scholars Court, Artisan Plaza, the docks, the slums, and so forth.\n\n **Step 3. Markets and Shops:** Designate one or more open spaces in the settlement for a market square. This marketplace typically grows in the city center, along a major road intersecting the settlements primary trade route. Lining the perimeter of the temporary tents and stalls of a bazaar are permanent retail shops offering pricier goods and services. Here in the beating heart of city commerce, adventurers can arm themselves for upcoming expeditions or sell their illgotten gains once making it back to the settlement.\n\n **Step 4. Inns:** Heroes need a place to celebrate and recover between adventures. In addition to both public and private lodging, a settlements inns often serve food and drink. As with the town market, inns are commonly built in central locations where trade roads meet. In your campaign, inns are ideal locations to spread gossip, introduce notable NPCs, and initiate quests. For the right price, innkeepers might rent strongboxes to secure money and other valuables between adventures.\n\n **Step 5. Landmarks:** To give your cities a sense of personality and local flavor, design a handful of iconic landmarks for the PCs to visit. Memorable names make these landmarks more interesting. A random observatory might be noteworthy, but the Celestial Watchtower has an air of intrigue that could lead to a fun adventure hook.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Mapping a Settlement","next_link":{"label":"Religion","url":"/Rules.aspx?ID=1141"},"previous_link":{"label":"Designing Nations","url":"/Rules.aspx?ID=1134"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Civilization / Building Settlements\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 126"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 126</row>","speed":{},"text":" Mapping a Settlement Source Gamemastery Guide pg. 126 Dont underestimate the usefulness of sketching a map of significant settlements, like the one where your adventure starts. This isnt intended to be a pictureperfect rendition drawn to scale, but rather to outline the rough shape and size of the settlement. Be sure to highlight a few key structures useful to the campaign. For more inspiration, see the section on Drawing Maps (page 52). Step 1. City Layout: The layout of a settlement is as unique as the terrain upon which it is settled. First, decide the major trade route for the settlement. This is typically a river, which brings fresh water, fish, and fast transport to the populace. Larger cities can sustain additional growth with access to a deepwater harbor or a major overland trade road. Even settlements conceived with a grid plan tend to stretch along established trade routes before expanding outwards. Step 2. Districts: Towns with a population over a thousand typically have defensive walls. As a settlement grows further in size and population, additional stone fortifications are often constructed beyond the city center, which further segment the city into districts or boroughs. A metropolis, for example, might have several distinct neighborhoods: Castle Ward, Noble Quarter, Temple Hill, the Gardens, Scholars Court, Artisan Plaza, the docks, the slums, and so forth. Step 3. Markets and Shops: Designate one or more open spaces in the settlement for a market square. This marketplace typically grows in the city center, along a major road intersecting the settlements primary trade route. Lining the perimeter of the temporary tents and stalls of a bazaar are permanent retail shops offering pricier goods and services. Here in the beating heart of city commerce, adventurers can arm themselves for upcoming expeditions or sell their illgotten gains once making it back to the settlement. Step 4. Inns: Heroes need a place to celebrate and recover between adventures. In addition to both public and private lodging, a settlements inns often serve food and drink. As with the town market, inns are commonly built in central locations where trade roads meet. In your campaign, inns are ideal locations to spread gossip, introduce notable NPCs, and initiate quests. For the right price, innkeepers might rent strongboxes to secure money and other valuables between adventures. Step 5. Landmarks: To give your cities a sense of personality and local flavor, design a handful of iconic landmarks for the PCs to visit. Memorable names make these landmarks more interesting. A random observatory might be noteworthy, but the Celestial Watchtower has an air of intrigue that could lead to a fun adventure hook. ","type":"Rules","url":"/Rules.aspx?ID=1140","weakness":{}}},{"_index":"aon18","_id":"rules-1141","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1141","markdown":"<title level=\"1\" right=\"Rules\">[Religion](/Rules.aspx?ID=1141)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe greatest stories from myth and legend speak of immortals with incredible powers of creation and destruction. Some meddle in the affairs of mortals, shaping heroes and history at a whim, while others remain aloof or oblivious to the mortal world. Regardless of the world youre building, religion (or even the absence thereof) shapes the people and the stories you tell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1142\" />\r\n\r\n<document level=\"2\" id=\"rules-1143\" />\r\n\r\n<document level=\"2\" id=\"rules-1144\" />","name":"Religion","next_link":{"label":"Cosmology","url":"/Rules.aspx?ID=1148"},"previous_link":{"label":"Civilization","url":"/Rules.aspx?ID=1129"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 127"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>","speed":{},"text":" Religion Source Gamemastery Guide pg. 127 The greatest stories from myth and legend speak of immortals with incredible powers of creation and destruction. Some meddle in the affairs of mortals, shaping heroes and history at a whim, while others remain aloof or oblivious to the mortal world. Regardless of the world youre building, religion (or even the absence thereof) shapes the people and the stories you tell. ","type":"Rules","url":"/Rules.aspx?ID=1141","weakness":{}}},{"_index":"aon18","_id":"rules-1142","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Religion"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1142","markdown":"<title level=\"1\" right=\"Rules\">[Theology](/Rules.aspx?ID=1142)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nReligious traditions are commonly categorized by their belief in one or more divine entities.\n\n **Polytheism:** This belief system posits the existence of many gods. Polytheistic gods typically espouse particular areas of concern and often reflect the appearance of their worshippers. The primary religious philosophy of the Age of Lost Omens is polytheistic.\n\n **Dualism:** This philosophy espouses an enduring conflict between two diametrically opposed cosmic forces; most commonly good and evil or law and chaos. Acolytes of each faith almost always see themselves as righteous, and those of the contrasting belief as false.\n\n **Monotheism:** A monotheistic doctrine recognizes the existence of only one true god. The supreme deity may exhibit more than one aspect yet remain a single entity, like Gozreh from the Age of Lost Omens.\n\n **Pantheism:** Divine power arises from the universe itself, or as a byproduct of the collective power of many deities sharing some common facet, either way forming a vast, allencompassing divine entity. Worshippers sometimes appeal to or devote themselves to specific fundamental concepts or aspects of the universe.\n\n **Animism:** Rather than worshipping gods associated with souls and spiritual essence from beyond, animism sees the life force in each part of the world, whether it be the trees of an old-growth forest or a towering waterfall. An example of animism in the Age of Lost Omens is the connection between the Shoanti people and their totems, which they forge a relationship with when they come of age.\n\n **Atheism:** In some campaign worlds, the gods have all died, abandoned their worshippers, or never existed at all. Mortals of this world may still cling to belief and establish religions in the name of the divine, but there are no true deities to answer their prayers.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Theology","next_link":{"label":"Pantheons","url":"/Rules.aspx?ID=1143"},"previous_link":{"label":"Civilization","url":"/Rules.aspx?ID=1129"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Religion\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 127"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>","speed":{},"text":" Theology Source Gamemastery Guide pg. 127 Religious traditions are commonly categorized by their belief in one or more divine entities. Polytheism: This belief system posits the existence of many gods. Polytheistic gods typically espouse particular areas of concern and often reflect the appearance of their worshippers. The primary religious philosophy of the Age of Lost Omens is polytheistic. Dualism: This philosophy espouses an enduring conflict between two diametrically opposed cosmic forces; most commonly good and evil or law and chaos. Acolytes of each faith almost always see themselves as righteous, and those of the contrasting belief as false. Monotheism: A monotheistic doctrine recognizes the existence of only one true god. The supreme deity may exhibit more than one aspect yet remain a single entity, like Gozreh from the Age of Lost Omens. Pantheism: Divine power arises from the universe itself, or as a byproduct of the collective power of many deities sharing some common facet, either way forming a vast, allencompassing divine entity. Worshippers sometimes appeal to or devote themselves to specific fundamental concepts or aspects of the universe. Animism: Rather than worshipping gods associated with souls and spiritual essence from beyond, animism sees the life force in each part of the world, whether it be the trees of an old-growth forest or a towering waterfall. An example of animism in the Age of Lost Omens is the connection between the Shoanti people and their totems, which they forge a relationship with when they come of age. Atheism: In some campaign worlds, the gods have all died, abandoned their worshippers, or never existed at all. Mortals of this world may still cling to belief and establish religions in the name of the divine, but there are no true deities to answer their prayers. ","type":"Rules","url":"/Rules.aspx?ID=1142","weakness":{}}},{"_index":"aon18","_id":"rules-1143","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Religion"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1143","markdown":"<title level=\"1\" right=\"Rules\">[Pantheons](/Rules.aspx?ID=1143)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn polytheistic traditions, a pantheon is a divine hierarchy of multiple (or even all) deities.\n\n **Universal:** All deities in the setting belong to a single pantheon. Different cultures might have their own names for the god of magic, for instance, but only a single deity answers their prayers.\n\n **Ancestral or Regional:** Each ancestry or region worships its own distinct pantheon. These pantheons coexist in the same cosmology but establish control in separate divine realms. Across the cosmos, several gods from disparate pantheons may share the same area of concern, but they seldom compete for worshippers from rival pantheons.\n\n **Competitive:** The world contains smaller regional pantheons competing for mortal worship. Only one deity of a specific area of concern may ascend to greater power across all the pantheons. As such, deities typically have little loyalty to their own pantheons and may actually switch to another pantheon if it earns them additional worshippers.\n\n **None:** The deities of this multiverse act as individuals with no familial ties or common agenda binding them to each other.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Pantheons","next_link":{"label":"Deities","url":"/Rules.aspx?ID=1144"},"previous_link":{"label":"Theology","url":"/Rules.aspx?ID=1142"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Religion\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 127"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>","speed":{},"text":" Pantheons Source Gamemastery Guide pg. 127 In polytheistic traditions, a pantheon is a divine hierarchy of multiple (or even all) deities. Universal: All deities in the setting belong to a single pantheon. Different cultures might have their own names for the god of magic, for instance, but only a single deity answers their prayers. Ancestral or Regional: Each ancestry or region worships its own distinct pantheon. These pantheons coexist in the same cosmology but establish control in separate divine realms. Across the cosmos, several gods from disparate pantheons may share the same area of concern, but they seldom compete for worshippers from rival pantheons. Competitive: The world contains smaller regional pantheons competing for mortal worship. Only one deity of a specific area of concern may ascend to greater power across all the pantheons. As such, deities typically have little loyalty to their own pantheons and may actually switch to another pantheon if it earns them additional worshippers. None: The deities of this multiverse act as individuals with no familial ties or common agenda binding them to each other. ","type":"Rules","url":"/Rules.aspx?ID=1143","weakness":{}}},{"_index":"aon18","_id":"rules-1144","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Religion"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1144","markdown":"<title level=\"1\" right=\"Rules\">[Deities](/Rules.aspx?ID=1144)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese immortal beings command vast power and influence fueled by the faith and souls of mortal worshippers. In Pathfinder, deities also dictate some of the abilities of those champions and clerics who channel their power. When designing deities, youll need to include the divine statistics and devotee benefits described below.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1145\" />\r\n\r\n<document level=\"2\" id=\"rules-1146\" />\r\n\r\n<document level=\"2\" id=\"rules-1147\" />","name":"Deities","next_link":{"label":"Cosmology","url":"/Rules.aspx?ID=1148"},"previous_link":{"label":"Pantheons","url":"/Rules.aspx?ID=1143"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Religion\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 127"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>","speed":{},"text":" Deities Source Gamemastery Guide pg. 127 These immortal beings command vast power and influence fueled by the faith and souls of mortal worshippers. In Pathfinder, deities also dictate some of the abilities of those champions and clerics who channel their power. When designing deities, youll need to include the divine statistics and devotee benefits described below. ","type":"Rules","url":"/Rules.aspx?ID=1144","weakness":{}}},{"_index":"aon18","_id":"rules-1145","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Religion","Deities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1145","markdown":"<title level=\"1\" right=\"Rules\">[Divine Rank](/Rules.aspx?ID=1145)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGods are usually ranked in a divine hierarchy, from newly ascended godlings to almighty creator gods of unfathomable power.\n\n **God:** Taking a position atop the divine pyramid, gods command near unlimited power and resources. Their mortal congregations are large and (usually) well funded.\n\n **Demigod:** Demigods still possess a great deal of power, though often in subservience to another god or simply inferior to the power of a full god.\n\n **Quasi Deity:** The weakest rank of divinity, many quasi deities are recently ascended mortals who attained their deific powers through ritual apotheosis, or planar natives who have amassed divine power of their own.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Divine Rank","next_link":{"label":"Divine Statistics","url":"/Rules.aspx?ID=1146"},"previous_link":{"label":"Pantheons","url":"/Rules.aspx?ID=1143"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Religion / Deities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 127"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 127</row>","speed":{},"text":" Divine Rank Source Gamemastery Guide pg. 127 Gods are usually ranked in a divine hierarchy, from newly ascended godlings to almighty creator gods of unfathomable power. God: Taking a position atop the divine pyramid, gods command near unlimited power and resources. Their mortal congregations are large and (usually) well funded. Demigod: Demigods still possess a great deal of power, though often in subservience to another god or simply inferior to the power of a full god. Quasi Deity: The weakest rank of divinity, many quasi deities are recently ascended mortals who attained their deific powers through ritual apotheosis, or planar natives who have amassed divine power of their own. ","type":"Rules","url":"/Rules.aspx?ID=1145","weakness":{}}},{"_index":"aon18","_id":"rules-1146","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Religion","Deities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1146","markdown":"<title level=\"1\" right=\"Rules\">[Divine Statistics](/Rules.aspx?ID=1146)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 128</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn Pathfinder, deities are not only a narrative element of the world, but also a mechanical component of some classes.\n\n **Alignment:** A deitys alignment reflects their innate moral and ethical outlook. In the Lost Omens setting, most deities maintain realms tied to the Outer Plane that matches their alignment.\n\n **Areas of Concern:** Each deity has one or more areas of concern they have divine influence over. These portfolios typically embrace universal concepts, such as honor, night, or tranquility. Deities with similar areas of concern may work in common cause or against each other, depending on their goals and divine rank.\n\n **Edicts:** Every deity has edicts, which are those tenets they require their faithful—especially divinely empowered clergy like champions and clerics—to promote in the world. A deity usually has one to three simple and straightforward edicts.\n\n **Anathema:** The opposite of edicts, anathema are those things a deity will not abide. Champions and clerics must avoid their deitys anathema or risk losing their divine powers, and even lay worshippers usually feel guilty for performing such acts, as they will be weighed against them in the afterlife. Like edicts, a deity usually has two to three simple and straightforward elements to their anathema.\n\n **Follower Alignments:** Champions and clerics can gain power from deities only if they share a compatible moral disposition. Usually these allowed alignments are chosen from those within one step of the deitys alignments, with NG, LN, CN, or NE deities rarely allowing N champions and clerics. Less restrictive deities are rarer and occur most often when the deity has multiple aspects or a particularly wide view of things.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Divine Statistics","next_link":{"label":"Devotee Benefits","url":"/Rules.aspx?ID=1147"},"previous_link":{"label":"Divine Rank","url":"/Rules.aspx?ID=1145"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 128</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Religion / Deities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 128"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 128</row>","speed":{},"text":" Divine Statistics Source Gamemastery Guide pg. 128 In Pathfinder, deities are not only a narrative element of the world, but also a mechanical component of some classes. Alignment: A deitys alignment reflects their innate moral and ethical outlook. In the Lost Omens setting, most deities maintain realms tied to the Outer Plane that matches their alignment. Areas of Concern: Each deity has one or more areas of concern they have divine influence over. These portfolios typically embrace universal concepts, such as honor, night, or tranquility. Deities with similar areas of concern may work in common cause or against each other, depending on their goals and divine rank. Edicts: Every deity has edicts, which are those tenets they require their faithful—especially divinely empowered clergy like champions and clerics—to promote in the world. A deity usually has one to three simple and straightforward edicts. Anathema: The opposite of edicts, anathema are those things a deity will not abide. Champions and clerics must avoid their deitys anathema or risk losing their divine powers, and even lay worshippers usually feel guilty for performing such acts, as they will be weighed against them in the afterlife. Like edicts, a deity usually has two to three simple and straightforward elements to their anathema. Follower Alignments: Champions and clerics can gain power from deities only if they share a compatible moral disposition. Usually these allowed alignments are chosen from those within one step of the deitys alignments, with NG, LN, CN, or NE deities rarely allowing N champions and clerics. Less restrictive deities are rarer and occur most often when the deity has multiple aspects or a particularly wide view of things. ","type":"Rules","url":"/Rules.aspx?ID=1146","weakness":{}}},{"_index":"aon18","_id":"rules-1147","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Religion","Deities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1147","markdown":"<title level=\"1\" right=\"Rules\">[Devotee Benefits](/Rules.aspx?ID=1147)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 128</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDeities grant favored status and special power to the most fervent and influential of their flock.\n\n **Divine Font:** Clerics channel a deitys divine power as a font of negative or positive energy. Most often, goodaligned deities grant heal while evil deities grant harm, with neutral deities most often offering a choice between the two. However, theres nothing inherently good about positive energy or evil about negative energy, so a specific deitys divine font may vary based on their areas of concern.\n\n **Divine Skill:** Champions and clerics automatically gain the trained proficiency rank in their deitys divine skill. Assign the deity one skill that synergizes well with their areas of concern. For example, Intimidation would be appropriate for a god of tyranny, or Deception for a goddess of trickery.\n\n **Favored Weapon:** Clerics gain access to their deitys favored weapon as well as the trained proficiency rank with it; warpriest clerics gain additional benefits. Every deity has a favored weapon. Because the benefits of having an advanced favored weapon are very strong, you should assign simple or martial favored weapons unless a deity is so thematically linked with an advanced weapon that you need to give them one.\n\n **Domains:** Each deity grants a number of domains that reflect their divine areas of concern. Champions and clerics can learn the domain spells from their deitys domains. Pathfinders deities each have four domains, and many have one or more alternative domains. Though this number is usually enough to convey a deitys portfolio and give players sufficient options, you can give your deities as many domains as you like.\n\n **Cleric Spells:** When preparing spells, clerics can choose from specific spells granted by the deity, in addition to those available on the divine spell list. A deity always grants a 1stlevel spell and usually two others, all chosen from nondivine spell lists. The exact number of spells a deity grants can vary—a magic-focused deity might grant one spell per level—though this shouldnt exceed one spell per level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Devotee Benefits","next_link":{"label":"Cosmology","url":"/Rules.aspx?ID=1148"},"previous_link":{"label":"Divine Statistics","url":"/Rules.aspx?ID=1146"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 128</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Religion / Deities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 128"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 128</row>","speed":{},"text":" Devotee Benefits Source Gamemastery Guide pg. 128 Deities grant favored status and special power to the most fervent and influential of their flock. Divine Font: Clerics channel a deitys divine power as a font of negative or positive energy. Most often, goodaligned deities grant heal while evil deities grant harm, with neutral deities most often offering a choice between the two. However, theres nothing inherently good about positive energy or evil about negative energy, so a specific deitys divine font may vary based on their areas of concern. Divine Skill: Champions and clerics automatically gain the trained proficiency rank in their deitys divine skill. Assign the deity one skill that synergizes well with their areas of concern. For example, Intimidation would be appropriate for a god of tyranny, or Deception for a goddess of trickery. Favored Weapon: Clerics gain access to their deitys favored weapon as well as the trained proficiency rank with it; warpriest clerics gain additional benefits. Every deity has a favored weapon. Because the benefits of having an advanced favored weapon are very strong, you should assign simple or martial favored weapons unless a deity is so thematically linked with an advanced weapon that you need to give them one. Domains: Each deity grants a number of domains that reflect their divine areas of concern. Champions and clerics can learn the domain spells from their deitys domains. Pathfinders deities each have four domains, and many have one or more alternative domains. Though this number is usually enough to convey a deitys portfolio and give players sufficient options, you can give your deities as many domains as you like. Cleric Spells: When preparing spells, clerics can choose from specific spells granted by the deity, in addition to those available on the divine spell list. A deity always grants a 1stlevel spell and usually two others, all chosen from nondivine spell lists. The exact number of spells a deity grants can vary—a magic-focused deity might grant one spell per level—though this shouldnt exceed one spell per level. ","type":"Rules","url":"/Rules.aspx?ID=1147","weakness":{}}},{"_index":"aon18","_id":"rules-1148","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1148","markdown":"<title level=\"1\" right=\"Rules\">[Cosmology](/Rules.aspx?ID=1148)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 128</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn enduring curiosity among many cultures is to ask what wonders lie beyond the night sky. Does anyone gaze back from the moon above? What realms do the gods call home, and what is it like to walk in their divine presence? Is the mortal world at the center of the universe, or is all life utterly insignificant? Spiritual ponderings like these are central to belief systems across the globe. As a world builder, you get to answer those enduring questions by designing the multiverse in all its inexplicable grandeur. The following are some aspects of your cosmology you might consider, but as you decide these, you should also consider how many of these details are known in your world—and by whom.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1149\" />\r\n\r\n<document level=\"2\" id=\"rules-1150\" />\r\n\r\n<document level=\"2\" id=\"rules-1151\" />\r\n\r\n<document level=\"2\" id=\"rules-1152\" />\r\n\r\n<document level=\"2\" id=\"rules-1153\" />","name":"Cosmology","next_link":{"label":"Nations","url":"/Rules.aspx?ID=1154"},"previous_link":{"label":"Religion","url":"/Rules.aspx?ID=1141"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 128</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 128"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 128</row>","speed":{},"text":" Cosmology Source Gamemastery Guide pg. 128 An enduring curiosity among many cultures is to ask what wonders lie beyond the night sky. Does anyone gaze back from the moon above? What realms do the gods call home, and what is it like to walk in their divine presence? Is the mortal world at the center of the universe, or is all life utterly insignificant? Spiritual ponderings like these are central to belief systems across the globe. As a world builder, you get to answer those enduring questions by designing the multiverse in all its inexplicable grandeur. The following are some aspects of your cosmology you might consider, but as you decide these, you should also consider how many of these details are known in your world—and by whom. ","type":"Rules","url":"/Rules.aspx?ID=1148","weakness":{}}},{"_index":"aon18","_id":"rules-1149","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Cosmology"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1149","markdown":"<title level=\"1\" right=\"Rules\">[The Universe](/Rules.aspx?ID=1149)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 128</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe reality in which mortals live out their short existence is known to sages and scholars by many names—the universe, the Material Plane, or the mortal realm, among others. The structure of the physical universe might follow any of the following models, or it might be something completely different.\n\n **Vast:** The universe is an unimaginably sparse void of infinite space, littered with stars, planets, and various bits of detritus.\n\n **Limited:** The physical universe in your campaign world may be smaller in scope yet far more fanciful. For example, in Hinduism, the cosmos is supported on the backs of four elephants, themselves standing upon the shell of a worldsized tortoise, whereas Norse cosmology describes nine worlds connected by an immense ash tree.\n\n **Bizarre:** Sometimes the universe is more complex than the previous two categories, or possibly nested within multiple realities. What if the universe the PCs first know is in fact a magical or mechanical simulation of such complexity that its inhabitants are unaware that they themselves exist as an artificial consciousness?\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Universe","next_link":{"label":"Composition of Outer Space","url":"/Rules.aspx?ID=1150"},"previous_link":{"label":"Religion","url":"/Rules.aspx?ID=1141"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 128</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Cosmology\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 128"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 128</row>","speed":{},"text":" The Universe Source Gamemastery Guide pg. 128 The reality in which mortals live out their short existence is known to sages and scholars by many names—the universe, the Material Plane, or the mortal realm, among others. The structure of the physical universe might follow any of the following models, or it might be something completely different. Vast: The universe is an unimaginably sparse void of infinite space, littered with stars, planets, and various bits of detritus. Limited: The physical universe in your campaign world may be smaller in scope yet far more fanciful. For example, in Hinduism, the cosmos is supported on the backs of four elephants, themselves standing upon the shell of a worldsized tortoise, whereas Norse cosmology describes nine worlds connected by an immense ash tree. Bizarre: Sometimes the universe is more complex than the previous two categories, or possibly nested within multiple realities. What if the universe the PCs first know is in fact a magical or mechanical simulation of such complexity that its inhabitants are unaware that they themselves exist as an artificial consciousness? ","type":"Rules","url":"/Rules.aspx?ID=1149","weakness":{}}},{"_index":"aon18","_id":"rules-1150","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Cosmology"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1150","markdown":"<title level=\"1\" right=\"Rules\">[Composition of Outer Space](/Rules.aspx?ID=1150)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 129</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe spaces between the stars can also affect the stories told in that world.\n\n **Vacuum:** In conventional astronomy, outer space is an immense void existing in a nearperfect vacuum. In some settings—including the Age of Lost Omens, where it is known as the Dark Tapestry—the trackless firmament between the stars is an ominous expanse home only to terrible beings of incomprehensible malice.\n\n **Endless Sky:** What if the blue sky overhead extended outward forever? One need only fly high enough and far enough to reach another world.\n\n **Celestial Spheres:** The ancient Greeks posited that planets, stars, are more were embedded like jewels within celestial orbs of quintessence nested within one another.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Composition of Outer Space","next_link":{"label":"Solar System","url":"/Rules.aspx?ID=1151"},"previous_link":{"label":"The Universe","url":"/Rules.aspx?ID=1149"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 129</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Cosmology\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 129"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 129</row>","speed":{},"text":" Composition of Outer Space Source Gamemastery Guide pg. 129 The spaces between the stars can also affect the stories told in that world. Vacuum: In conventional astronomy, outer space is an immense void existing in a nearperfect vacuum. In some settings—including the Age of Lost Omens, where it is known as the Dark Tapestry—the trackless firmament between the stars is an ominous expanse home only to terrible beings of incomprehensible malice. Endless Sky: What if the blue sky overhead extended outward forever? One need only fly high enough and far enough to reach another world. Celestial Spheres: The ancient Greeks posited that planets, stars, are more were embedded like jewels within celestial orbs of quintessence nested within one another. ","type":"Rules","url":"/Rules.aspx?ID=1150","weakness":{}}},{"_index":"aon18","_id":"rules-1151","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Cosmology"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1151","markdown":"<title level=\"1\" right=\"Rules\">[Solar System](/Rules.aspx?ID=1151)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 129</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhat is the shape and structure of the solar system containing your game world?\n\n **Heliocentric:** Physics dictate that all planets in a system orbit the sun.\n\n **Geocentric:** What if your game world is in fact the center of the star system, or perhaps even the center of the known universe?\n\n **Dyson Sphere:** Perhaps a solar system has been enclosed in an artificial structure designed to harness the power of the sun.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Solar System","next_link":{"label":"Planets and Moons","url":"/Rules.aspx?ID=1152"},"previous_link":{"label":"Composition of Outer Space","url":"/Rules.aspx?ID=1150"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 129</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Cosmology\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 129"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 129</row>","speed":{},"text":" Solar System Source Gamemastery Guide pg. 129 What is the shape and structure of the solar system containing your game world? Heliocentric: Physics dictate that all planets in a system orbit the sun. Geocentric: What if your game world is in fact the center of the star system, or perhaps even the center of the known universe? Dyson Sphere: Perhaps a solar system has been enclosed in an artificial structure designed to harness the power of the sun. ","type":"Rules","url":"/Rules.aspx?ID=1151","weakness":{}}},{"_index":"aon18","_id":"rules-1152","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Cosmology"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1152","markdown":"<title level=\"1\" right=\"Rules\">[Planets and Moons](/Rules.aspx?ID=1152)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 129</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn antiquity, astronomers noticed that some of the twinkling lights in the night sky moved differently than the others. In time, these celestial wanderers would come to be known as planets, many with their own complement of orbiting moons. Are there other planets orbiting your worlds sun? Are they terrestrial, gas giants, or something less common? How many moons are there? The characters may never venture there, but celestial bodies can have a strong influence on a culture and help you describe your world in an evocative and distinctive way.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Planets and Moons","next_link":{"label":"The Multiverse","url":"/Rules.aspx?ID=1153"},"previous_link":{"label":"Solar System","url":"/Rules.aspx?ID=1151"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 129</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Cosmology\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 129"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 129</row>","speed":{},"text":" Planets and Moons Source Gamemastery Guide pg. 129 In antiquity, astronomers noticed that some of the twinkling lights in the night sky moved differently than the others. In time, these celestial wanderers would come to be known as planets, many with their own complement of orbiting moons. Are there other planets orbiting your worlds sun? Are they terrestrial, gas giants, or something less common? How many moons are there? The characters may never venture there, but celestial bodies can have a strong influence on a culture and help you describe your world in an evocative and distinctive way. ","type":"Rules","url":"/Rules.aspx?ID=1152","weakness":{}}},{"_index":"aon18","_id":"rules-1153","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Building Worlds","Cosmology"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1153","markdown":"<title level=\"1\" right=\"Rules\">[The Multiverse](/Rules.aspx?ID=1153)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 129</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn Pathfinder, the physical universe of your world is one plane within a much broader multiverse. The Planes, on page 136, details how planes work and the multiverse of the Age of Lost Omens, but you can fit planes to your story and world, or even build a new multiverse from scratch! Perhaps there are only two planes beyond the material universe, diametrically opposed and fighting over mortal souls, or the multiverse consists only of a series of infinite alternate realities. The options are truly infinite, limited only by your imagination and the story you want to tell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Multiverse","next_link":{"label":"Nations","url":"/Rules.aspx?ID=1154"},"previous_link":{"label":"Planets and Moons","url":"/Rules.aspx?ID=1152"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 129</row>\r\n\r\nChapter 2: Tools\r\n/ Building Worlds / Cosmology\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 129"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 129</row>","speed":{},"text":" The Multiverse Source Gamemastery Guide pg. 129 In Pathfinder, the physical universe of your world is one plane within a much broader multiverse. The Planes, on page 136, details how planes work and the multiverse of the Age of Lost Omens, but you can fit planes to your story and world, or even build a new multiverse from scratch! Perhaps there are only two planes beyond the material universe, diametrically opposed and fighting over mortal souls, or the multiverse consists only of a series of infinite alternate realities. The options are truly infinite, limited only by your imagination and the story you want to tell. ","type":"Rules","url":"/Rules.aspx?ID=1153","weakness":{}}},{"_index":"aon18","_id":"rules-1154","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1154","markdown":"<title level=\"1\" right=\"Rules\">[Nations](/Rules.aspx?ID=1154)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 130</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFrom the smallest of city-states to a continent-spanning empire, nations define the political landscape of a setting and inform local culture and traditions. Knowing the details of a nation can help you as a Game Master, whether your game revolves around international disputes or you simply need to know what languages the common people are likely to speak.\n\n Nations vary tremendously, from massive empires to isolated island realms, and their characteristics can give flavor and depth to your story and the PCs adventures. An encounter in shadowy Nidal, where allegiance to ZonKuthon has literally blocked the sun from the sky, is going to have a very different tone than one in sun-drenched Thuvia. A nation working to overcome generations of xenophobia, like Kyonin, might have a different reaction to adventurers than a long-established empire like Taldor. A journey into a new nation can introduce the heroes to a new people (if the party visits the hobgoblin nation of Oprak), a new philosophy (such as the materialistic Prophecies of Kalistrade in Druma), or a new foe (as visitors to the undead-ridden Gravelands will certainly learn).\n\n Nations can also provide adventuring inspiration and hooks. When the heroes are caught in the crossfire between two nations in conflict, national concerns become their own. Learning more about a nations history or practices might lead to a great finding—or a loathsome practice the characters want to eradicate. A party might get involved in the political machinations of a nations elite power mongers, or they might fall out of favor and find themselves on the run from the law!\n\n Nations also influence a characters story on a personal level. A nation can suggest a characters ancestry, inform the languages they speak, and influence their choice of deity. As a GM, the relationship between a character and a nation can provide opportunities to better hook that character into your campaign. Has the character always lived there, or have they emigrated from elsewhere—and why? A character who fled due to political persecution might have long-standing enemies, while a hero who left due to ideological differences might have friends and family who seek to return them to the fold.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1155\" />","name":"Nations","next_link":{"label":"Settlements","url":"/Rules.aspx?ID=1157"},"previous_link":{"label":"Building Worlds","url":"/Rules.aspx?ID=1117"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 130</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 130"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 130</row>","speed":{},"text":" Nations Source Gamemastery Guide pg. 130 From the smallest of city-states to a continent-spanning empire, nations define the political landscape of a setting and inform local culture and traditions. Knowing the details of a nation can help you as a Game Master, whether your game revolves around international disputes or you simply need to know what languages the common people are likely to speak. Nations vary tremendously, from massive empires to isolated island realms, and their characteristics can give flavor and depth to your story and the PCs adventures. An encounter in shadowy Nidal, where allegiance to ZonKuthon has literally blocked the sun from the sky, is going to have a very different tone than one in sun-drenched Thuvia. A nation working to overcome generations of xenophobia, like Kyonin, might have a different reaction to adventurers than a long-established empire like Taldor. A journey into a new nation can introduce the heroes to a new people (if the party visits the hobgoblin nation of Oprak), a new philosophy (such as the materialistic Prophecies of Kalistrade in Druma), or a new foe (as visitors to the undead-ridden Gravelands will certainly learn). Nations can also provide adventuring inspiration and hooks. When the heroes are caught in the crossfire between two nations in conflict, national concerns become their own. Learning more about a nations history or practices might lead to a great finding—or a loathsome practice the characters want to eradicate. A party might get involved in the political machinations of a nations elite power mongers, or they might fall out of favor and find themselves on the run from the law! Nations also influence a characters story on a personal level. A nation can suggest a characters ancestry, inform the languages they speak, and influence their choice of deity. As a GM, the relationship between a character and a nation can provide opportunities to better hook that character into your campaign. Has the character always lived there, or have they emigrated from elsewhere—and why? A character who fled due to political persecution might have long-standing enemies, while a hero who left due to ideological differences might have friends and family who seek to return them to the fold. ","type":"Rules","url":"/Rules.aspx?ID=1154","weakness":{}}},{"_index":"aon18","_id":"rules-1155","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Nations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1155","markdown":"<title level=\"1\" right=\"Rules\">[Nation Stat Block](/Rules.aspx?ID=1155)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 130</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe stat block for a nation presents the core information about a nation in a simple, streamlined format. \n\n<title level=\"3\" right=\"Nation\">Nation Name </title> <traits><trait label=\"Alignment\" /> <trait label=\"Other Traits\" /> </traits>As with any stat block, a nation has a list of traits that convey its properties at a glance. The most significant of these is the nations alignment trait, which indicates the alignment of the nation and its government as a whole. This doesnt necessarily reflect the alignment of its people, though—a nation is rarely monolithic, and the alignments of its people may differ drastically from those of the nation as a whole.\n\n Any other traits in the nation stat block reflect overarching characteristics about that nation. For example, the elven nation of Kyonin has the elf trait, indicating that it was created by and remains almost exclusively populated by elves. Similarly, a nation with an extremely particular focus might have a trait to represent that, such as Galt, which has the revolutionary trait.\n\n Following the traits is a brief summary of the nation.\n\n **Government** This names the formal government and describes the nations governmental structure, such as a hereditary monarchy, an elected council, or a theocratic dictatorship.\n\n **Capital** This is the established seat of the nations government, with the citys population in parentheses.\n\n **Population** The predominant ancestries of the nation are listed here, ordered from most to least common.\n\n **Languages** The languages commonly spoken in the nation appear here, listed alphabetically.\n\n **Religions** This lists the religions and philosophies commonly practiced in the nation. If a nation has a state religion, this is indicated in parentheses following that religion. If a nation has prohibited any religions, those are listed in a Prohibited entry following the common religions.\n\n **Other Characteristics** A nation might have distinctive features that set it apart from other nations, such as the predominance of firearms in Alkenstar. Each such feature is detailed in this entry, though a nation rarely has more than one or two of these entries, and many dont have any.<br />\n\n---\n\n **Primary Exports** This lists the nations primary exports, such as raw materials, finished goods, services, and other resources. If the nation has no exports of note, this entry is omitted.\n\n **Primary Imports** Much like primary exports, this entry details the resources commonly imported by the nation. Like exports, if the nation has no imports of note, this entry is omitted.\n\n **Allies** This entry lists other nations, and occasionally large organizations, allied with the nation. It is omitted for nations with no significant relationships.\n\n **Enemies** Other nations (and sometimes organizations) that oppose the nation appear here. This entry is omitted for nations with no enemies to speak of.\n\n **Factions** Any significant organizations or factions operating within the nation are listed in this entry.\n\n **Threats** This entry lists various threats the nation faces, such as aggression from neighboring nations, natural disasters, economic instability, magical anomalies, and so on.<br />\n\n---\n\n **Significant NPCs** The final section of the nations stat block presents the most significant NPCs of that nation, including its ruler. These may not be the most powerful or influential individuals in the nation, and instead are those most likely to be known by people within and outside of the nation.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1156\" />","name":"Nation Stat Block","next_link":{"label":"Settlements","url":"/Rules.aspx?ID=1157"},"previous_link":{"label":"Building Worlds","url":"/Rules.aspx?ID=1117"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 130</row>\r\n\r\nChapter 2: Tools\r\n/ Nations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 130"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 130</row>","speed":{},"text":" Nation Stat Block Source Gamemastery Guide pg. 130 The stat block for a nation presents the core information about a nation in a simple, streamlined format. Nation Name As with any stat block, a nation has a list of traits that convey its properties at a glance. The most significant of these is the nations alignment trait, which indicates the alignment of the nation and its government as a whole. This doesnt necessarily reflect the alignment of its people, though—a nation is rarely monolithic, and the alignments of its people may differ drastically from those of the nation as a whole. Any other traits in the nation stat block reflect overarching characteristics about that nation. For example, the elven nation of Kyonin has the elf trait, indicating that it was created by and remains almost exclusively populated by elves. Similarly, a nation with an extremely particular focus might have a trait to represent that, such as Galt, which has the revolutionary trait. Following the traits is a brief summary of the nation. Government This names the formal government and describes the nations governmental structure, such as a hereditary monarchy, an elected council, or a theocratic dictatorship. Capital This is the established seat of the nations government, with the citys population in parentheses. Population The predominant ancestries of the nation are listed here, ordered from most to least common. Languages The languages commonly spoken in the nation appear here, listed alphabetically. Religions This lists the religions and philosophies commonly practiced in the nation. If a nation has a state religion, this is indicated in parentheses following that religion. If a nation has prohibited any religions, those are listed in a Prohibited entry following the common religions. Other Characteristics A nation might have distinctive features that set it apart from other nations, such as the predominance of firearms in Alkenstar. Each such feature is detailed in this entry, though a nation rarely has more than one or two of these entries, and many dont have any. --- Primary Exports This lists the nations primary exports, such as raw materials, finished goods, services, and other resources. If the nation has no exports of note, this entry is omitted. Primary Imports Much like primary exports, this entry details the resources commonly imported by the nation. Like exports, if the nation has no imports of note, this entry is omitted. Allies This entry lists other nations, and occasionally large organizations, allied with the nation. It is omitted for nations with no significant relationships. Enemies Other nations (and sometimes organizations) that oppose the nation appear here. This entry is omitted for nations with no enemies to speak of. Factions Any significant organizations or factions operating within the nation are listed in this entry. Threats This entry lists various threats the nation faces, such as aggression from neighboring nations, natural disasters, economic instability, magical anomalies, and so on. --- Significant NPCs The final section of the nations stat block presents the most significant NPCs of that nation, including its ruler. These may not be the most powerful or influential individuals in the nation, and instead are those most likely to be known by people within and outside of the nation. ","type":"Rules","url":"/Rules.aspx?ID=1155","weakness":{}}},{"_index":"aon18","_id":"rules-1156","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Nations","Nation Stat Block"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1156","markdown":"<title level=\"1\" right=\"Rules\">[Nations of Lost Omens](/Rules.aspx?ID=1156)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 131</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPresented below are stat blocks for two nations from the Lost Omens Campaign Setting. You can use these as examples when building your own nation stat blocks. \n\n<title level=\"3\" right=\"Nation\">Andoran </title> <traits><trait label=\"NG\" /></traits> Fledgling democracy in pursuit of freedom for all.<br /> **Government** The Peoples Council (parliamentary democracy)<br /> **Capital** Almas (76,600)<br /> **Population** humans (Taldan), halflings, kobolds, dwarves<br /> **Languages** Common<br /> **Religions** Abadar, Cayden Cailean, Erastil, Iomedae, Shelyn<br />\n\n---\n\n **Primary Exports** ancient treasures and artifacts, financial credit, lumber, minerals<br /> **Enemies** autocratic governments concerned about potential domestic revolts, Cheliax, Katapesh, slavers<br /> **Factions** Bellflower Network, Eagle Knights, Lumber Consortium<br /> **Threats** rising aggression from Cheliax, retaliation from slavers, corruption among elected officials<br />\n\n---\n\n **Andira Marusek** (LG female human warrior) Supreme Elect of the Executive Office and mayor of Almas<br /> **Reginald Cormoth** (LG male human commander) Eagle Knight Commander General<br /> **Felandriel Morgethai** (CG female elf wizard) Almas University provost \n\n<title level=\"3\" right=\"Nation\">Rahadoum </title> <traits><trait label=\"LN\" /></traits> Desert nation unified by a humanistic worldview and rejection of religion.<br /> **Government Council of Elders** (representative council)<br /> **Capital** Azir (72,370)<br /> **Population humans** (Garundi, Mauxi)<br /> **Languages** Common, Osiriani<br /> **Religions** Laws of Mortality; Prohibited** all divine religions<br /> **Irreligious** All worship of deities is prohibited by Rahadoumi law. Religious symbols and items are confiscated and proselytization incurs a heavy fine. Rahadoumi citizens perform healing through only mundane means or nondivine magic.<br />\n\n---\n\n **Primary Exports** base metals, fine cloth, gemstones, herbal remedies, mechanical innovations, produce, salt, tools<br /> **Primary Imports** lumber, pesh<br /> **Enemies** pirates of the Shackles, Red Mantis, religious groups<br /> **Factions** Aspis Consortium, Pure Legion<br /> **Threats** conflict among neighboring nations, desert-dwelling monsters, disease, rapidly accelerating desertification<br />\n\n---\n\n **Malduoni** (LN male human politician) Keeper of the First Law, elected by the Council of Elders<br /> **Kassi Aziril** (NG female human doctor) “Mother of Modern Medicine,” renowned medical researcher and philanthropist<br /> **Salim Ghadafar** (LN male human inquisitor) former Pure Legion captain forced into Pharasmas service\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Nations of Lost Omens","next_link":{"label":"Settlements","url":"/Rules.aspx?ID=1157"},"previous_link":{"label":"Building Worlds","url":"/Rules.aspx?ID=1117"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 131</row>\r\n\r\nChapter 2: Tools\r\n/ Nations / Nation Stat Block\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 131"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 131</row>","speed":{},"text":" Nations of Lost Omens Source Gamemastery Guide pg. 131 Presented below are stat blocks for two nations from the Lost Omens Campaign Setting. You can use these as examples when building your own nation stat blocks. Andoran Fledgling democracy in pursuit of freedom for all. Government The Peoples Council (parliamentary democracy) Capital Almas (76,600) Population humans (Taldan), halflings, kobolds, dwarves Languages Common Religions Abadar, Cayden Cailean, Erastil, Iomedae, Shelyn --- Primary Exports ancient treasures and artifacts, financial credit, lumber, minerals Enemies autocratic governments concerned about potential domestic revolts, Cheliax, Katapesh, slavers Factions Bellflower Network, Eagle Knights, Lumber Consortium Threats rising aggression from Cheliax, retaliation from slavers, corruption among elected officials --- Andira Marusek (LG female human warrior) Supreme Elect of the Executive Office and mayor of Almas Reginald Cormoth (LG male human commander) Eagle Knight Commander General Felandriel Morgethai (CG female elf wizard) Almas University provost Rahadoum Desert nation unified by a humanistic worldview and rejection of religion. Government Council of Elders (representative council) Capital Azir (72,370) Population humans (Garundi, Mauxi) Languages Common, Osiriani Religions Laws of Mortality; Prohibited all divine religions Irreligious All worship of deities is prohibited by Rahadoumi law. Religious symbols and items are confiscated and proselytization incurs a heavy fine. Rahadoumi citizens perform healing through only mundane means or nondivine magic. --- Primary Exports base metals, fine cloth, gemstones, herbal remedies, mechanical innovations, produce, salt, tools Primary Imports lumber, pesh Enemies pirates of the Shackles, Red Mantis, religious groups Factions Aspis Consortium, Pure Legion Threats conflict among neighboring nations, desert-dwelling monsters, disease, rapidly accelerating desertification --- Malduoni (LN male human politician) Keeper of the First Law, elected by the Council of Elders Kassi Aziril (NG female human doctor) “Mother of Modern Medicine,” renowned medical researcher and philanthropist Salim Ghadafar (LN male human inquisitor) former Pure Legion captain forced into Pharasmas service ","type":"Rules","url":"/Rules.aspx?ID=1156","weakness":{}}},{"_index":"aon18","_id":"rules-1157","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1157","markdown":"<title level=\"1\" right=\"Rules\">[Settlements](/Rules.aspx?ID=1157)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAdventures have to start somewhere, and everyone needs some semblance of a home. Settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities, all in relative peace. But settlements can also hold their own intrigues and dangers, providing adventure opportunities of their own.\n\n For some players, a settlement may be nothing more than a convenient place to purchase gear and sell loot. For others, a settlement might be a beloved home theyre willing to risk everything to protect. And sometimes, an entire campaign takes place entirely within the walls of a single city.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Common NPCs</title>\r\n\r\nSeveral categories of NPCs are quite common in settlements, if not exclusive to them. The following sections from the NPC Gallery of this book provide statistics and additional useful information for running settlements. \n<ul><li>**Courtiers (page 206)** The upper crust of society is most common in larger settlements.</li> <li>**Magistrates (page 224)** These public officials create and implement the law.</li> <li>**Officers (page 232)** Officers are responsible for enforcing the law in a settlement.</li> <li>**Performers (page 236)** Performers are most common in settlements, where there are large audiences.</li> <li>**Publicans (page 238)** Nearly every settlement has at least one gathering place and its regulars.</li> <li>**Scholars (page 240)** Most repositories of lore are located within settlements.</li> <li>**Tradespeople (page 244)** Tradespeople provide the skilled labor that keeps a town supplied and running.</li></ul>\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1158\" />\r\n\r\n<document level=\"2\" id=\"rules-1168\" />","name":"Settlements","next_link":{"label":"The Planes","url":"/Rules.aspx?ID=1172"},"previous_link":{"label":"Nations","url":"/Rules.aspx?ID=1154"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 132"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>","speed":{},"text":" Settlements Source Gamemastery Guide pg. 132 Adventures have to start somewhere, and everyone needs some semblance of a home. Settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities, all in relative peace. But settlements can also hold their own intrigues and dangers, providing adventure opportunities of their own. For some players, a settlement may be nothing more than a convenient place to purchase gear and sell loot. For others, a settlement might be a beloved home theyre willing to risk everything to protect. And sometimes, an entire campaign takes place entirely within the walls of a single city. Common NPCs Several categories of NPCs are quite common in settlements, if not exclusive to them. The following sections from the NPC Gallery of this book provide statistics and additional useful information for running settlements. Courtiers (page 206) The upper crust of society is most common in larger settlements. Magistrates (page 224) These public officials create and implement the law. Officers (page 232) Officers are responsible for enforcing the law in a settlement. Performers (page 236) Performers are most common in settlements, where there are large audiences. Publicans (page 238) Nearly every settlement has at least one gathering place and its regulars. Scholars (page 240) Most repositories of lore are located within settlements. Tradespeople (page 244) Tradespeople provide the skilled labor that keeps a town supplied and running. ","type":"Rules","url":"/Rules.aspx?ID=1157","weakness":{}}},{"_index":"aon18","_id":"rules-1158","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1158","markdown":"<title level=\"1\" right=\"Rules\">[Settlements in a Game](/Rules.aspx?ID=1158)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGiven the variety of roles a settlement can play in an adventure, a Game Master should have a firm understanding of how they work in the game and how to best use them. Virtually every settlement uses the rules for urban environments presented starting on page 514 of the _Pathfinder Core Rulebook_. Those rules are primarily intended for encounter mode, however, and so the following guidance can help you best use a settlement in the broader narrative of your game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1159\" />\r\n\r\n<document level=\"2\" id=\"rules-1161\" />\r\n\r\n<document level=\"2\" id=\"rules-1162\" />","name":"Settlements in a Game","next_link":{"label":"Settlement Stat Block","url":"/Rules.aspx?ID=1168"},"previous_link":{"label":"Nations","url":"/Rules.aspx?ID=1154"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 132"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>","speed":{},"text":" Settlements in a Game Source Gamemastery Guide pg. 132 Given the variety of roles a settlement can play in an adventure, a Game Master should have a firm understanding of how they work in the game and how to best use them. Virtually every settlement uses the rules for urban environments presented starting on page 514 of the Pathfinder Core Rulebook . Those rules are primarily intended for encounter mode, however, and so the following guidance can help you best use a settlement in the broader narrative of your game. ","type":"Rules","url":"/Rules.aspx?ID=1158","weakness":{}}},{"_index":"aon18","_id":"rules-1159","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements","Settlements in a Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1159","markdown":"<title level=\"1\" right=\"Rules\">[Settlement Adventures](/Rules.aspx?ID=1159)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDesigning adventures in a settlement generally follows the guidelines presented in Adventure Design on page 40. However, a settlements greater population density also allows for a number of adventure styles and elements that arent as common beyond the city walls.\n\n Social encounters are one of the most common interactions within a settlement, starting with the guards at the city gates all the way to an audience with the queen. The influence and reputation subsystems (pages 151 and 164, respectively) can facilitate these interactions in a more structured way. Chase scenes, using the rules starting on page 156, are an iconic component of a settlement adventure, especially in a larger city, where dense buildings and a variety of structures make for an exciting series of obstacles. A settlement is also an ideal place for a party to conduct an infiltration (page 160). Since most libraries, archives, and similar repositories of information are located within settlements, you might make use of the research rules (page 154). Ambitious characters might want to build up their own organizations using the leadership subsystem (page 168).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1160\" />","name":"Settlement Adventures","next_link":{"label":"Marketplaces","url":"/Rules.aspx?ID=1161"},"previous_link":{"label":"Nations","url":"/Rules.aspx?ID=1154"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements / Settlements in a Game\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 132"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>","speed":{},"text":" Settlement Adventures Source Gamemastery Guide pg. 132 Designing adventures in a settlement generally follows the guidelines presented in Adventure Design on page 40. However, a settlements greater population density also allows for a number of adventure styles and elements that arent as common beyond the city walls. Social encounters are one of the most common interactions within a settlement, starting with the guards at the city gates all the way to an audience with the queen. The influence and reputation subsystems (pages 151 and 164, respectively) can facilitate these interactions in a more structured way. Chase scenes, using the rules starting on page 156, are an iconic component of a settlement adventure, especially in a larger city, where dense buildings and a variety of structures make for an exciting series of obstacles. A settlement is also an ideal place for a party to conduct an infiltration (page 160). Since most libraries, archives, and similar repositories of information are located within settlements, you might make use of the research rules (page 154). Ambitious characters might want to build up their own organizations using the leadership subsystem (page 168). ","type":"Rules","url":"/Rules.aspx?ID=1159","weakness":{}}},{"_index":"aon18","_id":"rules-1160","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements","Settlements in a Game","Settlement Adventures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1160","markdown":"<title level=\"1\" right=\"Rules\">[Modes of Play](/Rules.aspx?ID=1160)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nJust like in other adventure locations, all three modes of play can happen in settlements. Since a settlement presents far more opportunities for noncombat activities than most other environments, characters likely spend most of their time in exploration mode. Downtime almost exclusively takes place within a settlement.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Modes of Play","next_link":{"label":"Marketplaces","url":"/Rules.aspx?ID=1161"},"previous_link":{"label":"Nations","url":"/Rules.aspx?ID=1154"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements / Settlements in a Game / Settlement Adventures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 132"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>","speed":{},"text":" Modes of Play Source Gamemastery Guide pg. 132 Just like in other adventure locations, all three modes of play can happen in settlements. Since a settlement presents far more opportunities for noncombat activities than most other environments, characters likely spend most of their time in exploration mode. Downtime almost exclusively takes place within a settlement. ","type":"Rules","url":"/Rules.aspx?ID=1160","weakness":{}}},{"_index":"aon18","_id":"rules-1161","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements","Settlements in a Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1161","markdown":"<title level=\"1\" right=\"Rules\">[Marketplaces](/Rules.aspx?ID=1161)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhere there are people, there is commerce. The Buying and Selling section on page 24 provides several sets of guidelines for handling commerce in your game, but it can also be helpful to have a sense of what items and economic power a given settlement has on its own merits.\n\n In a given settlement, a character can usually purchase any common item (including formulas, alchemical items, and magic items) that is of the same or lower level than the settlements. Usually, fewer of the highest-level items are available—you can use Table 109: Party Treasure by Level on page 509 of the _Core Rulebook_ as a guideline for how many of the highest-level items might be available, using the Permanent Items and Consumables entries for a level 1 lower than the settlements actual level. Inhabitants of a settlement can usually purchase items from PCs as long as those items are the same or lower level than the settlement, with limitations on higher-level items similar to those available for sale. If a settlements population is significantly smaller than its level would suggest, its ability to provide and purchase items may be more limited.\n\n If a characters level is higher than the settlements, that character can usually use their own influence and leverage to acquire higher-level items, as they convince shops to place specialty orders or artisans to craft custom goods, though it might take a bit of time for such orders to be fulfilled.\n\n Spellcasting services are available in many settlements. Barring a powerful spellcasting NPC in the city with whom the party could negotiate for services, a character can find someone to cast common spells up to a level that could be cast by an NPC of the settlements level. For example, a character in a 9th-level city can typically find and pay someone to cast a 5th-level common spell—the highest spell available to a 9th-level spellcaster.\n\n Some settlements have access to uncommon items, formulas, and spells. If a settlement could reasonably be considered to meet the Access entry for an item or spell, that item or spell is available just like any common item. For example, the dwarven settlement of Kraggodan has plenty of dwarf weapons available.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Marketplaces","next_link":{"label":"Power Structures","url":"/Rules.aspx?ID=1162"},"previous_link":{"label":"Settlement Adventures","url":"/Rules.aspx?ID=1159"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements / Settlements in a Game\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 132"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>","speed":{},"text":" Marketplaces Source Gamemastery Guide pg. 132 Where there are people, there is commerce. The Buying and Selling section on page 24 provides several sets of guidelines for handling commerce in your game, but it can also be helpful to have a sense of what items and economic power a given settlement has on its own merits. In a given settlement, a character can usually purchase any common item (including formulas, alchemical items, and magic items) that is of the same or lower level than the settlements. Usually, fewer of the highest-level items are available—you can use Table 109: Party Treasure by Level on page 509 of the Core Rulebook as a guideline for how many of the highest-level items might be available, using the Permanent Items and Consumables entries for a level 1 lower than the settlements actual level. Inhabitants of a settlement can usually purchase items from PCs as long as those items are the same or lower level than the settlement, with limitations on higher-level items similar to those available for sale. If a settlements population is significantly smaller than its level would suggest, its ability to provide and purchase items may be more limited. If a characters level is higher than the settlements, that character can usually use their own influence and leverage to acquire higher-level items, as they convince shops to place specialty orders or artisans to craft custom goods, though it might take a bit of time for such orders to be fulfilled. Spellcasting services are available in many settlements. Barring a powerful spellcasting NPC in the city with whom the party could negotiate for services, a character can find someone to cast common spells up to a level that could be cast by an NPC of the settlements level. For example, a character in a 9th-level city can typically find and pay someone to cast a 5th-level common spell—the highest spell available to a 9th-level spellcaster. Some settlements have access to uncommon items, formulas, and spells. If a settlement could reasonably be considered to meet the Access entry for an item or spell, that item or spell is available just like any common item. For example, the dwarven settlement of Kraggodan has plenty of dwarf weapons available. ","type":"Rules","url":"/Rules.aspx?ID=1161","weakness":{}}},{"_index":"aon18","_id":"rules-1162","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements","Settlements in a Game"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1162","markdown":"<title level=\"1\" right=\"Rules\">[Power Structures](/Rules.aspx?ID=1162)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOutside of city limits, adventurers spend much of their time operating on their own terms, accountable only to their own moral code. But in a settlement, the heroes become part of a larger system with its own codified laws, procedures, and enforcement. The details of a settlements power structures shape the partys interactions within that settlement.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1163\" />\r\n\r\n<document level=\"2\" id=\"rules-1164\" />\r\n\r\n<document level=\"2\" id=\"rules-1165\" />\r\n\r\n<document level=\"2\" id=\"rules-1166\" />\r\n\r\n<document level=\"2\" id=\"rules-1167\" />","name":"Power Structures","next_link":{"label":"Settlement Stat Block","url":"/Rules.aspx?ID=1168"},"previous_link":{"label":"Marketplaces","url":"/Rules.aspx?ID=1161"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements / Settlements in a Game\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 132"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 132</row>","speed":{},"text":" Power Structures Source Gamemastery Guide pg. 132 Outside of city limits, adventurers spend much of their time operating on their own terms, accountable only to their own moral code. But in a settlement, the heroes become part of a larger system with its own codified laws, procedures, and enforcement. The details of a settlements power structures shape the partys interactions within that settlement. ","type":"Rules","url":"/Rules.aspx?ID=1162","weakness":{}}},{"_index":"aon18","_id":"rules-1163","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements","Settlements in a Game","Power Structures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1163","markdown":"<title level=\"1\" right=\"Rules\">[Government](/Rules.aspx?ID=1163)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 133</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe government of a settlement often reflects the nature of that settlement. A lawful, militaristic city likely has a hierarchical government with a single figure at the top, a crossroads market town might be under the control of its wealthiest merchant families, and a farming community might simply look to the oldest residents for leadership as necessary.\n\n That said, the lawful and publicly recognized ruler of a settlement isnt always the one calling the shots. They may merely be a puppet to a secret entity that silently pulls the strings from the shadows. Some settlements are ruled by hidden cabals, from strange religious sects to thieves guilds. A settlement might be swayed by politically powerful residents, such an occult vizier or a political savvy high priest. In some cases, the legitimate authority may seem to govern but has actually been replaced by a faceless stalker, a devil in disguise, or another powerful shapechanger.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Government","next_link":{"label":"Legal Codes","url":"/Rules.aspx?ID=1164"},"previous_link":{"label":"Marketplaces","url":"/Rules.aspx?ID=1161"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 133</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements / Settlements in a Game / Power Structures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 133"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 133</row>","speed":{},"text":" Government Source Gamemastery Guide pg. 133 The government of a settlement often reflects the nature of that settlement. A lawful, militaristic city likely has a hierarchical government with a single figure at the top, a crossroads market town might be under the control of its wealthiest merchant families, and a farming community might simply look to the oldest residents for leadership as necessary. That said, the lawful and publicly recognized ruler of a settlement isnt always the one calling the shots. They may merely be a puppet to a secret entity that silently pulls the strings from the shadows. Some settlements are ruled by hidden cabals, from strange religious sects to thieves guilds. A settlement might be swayed by politically powerful residents, such an occult vizier or a political savvy high priest. In some cases, the legitimate authority may seem to govern but has actually been replaced by a faceless stalker, a devil in disguise, or another powerful shapechanger. ","type":"Rules","url":"/Rules.aspx?ID=1163","weakness":{}}},{"_index":"aon18","_id":"rules-1164","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements","Settlements in a Game","Power Structures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1164","markdown":"<title level=\"1\" right=\"Rules\">[Legal Codes](/Rules.aspx?ID=1164)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 133</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost civilizations agree that laws are necessary to ensure a functioning society. The specific laws range from one settlement to another, and they might be as simple as a prohibition against murder and theft to exceptionally convoluted regulatory schemes dictating everything from clothing details to available confections. How well known these laws are can further flavor a partys interactions with that settlement, as its likely easier to navigate a well-documented system than one in which the rules are learned only through experience and word of mouth.\n\n Much like a government, the legal codes reflect the settlements alignment and overall nature. Generally speaking, a more lawful settlement is likely to have more complex laws, and a more lax locale to have fewer and simpler laws.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Legal Codes","next_link":{"label":"Law Enforcement","url":"/Rules.aspx?ID=1165"},"previous_link":{"label":"Government","url":"/Rules.aspx?ID=1163"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 133</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements / Settlements in a Game / Power Structures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 133"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 133</row>","speed":{},"text":" Legal Codes Source Gamemastery Guide pg. 133 Most civilizations agree that laws are necessary to ensure a functioning society. The specific laws range from one settlement to another, and they might be as simple as a prohibition against murder and theft to exceptionally convoluted regulatory schemes dictating everything from clothing details to available confections. How well known these laws are can further flavor a partys interactions with that settlement, as its likely easier to navigate a well-documented system than one in which the rules are learned only through experience and word of mouth. Much like a government, the legal codes reflect the settlements alignment and overall nature. Generally speaking, a more lawful settlement is likely to have more complex laws, and a more lax locale to have fewer and simpler laws. ","type":"Rules","url":"/Rules.aspx?ID=1164","weakness":{}}},{"_index":"aon18","_id":"rules-1165","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements","Settlements in a Game","Power Structures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1165","markdown":"<title level=\"1\" right=\"Rules\">[Law Enforcement](/Rules.aspx?ID=1165)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 133</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost settlements have systems in place to enforce their laws. In a small village, the residents might just police themselves, holding one another accountable to their shared values. Towns and larger settlements usually have some system of guards, whether thats a post filled by a rotation of volunteers or a city guard of professionals paid by the citys government to maintain order. Most settlements have some way of dealing with criminals, from fines to public stocks to prison cells, as well as individuals responsible for meting out those sentences.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Law Enforcement","next_link":{"label":"Organizations, Churches, and Factions","url":"/Rules.aspx?ID=1166"},"previous_link":{"label":"Legal Codes","url":"/Rules.aspx?ID=1164"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 133</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements / Settlements in a Game / Power Structures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 133"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 133</row>","speed":{},"text":" Law Enforcement Source Gamemastery Guide pg. 133 Most settlements have systems in place to enforce their laws. In a small village, the residents might just police themselves, holding one another accountable to their shared values. Towns and larger settlements usually have some system of guards, whether thats a post filled by a rotation of volunteers or a city guard of professionals paid by the citys government to maintain order. Most settlements have some way of dealing with criminals, from fines to public stocks to prison cells, as well as individuals responsible for meting out those sentences. ","type":"Rules","url":"/Rules.aspx?ID=1165","weakness":{}}},{"_index":"aon18","_id":"rules-1166","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements","Settlements in a Game","Power Structures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1166","markdown":"<title level=\"1\" right=\"Rules\">[Organizations, Churches, and Factions](/Rules.aspx?ID=1166)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 133</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe government isnt the only influential factor in a settlement. Prestigious organizations, prominent churches, and specialized factions all wield power as well, often in conflict with the official government or one another. Religious congregations usually wield significant power in communities where faith is strong. A wizard, sorcerer, or bard of even moderate magical talent would be a rare and influential member of society in a small settlement. An organization can wield overt influence over the community where theyre based, or subtle control, as the Pathfinder Society does in Absalom. Other notable factions may include noble houses, wealthy merchants, innkeepers, and retired soldiers and adventurers.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Organizations, Churches, and Factions","next_link":{"label":"Corruption","url":"/Rules.aspx?ID=1167"},"previous_link":{"label":"Law Enforcement","url":"/Rules.aspx?ID=1165"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 133</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements / Settlements in a Game / Power Structures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 133"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 133</row>","speed":{},"text":" Organizations, Churches, and Factions Source Gamemastery Guide pg. 133 The government isnt the only influential factor in a settlement. Prestigious organizations, prominent churches, and specialized factions all wield power as well, often in conflict with the official government or one another. Religious congregations usually wield significant power in communities where faith is strong. A wizard, sorcerer, or bard of even moderate magical talent would be a rare and influential member of society in a small settlement. An organization can wield overt influence over the community where theyre based, or subtle control, as the Pathfinder Society does in Absalom. Other notable factions may include noble houses, wealthy merchants, innkeepers, and retired soldiers and adventurers. ","type":"Rules","url":"/Rules.aspx?ID=1166","weakness":{}}},{"_index":"aon18","_id":"rules-1167","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements","Settlements in a Game","Power Structures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1167","markdown":"<title level=\"1\" right=\"Rules\">[Corruption](/Rules.aspx?ID=1167)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 134</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn any settlement, its possible for officials to put their own interests before those of the people they serve. Corruption might be as simple as a clerk willing to accept a bribe to expedite some paperwork, or it might be as sinister as selling civilians into slavery.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Corruption","next_link":{"label":"Settlement Stat Block","url":"/Rules.aspx?ID=1168"},"previous_link":{"label":"Organizations, Churches, and Factions","url":"/Rules.aspx?ID=1166"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 134</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements / Settlements in a Game / Power Structures\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 134"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 134</row>","speed":{},"text":" Corruption Source Gamemastery Guide pg. 134 In any settlement, its possible for officials to put their own interests before those of the people they serve. Corruption might be as simple as a clerk willing to accept a bribe to expedite some paperwork, or it might be as sinister as selling civilians into slavery. ","type":"Rules","url":"/Rules.aspx?ID=1167","weakness":{}}},{"_index":"aon18","_id":"rules-1168","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1168","markdown":"<title level=\"1\" right=\"Rules\">[Settlement Stat Block](/Rules.aspx?ID=1168)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 134</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA settlements stat block consolidates the basic information about a settlement into a centralized format. \n\n<title level=\"3\" right=\"Settlement (Level)\">Settlement Name </title> <traits><trait label=\"Alignment\" /> <trait label=\"Type\" /> <trait label=\"Other Traits\" /></traits> The first elements of a settlement stat block are its name and level. A settlements level represents its relative size and economic capacity, as well as roughly corresponding to the maximum level of NPC that can be found there, not counting significant NPCs listed below. In general, any common items with a level no higher than the settlements level are available for purchase (though a character of a higher level can usually ferret out or custom order higher-level items). In addition, the settlements level is used to help determine the maximum possible task level that could become available there to Earn Income (Core Rulebook 504). Both these are simply guidelines, however, and a GM should make exceptions at their discretion.\n\n Following the settlements heading are its traits. The first of these is the trait representing the settlements alignment. This trait represents the alignment of the settlements government and overall society, and while it may indicate a trend, it doesnt dictate the alignment of every individual citizen. After the alignment trait is the trait for the type of settlement: village, town, city, or metropolis. This trait generally reflects the size of the settlement, but it also tends to correlate to a settlements level. A village is usually level 01, a town level 24, a city level 57, and a metropolis 8 or above, though the presence of many higher-level or wealthy residents could easily skew the level of a village, town, or city upwards.\n\n A settlement might have other traits in addition to its alignment and type traits. For example, the dwarven sky citadel of Kraggodan has the dwarf trait, since it was built and is predominantly occupied by dwarves. The city of Lepidstadt in Ustalav has the academic trait, due to its focus around the prestigious University of Lepidstadt.\n\n Following the settlements traits is a simple sentence that provides a short description of the settlement and its role in the story or region.\n\n **Government** This entry describes the settlements governing entity, such as a mayor, the town elder, an elected council, and so on.\n\n **Population** The settlements total population is listed here, followed by a breakdown of the population by ancestry in parentheses.\n\n **Languages** The languages commonly spoken in the settlement are listed here, ordered alphabetically.<br />\n\n---\n\n **Religions** This entry lists the religions and philosophies commonly practiced in the settlement. If the settlement has an official religion, that is indicated in parenthesis. If the settlement has prohibited any religions or philosophies, those are listed in a Prohibited entry following the Religions entry.\n\n **Threats** This entry lists the major threats facing the settlement, such as ongoing drought or famine, political uprisings, criminal activity, and the like.\n\n **Other Characteristics** A settlement might have distinctive features that affect its residents or visitors entering the city, such as a particular trade that makes certain items more available.<br />\n\n---\n\n **Significant NPCs** The final section of the settlement stat block presents the most significant NPCs of that settlement. This usually includes the settlements official leader, if its a single person. It also includes other movers and shakers, local celebrities, and persons of particular interest to adventurers.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1169\" />\r\n\r\n<document level=\"2\" id=\"rules-1170\" />\r\n\r\n<document level=\"2\" id=\"rules-1171\" />","name":"Settlement Stat Block","next_link":{"label":"The Planes","url":"/Rules.aspx?ID=1172"},"previous_link":{"label":"Settlements in a Game","url":"/Rules.aspx?ID=1158"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 134</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 134"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 134</row>","speed":{},"text":" Settlement Stat Block Source Gamemastery Guide pg. 134 A settlements stat block consolidates the basic information about a settlement into a centralized format. Settlement Name The first elements of a settlement stat block are its name and level. A settlements level represents its relative size and economic capacity, as well as roughly corresponding to the maximum level of NPC that can be found there, not counting significant NPCs listed below. In general, any common items with a level no higher than the settlements level are available for purchase (though a character of a higher level can usually ferret out or custom order higher-level items). In addition, the settlements level is used to help determine the maximum possible task level that could become available there to Earn Income (Core Rulebook 504). Both these are simply guidelines, however, and a GM should make exceptions at their discretion. Following the settlements heading are its traits. The first of these is the trait representing the settlements alignment. This trait represents the alignment of the settlements government and overall society, and while it may indicate a trend, it doesnt dictate the alignment of every individual citizen. After the alignment trait is the trait for the type of settlement: village, town, city, or metropolis. This trait generally reflects the size of the settlement, but it also tends to correlate to a settlements level. A village is usually level 01, a town level 24, a city level 57, and a metropolis 8 or above, though the presence of many higher-level or wealthy residents could easily skew the level of a village, town, or city upwards. A settlement might have other traits in addition to its alignment and type traits. For example, the dwarven sky citadel of Kraggodan has the dwarf trait, since it was built and is predominantly occupied by dwarves. The city of Lepidstadt in Ustalav has the academic trait, due to its focus around the prestigious University of Lepidstadt. Following the settlements traits is a simple sentence that provides a short description of the settlement and its role in the story or region. Government This entry describes the settlements governing entity, such as a mayor, the town elder, an elected council, and so on. Population The settlements total population is listed here, followed by a breakdown of the population by ancestry in parentheses. Languages The languages commonly spoken in the settlement are listed here, ordered alphabetically. --- Religions This entry lists the religions and philosophies commonly practiced in the settlement. If the settlement has an official religion, that is indicated in parenthesis. If the settlement has prohibited any religions or philosophies, those are listed in a Prohibited entry following the Religions entry. Threats This entry lists the major threats facing the settlement, such as ongoing drought or famine, political uprisings, criminal activity, and the like. Other Characteristics A settlement might have distinctive features that affect its residents or visitors entering the city, such as a particular trade that makes certain items more available. --- Significant NPCs The final section of the settlement stat block presents the most significant NPCs of that settlement. This usually includes the settlements official leader, if its a single person. It also includes other movers and shakers, local celebrities, and persons of particular interest to adventurers. ","type":"Rules","url":"/Rules.aspx?ID=1168","weakness":{}}},{"_index":"aon18","_id":"rules-1169","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements","Settlement Stat Block"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1169","markdown":"<title level=\"1\" right=\"Rules\">[Sample Settlement Abilities](/Rules.aspx?ID=1169)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 134</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHere are some common settlement abilities you can use to customize a settlement of your own creation.\n\n **Artists Haven:** Residents of this city have a deep appreciation for fine art. Its easier to find higher-level tasks involving Performance or art, as well as buyers willing to pay more for art objects.\n\n **City of Artisans:** Items of up to 4 levels higher are available from a particular category the settlement is famous for, such as armor and weapons. \n\n**Magical Academy:** The settlement prides itself on teaching magic, and its residents are skilled at teaching others. Choose a magical tradition or traditions suitable to your settlement. When a PC pays an NPC to teach them a new spell of that tradition in the settlement, the NPC assists the process and provides an additional +2 circumstance bonus to the check to Learn the Spell.\n\n **Religious Bias:** This settlement has a strong affiliation with a particular religion. Anyone who is visibly a worshipper of that deity gains a +1 circumstance bonus to Diplomacy checks to Make an Impression, Request, and Gather Information. Characters who visibly worship one of that deitys foes take a 1 circumstance penalty to the same actions.\n\n **Scholarly:** An abundance of public libraries or other accessible places of learning within this settlement means that with 1d4 hours, a character can access a scholarly journal on a relevant common subject (_Core Rulebook 291_) before attempting to Recall Knowledge.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sample Settlement Abilities","next_link":{"label":"Changing a Settlement","url":"/Rules.aspx?ID=1170"},"previous_link":{"label":"Settlements in a Game","url":"/Rules.aspx?ID=1158"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 134</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements / Settlement Stat Block\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 134"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 134</row>","speed":{},"text":" Sample Settlement Abilities Source Gamemastery Guide pg. 134 Here are some common settlement abilities you can use to customize a settlement of your own creation. Artists Haven: Residents of this city have a deep appreciation for fine art. Its easier to find higher-level tasks involving Performance or art, as well as buyers willing to pay more for art objects. City of Artisans: Items of up to 4 levels higher are available from a particular category the settlement is famous for, such as armor and weapons. Magical Academy: The settlement prides itself on teaching magic, and its residents are skilled at teaching others. Choose a magical tradition or traditions suitable to your settlement. When a PC pays an NPC to teach them a new spell of that tradition in the settlement, the NPC assists the process and provides an additional +2 circumstance bonus to the check to Learn the Spell. Religious Bias: This settlement has a strong affiliation with a particular religion. Anyone who is visibly a worshipper of that deity gains a +1 circumstance bonus to Diplomacy checks to Make an Impression, Request, and Gather Information. Characters who visibly worship one of that deitys foes take a 1 circumstance penalty to the same actions. Scholarly: An abundance of public libraries or other accessible places of learning within this settlement means that with 1d4 hours, a character can access a scholarly journal on a relevant common subject ( Core Rulebook 291 ) before attempting to Recall Knowledge. ","type":"Rules","url":"/Rules.aspx?ID=1169","weakness":{}}},{"_index":"aon18","_id":"rules-1170","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements","Settlement Stat Block"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1170","markdown":"<title level=\"1\" right=\"Rules\">[Changing a Settlement](/Rules.aspx?ID=1170)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 135</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes the characters spend a long period of time in a single settlement. Perhaps its their home base, where they spend their downtime between adventures, or perhaps the entire adventure takes place there. In these cases, you might find you need to update your settlement stat block as it changes over time.\n\n Several elements of the settlement stat block are simple to update; you change the population as it grows or shrinks, and you change the leaders on your stat block as different people move between those positions. But you also might make changes that reflect the results of the PCs adventures. If the heroes eliminated a major threat facing the settlement, you should remove that threat from the stat block—but if they drew the wrath of a new foe in doing so, you might add that new threat! You can also update the stat blocks abilities, should the PCs actions have that large an influence on the city. For example, if the party (using the leadership subsystem on page 168) built up a wizard school focused on crafting magical items, you might add an ability to the settlement stat block that increased the availability of magic items in the settlements markets.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Changing a Settlement","next_link":{"label":"Settlements of Lost Omens","url":"/Rules.aspx?ID=1171"},"previous_link":{"label":"Sample Settlement Abilities","url":"/Rules.aspx?ID=1169"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 135</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements / Settlement Stat Block\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 135"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 135</row>","speed":{},"text":" Changing a Settlement Source Gamemastery Guide pg. 135 Sometimes the characters spend a long period of time in a single settlement. Perhaps its their home base, where they spend their downtime between adventures, or perhaps the entire adventure takes place there. In these cases, you might find you need to update your settlement stat block as it changes over time. Several elements of the settlement stat block are simple to update; you change the population as it grows or shrinks, and you change the leaders on your stat block as different people move between those positions. But you also might make changes that reflect the results of the PCs adventures. If the heroes eliminated a major threat facing the settlement, you should remove that threat from the stat block—but if they drew the wrath of a new foe in doing so, you might add that new threat! You can also update the stat blocks abilities, should the PCs actions have that large an influence on the city. For example, if the party (using the leadership subsystem on page 168) built up a wizard school focused on crafting magical items, you might add an ability to the settlement stat block that increased the availability of magic items in the settlements markets. ","type":"Rules","url":"/Rules.aspx?ID=1170","weakness":{}}},{"_index":"aon18","_id":"rules-1171","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","Settlements","Settlement Stat Block"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1171","markdown":"<title level=\"1\" right=\"Rules\">[Settlements of Lost Omens](/Rules.aspx?ID=1171)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 135</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\n\n<title level=\"3\" right=\"Settlement 11\">Port Peril </title> <traits><trait label=\"CN\" /> <trait label=\"Metropolis\" /></traits> Pirate city and black-market capital of the Shackles.<br /> **Government** Hurricane Queen (overlord)<br /> **Population** 43,270 (65% humans, 10% half-elves, 8% half-orcs, 5% gnomes, 5% halflings, 7% other)<br /> **Languages** Common, Kelish, Osiriani<br />\n\n---\n\n **Religions** Besmara, Cayden Cailean, Gozreh<br /> **Threats** anti-pirate policing from the Inner Sea region, opposing pirate forces, supernatural storms from the Eye of Abendego<br /> **Pirate Town** Port Peril thrives on black-market and stolen goods. Items that might be difficult to acquire or dispose of in other settlements due to legality can be purchased and sold more easily in Port Peril. NPCs begin with an attitude one step worse than usual toward characters openly displaying insignia of law-enforcement agencies, religious iconography of lawful deities, or affiliation with a lawful nation.<br />\n\n---\n\n **Pherias Jakar** (CN female elf troubadour) merchant master and joint overseer of Port Peril<br /> **Sabas Odabio** (LN male human administrator) accountant and joint overseer of Port Peril<br /> **Tessa Fairwind** (CN female half-elf pirate lord) Hurricane Queen of the Shackles<br /> **Tsojmin Kreidoros** (LE male dwarf wizard) harbormaster and joint overseer of Port Peril \n\n<title level=\"3\" right=\"Settlement 4\">Otari </title> <traits><trait label=\"N\" /> <trait label=\"Town\" /></traits> Diverse lumber town and trade port with a storied past and a fair share of sinister secrets.<br /> **Government** Mayor (elected leader)<br /> **Population** 1,240 (60% humans, 8% halflings, 7% half-elves, 6% elves, 5% dwarves, 5% gnomes, 3% half-orcs, 2% goblins, 4% other)<br /> **Languages** Common, Dwarven, Elven, Gnomish, Halfling<br />\n\n---\n\n **Religions** Cayden Cailean, Erastil, Gozreh, Nethys, Sarenrae<br /> **Threats** aberrant horrors, eerie hauntings, kobolds, smugglers<br /> **Trinket Trade** Otari has a long tradition of catering to adventurers, and consumable items of up to level 10 can be purchased in its markets and shops.<br />\n\n---\n\n **Lardus Longsaddle** (CN male human soldier) foul-mouthed and short-tempered captain of the town guard<br /> **Oseph Menhemes** (N male human mayor) current mayor of Otari, patriarch of one of three local lumber companies<br /> **Vandy Banderdash** (NG female halfling cleric) chatty priestess of Sarenrae and unusually knowledgeable town historian<br /> **Wrin Sivinxi** (CG female tiefling merchant) eccentric occult items dealer, artisan, and collector of stories and rumors\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Settlements of Lost Omens","next_link":{"label":"The Planes","url":"/Rules.aspx?ID=1172"},"previous_link":{"label":"Changing a Settlement","url":"/Rules.aspx?ID=1170"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 135</row>\r\n\r\nChapter 2: Tools\r\n/ Settlements / Settlement Stat Block\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 135"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 135</row>","speed":{},"text":" Settlements of Lost Omens Source Gamemastery Guide pg. 135 Port Peril Pirate city and black-market capital of the Shackles. Government Hurricane Queen (overlord) Population 43,270 (65% humans, 10% half-elves, 8% half-orcs, 5% gnomes, 5% halflings, 7% other) Languages Common, Kelish, Osiriani --- Religions Besmara, Cayden Cailean, Gozreh Threats anti-pirate policing from the Inner Sea region, opposing pirate forces, supernatural storms from the Eye of Abendego Pirate Town Port Peril thrives on black-market and stolen goods. Items that might be difficult to acquire or dispose of in other settlements due to legality can be purchased and sold more easily in Port Peril. NPCs begin with an attitude one step worse than usual toward characters openly displaying insignia of law-enforcement agencies, religious iconography of lawful deities, or affiliation with a lawful nation. --- Pherias Jakar (CN female elf troubadour) merchant master and joint overseer of Port Peril Sabas Odabio (LN male human administrator) accountant and joint overseer of Port Peril Tessa Fairwind (CN female half-elf pirate lord) Hurricane Queen of the Shackles Tsojmin Kreidoros (LE male dwarf wizard) harbormaster and joint overseer of Port Peril Otari Diverse lumber town and trade port with a storied past and a fair share of sinister secrets. Government Mayor (elected leader) Population 1,240 (60% humans, 8% halflings, 7% half-elves, 6% elves, 5% dwarves, 5% gnomes, 3% half-orcs, 2% goblins, 4% other) Languages Common, Dwarven, Elven, Gnomish, Halfling --- Religions Cayden Cailean, Erastil, Gozreh, Nethys, Sarenrae Threats aberrant horrors, eerie hauntings, kobolds, smugglers Trinket Trade Otari has a long tradition of catering to adventurers, and consumable items of up to level 10 can be purchased in its markets and shops. --- Lardus Longsaddle (CN male human soldier) foul-mouthed and short-tempered captain of the town guard Oseph Menhemes (N male human mayor) current mayor of Otari, patriarch of one of three local lumber companies Vandy Banderdash (NG female halfling cleric) chatty priestess of Sarenrae and unusually knowledgeable town historian Wrin Sivinxi (CG female tiefling merchant) eccentric occult items dealer, artisan, and collector of stories and rumors ","type":"Rules","url":"/Rules.aspx?ID=1171","weakness":{}}},{"_index":"aon18","_id":"rules-1172","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1172","markdown":"<title level=\"1\" right=\"Rules\">[The Planes](/Rules.aspx?ID=1172)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBeyond the world of Golarion and the void of space beyond it lie the vast planes of existence referred to as the Great Beyond. Often alien and dangerous, most of these planes embody some foundational aspect of reality—one of the chief elements that make up the rest of the multiverse, a kind of fundamental energy, or an alignment. Each plane is a reality unto itself, with its own laws of existence and its own native inhabitants who might visit, grant benefits to residents of, or cause havoc on the face of Golarion.\n\n Exploring the planes offers several opportunities for high adventure, as well chances to discover the secrets of creation.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1173\" />\r\n\r\n<document level=\"2\" id=\"rules-1181\" />\r\n\r\n<document level=\"2\" id=\"rules-1186\" />","name":"The Planes","next_link":{"label":"Chapter 3: Subsystems","url":"/Rules.aspx?ID=1187"},"previous_link":{"label":"Settlements","url":"/Rules.aspx?ID=1157"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>\r\n\r\nChapter 2: Tools\r\n\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 136"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>","speed":{},"text":" The Planes Source Gamemastery Guide pg. 136 Beyond the world of Golarion and the void of space beyond it lie the vast planes of existence referred to as the Great Beyond. Often alien and dangerous, most of these planes embody some foundational aspect of reality—one of the chief elements that make up the rest of the multiverse, a kind of fundamental energy, or an alignment. Each plane is a reality unto itself, with its own laws of existence and its own native inhabitants who might visit, grant benefits to residents of, or cause havoc on the face of Golarion. Exploring the planes offers several opportunities for high adventure, as well chances to discover the secrets of creation. ","type":"Rules","url":"/Rules.aspx?ID=1172","weakness":{}}},{"_index":"aon18","_id":"rules-1173","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1173","markdown":"<title level=\"1\" right=\"Rules\">[Planar Traits](/Rules.aspx?ID=1173)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach plane, dimension, and demiplane has its own properties and attributes. Planar traits can be broken down into six categories: alignment, scope, gravity, time, morphic, and planar essence. Combined, those traits describe the laws and makeup of the plane. These appear in the planes traits entry, though any trait that matches the Material Plane (described in the Normal entry in each section below) is omitted.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1174\" />\r\n\r\n<document level=\"2\" id=\"rules-1175\" />\r\n\r\n<document level=\"2\" id=\"rules-1176\" />\r\n\r\n<document level=\"2\" id=\"rules-1177\" />\r\n\r\n<document level=\"2\" id=\"rules-1178\" />\r\n\r\n<document level=\"2\" id=\"rules-1179\" />\r\n\r\n<document level=\"2\" id=\"rules-1180\" />","name":"Planar Traits","next_link":{"label":"Planar Stat Blocks","url":"/Rules.aspx?ID=1181"},"previous_link":{"label":"Settlements","url":"/Rules.aspx?ID=1157"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 136"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>","speed":{},"text":" Planar Traits Source Gamemastery Guide pg. 136 Each plane, dimension, and demiplane has its own properties and attributes. Planar traits can be broken down into six categories: alignment, scope, gravity, time, morphic, and planar essence. Combined, those traits describe the laws and makeup of the plane. These appear in the planes traits entry, though any trait that matches the Material Plane (described in the Normal entry in each section below) is omitted. ","type":"Rules","url":"/Rules.aspx?ID=1173","weakness":{}}},{"_index":"aon18","_id":"rules-1174","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes","Planar Traits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1174","markdown":"<title level=\"1\" right=\"Rules\">[Enhanced and Impeded Magic](/Rules.aspx?ID=1174)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome planes enhance certain magic and impede opposing effects. A plane that enhances a particular type of magic grants anyone Casting a Spell with that trait a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Impeded magic means a character who Casts a Spell or Activates an Item with the specified trait must succeed at a DC 6 flat check or lose the spell or activation.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Enhanced and Impeded Magic","next_link":{"label":"Alignment Trait","url":"/Rules.aspx?ID=1175"},"previous_link":{"label":"Settlements","url":"/Rules.aspx?ID=1157"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes / Planar Traits\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 136"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>","speed":{},"text":" Enhanced and Impeded Magic Source Gamemastery Guide pg. 136 Some planes enhance certain magic and impede opposing effects. A plane that enhances a particular type of magic grants anyone Casting a Spell with that trait a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Impeded magic means a character who Casts a Spell or Activates an Item with the specified trait must succeed at a DC 6 flat check or lose the spell or activation. ","type":"Rules","url":"/Rules.aspx?ID=1174","weakness":{}}},{"_index":"aon18","_id":"rules-1175","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes","Planar Traits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1175","markdown":"<title level=\"1\" right=\"Rules\">[Alignment Trait](/Rules.aspx?ID=1175)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCertain planes, particularly in the Outer Sphere, are attuned to an alignment. Most inhabitants share that alignment— even powerful creatures such as deities. Planes with the neutral alignment trait are more often a mix of alignments than strongly neutral, and planes with no alignment affinity simply dont have an alignment trait, rather than being neutral. Alignments are given as an abbreviation (_Pathfinder Bestiary 345_), which appears first in the planes list of traits.\n\n Spells that share any of the planes alignment traits are enhanced, and those with opposing traits are impeded. For instance, in the chaotic evil Abyss, chaotic and evil spells are enhanced, and lawful and good spells are impeded.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alignment Trait","next_link":{"label":"Scope Trait","url":"/Rules.aspx?ID=1176"},"previous_link":{"label":"Enhanced and Impeded Magic","url":"/Rules.aspx?ID=1174"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes / Planar Traits\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 136"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>","speed":{},"text":" Alignment Trait Source Gamemastery Guide pg. 136 Certain planes, particularly in the Outer Sphere, are attuned to an alignment. Most inhabitants share that alignment— even powerful creatures such as deities. Planes with the neutral alignment trait are more often a mix of alignments than strongly neutral, and planes with no alignment affinity simply dont have an alignment trait, rather than being neutral. Alignments are given as an abbreviation ( Pathfinder Bestiary 345 ), which appears first in the planes list of traits. Spells that share any of the planes alignment traits are enhanced, and those with opposing traits are impeded. For instance, in the chaotic evil Abyss, chaotic and evil spells are enhanced, and lawful and good spells are impeded. ","type":"Rules","url":"/Rules.aspx?ID=1175","weakness":{}}},{"_index":"aon18","_id":"rules-1176","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes","Planar Traits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1176","markdown":"<title level=\"1\" right=\"Rules\">[Scope Trait](/Rules.aspx?ID=1176)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost planes are immeasurable, so immense they are impossible to quantify. Which immeasurable planes, if any, are infinite is a subject of debate among philosophers and scholars alike. Since so many planes are immeasurable, those planes omit a scope trait. Otherwise, the plane likely has either the finite or unbounded trait.\n\n **Finite:** Finite planes consist of a limited amount of space.\n\n **Immeasurable:** Immeasurable planes are immeasurably large, perhaps infinite.\n\n **Unbounded:** Unbounded planes loop back on themselves when a creature reaches the planes “edge.”\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Scope Trait","next_link":{"label":"Gravity Traits","url":"/Rules.aspx?ID=1177"},"previous_link":{"label":"Alignment Trait","url":"/Rules.aspx?ID=1175"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes / Planar Traits\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 136"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>","speed":{},"text":" Scope Trait Source Gamemastery Guide pg. 136 Most planes are immeasurable, so immense they are impossible to quantify. Which immeasurable planes, if any, are infinite is a subject of debate among philosophers and scholars alike. Since so many planes are immeasurable, those planes omit a scope trait. Otherwise, the plane likely has either the finite or unbounded trait. Finite: Finite planes consist of a limited amount of space. Immeasurable: Immeasurable planes are immeasurably large, perhaps infinite. Unbounded: Unbounded planes loop back on themselves when a creature reaches the planes “edge.” ","type":"Rules","url":"/Rules.aspx?ID=1176","weakness":{}}},{"_index":"aon18","_id":"rules-1177","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes","Planar Traits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1177","markdown":"<title level=\"1\" right=\"Rules\">[Gravity Traits](/Rules.aspx?ID=1177)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany planes have unusual gravity.\n\n **Normal:** Bodies of great mass are the centers of gravity, and objects fall toward those centers with a measured amount of force relative to the size of the body.\n\n **High Gravity:** As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than on the Material Plane. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell.\n\n **Low Gravity:** As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than on the Material Plane. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell.\n\n **Microgravity:** There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane.\n\n **Strange Gravity:** All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that is as large as or larger than themself.\n\n **Subjective Gravity:** All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and mindless creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining “down” near their feet. Designating this downward direction is a free action that has the concentration trait. If suspended in midair, a creature can replicate flight by choosing a “down” direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the Fly action.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gravity Traits","next_link":{"label":"Time Traits","url":"/Rules.aspx?ID=1178"},"previous_link":{"label":"Scope Trait","url":"/Rules.aspx?ID=1176"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes / Planar Traits\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 136"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 136</row>","speed":{},"text":" Gravity Traits Source Gamemastery Guide pg. 136 Many planes have unusual gravity. Normal: Bodies of great mass are the centers of gravity, and objects fall toward those centers with a measured amount of force relative to the size of the body. High Gravity: As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than on the Material Plane. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell. Low Gravity: As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than on the Material Plane. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell. Microgravity: There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane. Strange Gravity: All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that is as large as or larger than themself. Subjective Gravity: All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and mindless creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining “down” near their feet. Designating this downward direction is a free action that has the concentration trait. If suspended in midair, a creature can replicate flight by choosing a “down” direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the Fly action. ","type":"Rules","url":"/Rules.aspx?ID=1177","weakness":{}}},{"_index":"aon18","_id":"rules-1178","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes","Planar Traits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1178","markdown":"<title level=\"1\" right=\"Rules\">[Time Traits](/Rules.aspx?ID=1178)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 137</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTime flows differently on many planes.\n\n **Normal:** Time passes the same way it does on the Material Plane. One hour on a plane with normal time equals 1 hour on the Material Plane.\n\n **Erratic:** Time slows down and speeds up, so an individual may lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC 11 flat check. Creatures that leave an erratic time plane together share the same result. \n\n**Success** Time passed normally on the erratic time plane.<br />\n**Failure** For each hour spent on the erratic time plane, 1 day passed on the normal time plane.<br />\n**Critical Failure** For each round spent on the erratic time plane, 1 day passed on the normal time plane. \n\n**Flowing:** The flow of time is consistently faster or slower. A creature may travel to one of these planes, spend a year there, and find that only an hour passed on the Material Plane; alternatively, they might spend a minute on this plane and find out an hour passed on the Material Plane.\n\n **Timeless:** Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another time trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the timeless trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Time Traits","next_link":{"label":"Morphic Traits","url":"/Rules.aspx?ID=1179"},"previous_link":{"label":"Gravity Traits","url":"/Rules.aspx?ID=1177"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 137</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes / Planar Traits\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 137"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 137</row>","speed":{},"text":" Time Traits Source Gamemastery Guide pg. 137 Time flows differently on many planes. Normal: Time passes the same way it does on the Material Plane. One hour on a plane with normal time equals 1 hour on the Material Plane. Erratic: Time slows down and speeds up, so an individual may lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC 11 flat check. Creatures that leave an erratic time plane together share the same result. Success Time passed normally on the erratic time plane. Failure For each hour spent on the erratic time plane, 1 day passed on the normal time plane. Critical Failure For each round spent on the erratic time plane, 1 day passed on the normal time plane. Flowing: The flow of time is consistently faster or slower. A creature may travel to one of these planes, spend a year there, and find that only an hour passed on the Material Plane; alternatively, they might spend a minute on this plane and find out an hour passed on the Material Plane. Timeless: Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another time trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the timeless trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age. ","type":"Rules","url":"/Rules.aspx?ID=1178","weakness":{}}},{"_index":"aon18","_id":"rules-1179","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes","Planar Traits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1179","markdown":"<title level=\"1\" right=\"Rules\">[Morphic Traits](/Rules.aspx?ID=1179)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 137</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis trait describes how easily the physical nature of the plane can be changed. The Material Plane is the norm, but other planes can warp through the planes own sentient designs or be manipulated by extremely powerful creatures.\n\n **Normal:** Objects remain where they are (and what they are) unless affected by physical force or magic. Creatures can change the immediate environment as a result of tangible effort, such as by digging a hole.\n\n **Metamorphic:** Things change by means other than physical force or magic. Sometimes spells have morphic effects. Other times, the planes nature is under the control of a deity or power, or the plane simply changes at random.\n\n **Sentient:** The plane changes based on its own whims.\n\n **Static:** Visitors cant affect living residents of the plane or objects the denizens carry in any way. Any spells that would affect those on the plane have no effect unless the static trait is somehow removed or suppressed.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Morphic Traits","next_link":{"label":"Planar Essence Traits","url":"/Rules.aspx?ID=1180"},"previous_link":{"label":"Time Traits","url":"/Rules.aspx?ID=1178"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 137</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes / Planar Traits\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 137"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 137</row>","speed":{},"text":" Morphic Traits Source Gamemastery Guide pg. 137 This trait describes how easily the physical nature of the plane can be changed. The Material Plane is the norm, but other planes can warp through the planes own sentient designs or be manipulated by extremely powerful creatures. Normal: Objects remain where they are (and what they are) unless affected by physical force or magic. Creatures can change the immediate environment as a result of tangible effort, such as by digging a hole. Metamorphic: Things change by means other than physical force or magic. Sometimes spells have morphic effects. Other times, the planes nature is under the control of a deity or power, or the plane simply changes at random. Sentient: The plane changes based on its own whims. Static: Visitors cant affect living residents of the plane or objects the denizens carry in any way. Any spells that would affect those on the plane have no effect unless the static trait is somehow removed or suppressed. ","type":"Rules","url":"/Rules.aspx?ID=1179","weakness":{}}},{"_index":"aon18","_id":"rules-1180","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes","Planar Traits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1180","markdown":"<title level=\"1\" right=\"Rules\">[Planar Essence Traits](/Rules.aspx?ID=1180)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 137</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPlanar essence traits describe a planes fundamental nature. For example, many of the Inner Spheres planes are infused with an element or energy, each of which affects magic on those planes, and the Shadow Plane is awash with shadow. Outer Planes are fundamentally made up of quintessence, a philosophically aligned material with infinite potential for shape and state that conforms to powerful and prevailing beliefs.\n\n **Air:** Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they may include clouds of acidic or toxic gas. Air magic is enhanced, and earth magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings.\n\n **Earth:** These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they dont reach a cavern or some other air pocket within the planes solid matter. Creatures who cant burrow are entombed in the planes substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and air magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens.\n\n **Fire:** Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.\n\n Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and cold and water magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesnt function against this environmental fire damage.\n\n **Water:** These planes are mostly liquid. Visitors who cant breathe water or reach an air pocket likely drown. Water magic is enhanced, and fire magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.\n\n **Negative:** Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a wraith (Bestiary 335). Negative magic is enhanced, and positive magic is impeded.\n\n **Positive:** These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor positive environmental damage. In the strongest areas of a positive plane, they could take moderate or even major positive damage at the end of each round. While this might seem safe for living creatures, positive planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creatures temporary HP from a positive plane ever exceeds its maximum HP, it explodes in a burst of overloaded positive energy, spreading across the area to birth new souls. Positive magic is enhanced, and negative magic is impeded.\n\n **Shadow:** Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of light spells are halved. Darkness and shadow magic are enhanced, and light magic is impeded.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Planar Essence Traits","next_link":{"label":"Planar Stat Blocks","url":"/Rules.aspx?ID=1181"},"previous_link":{"label":"Morphic Traits","url":"/Rules.aspx?ID=1179"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 137</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes / Planar Traits\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 137"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 137</row>","speed":{},"text":" Planar Essence Traits Source Gamemastery Guide pg. 137 Planar essence traits describe a planes fundamental nature. For example, many of the Inner Spheres planes are infused with an element or energy, each of which affects magic on those planes, and the Shadow Plane is awash with shadow. Outer Planes are fundamentally made up of quintessence, a philosophically aligned material with infinite potential for shape and state that conforms to powerful and prevailing beliefs. Air: Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they may include clouds of acidic or toxic gas. Air magic is enhanced, and earth magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings. Earth: These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they dont reach a cavern or some other air pocket within the planes solid matter. Creatures who cant burrow are entombed in the planes substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and air magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens. Fire: Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and cold and water magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesnt function against this environmental fire damage. Water: These planes are mostly liquid. Visitors who cant breathe water or reach an air pocket likely drown. Water magic is enhanced, and fire magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round. Negative: Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a wraith (Bestiary 335). Negative magic is enhanced, and positive magic is impeded. Positive: These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor positive environmental damage. In the strongest areas of a positive plane, they could take moderate or even major positive damage at the end of each round. While this might seem safe for living creatures, positive planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creatures temporary HP from a positive plane ever exceeds its maximum HP, it explodes in a burst of overloaded positive energy, spreading across the area to birth new souls. Positive magic is enhanced, and negative magic is impeded. Shadow: Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of light spells are halved. Darkness and shadow magic are enhanced, and light magic is impeded. ","type":"Rules","url":"/Rules.aspx?ID=1180","weakness":{}}},{"_index":"aon18","_id":"rules-1181","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1181","markdown":"<title level=\"1\" right=\"Rules\">[Planar Stat Blocks](/Rules.aspx?ID=1181)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 138</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach of the planes listed in the following pages includes a short stat block of key information. The planes type— whether it is a plane, dimension, or demiplane—appears in the stat blocks heading, followed by the traits that define that plane. The following entries also provide important information about each plane.\n\n **Category:** This indicates whether the plane is an Inner Plane, Outer Plane, Transitive Plane, or dimension.\n\n **Divinities:** A list of all of the deities, demigods, and other powers that call this realm their home.\n\n **Native Inhabitants:** A sample of typical inhabitants of the plane. Also listed are the planes petitioners, the souls of dead mortals who have been judged and sent on to whichever plane reflects the life they led. More information on petitioners can be found in _Pathfinder Bestiary 2_.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1182\" />\r\n\r\n<document level=\"2\" id=\"rules-1183\" />\r\n\r\n<document level=\"2\" id=\"rules-1184\" />\r\n\r\n<document level=\"2\" id=\"rules-1185\" />","name":"Planar Stat Blocks","next_link":{"label":"Demiplanes","url":"/Rules.aspx?ID=1186"},"previous_link":{"label":"Planar Traits","url":"/Rules.aspx?ID=1173"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 138</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 138"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 138</row>","speed":{},"text":" Planar Stat Blocks Source Gamemastery Guide pg. 138 Each of the planes listed in the following pages includes a short stat block of key information. The planes type— whether it is a plane, dimension, or demiplane—appears in the stat blocks heading, followed by the traits that define that plane. The following entries also provide important information about each plane. Category: This indicates whether the plane is an Inner Plane, Outer Plane, Transitive Plane, or dimension. Divinities: A list of all of the deities, demigods, and other powers that call this realm their home. Native Inhabitants: A sample of typical inhabitants of the plane. Also listed are the planes petitioners, the souls of dead mortals who have been judged and sent on to whichever plane reflects the life they led. More information on petitioners can be found in Pathfinder Bestiary 2 . ","type":"Rules","url":"/Rules.aspx?ID=1181","weakness":{}}},{"_index":"aon18","_id":"rules-1182","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes","Planar Stat Blocks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1182","markdown":"<title level=\"1\" right=\"Rules\">[Inner Sphere Planes](/Rules.aspx?ID=1182)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 138</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe planes of the Inner Sphere form the heart of the cosmos. They are the home of mortal life, the focus of divine attention, the source of mortal souls, and the origin point of the great cycle of quintessence that fuels the motions and stability of reality itself. Arranged in a nested series of shells, like layers of an onion, the planes of the Inner Sphere include, from outer to inner: the Elemental Planes of Fire, Earth, Water, and Air; the universe of the Material Plane; and at the very core of this cosmological ensemble, the raw forces of creation and destruction of the Positive and Negative Energy Planes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Inner Sphere Planes","next_link":{"label":"Transitive Planes","url":"/Rules.aspx?ID=1183"},"previous_link":{"label":"Planar Traits","url":"/Rules.aspx?ID=1173"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 138</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes / Planar Stat Blocks\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 138"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 138</row>","speed":{},"text":" Inner Sphere Planes Source Gamemastery Guide pg. 138 The planes of the Inner Sphere form the heart of the cosmos. They are the home of mortal life, the focus of divine attention, the source of mortal souls, and the origin point of the great cycle of quintessence that fuels the motions and stability of reality itself. Arranged in a nested series of shells, like layers of an onion, the planes of the Inner Sphere include, from outer to inner: the Elemental Planes of Fire, Earth, Water, and Air; the universe of the Material Plane; and at the very core of this cosmological ensemble, the raw forces of creation and destruction of the Positive and Negative Energy Planes. ","type":"Rules","url":"/Rules.aspx?ID=1182","weakness":{}}},{"_index":"aon18","_id":"rules-1183","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes","Planar Stat Blocks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1183","markdown":"<title level=\"1\" right=\"Rules\">[Transitive Planes](/Rules.aspx?ID=1183)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 140</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt a minimum, each Transitive Plane coexists with one or more other planes, a relationship oversimplified by stating that Transitive Planes are just used to get from one plane to another. The mists of the Ethereal Plane overlap the planes of the Inner Sphere, while the Astral Plane borders every other plane in existence like the backstage of the cosmos. Bright and dark mirrors of the Material Plane, the First World and Shadow Plane overlap the mortal world, albeit often in bizarre ways such that a short distance in one might be a vast gulf in the other. The daring, wise, or desperate can utilize these planes to bypass barriers in the Material Plane or rapidly cross vast distances through much swifter travel.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Transitive Planes","next_link":{"label":"Outer Sphere Planes","url":"/Rules.aspx?ID=1184"},"previous_link":{"label":"Inner Sphere Planes","url":"/Rules.aspx?ID=1182"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 140</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes / Planar Stat Blocks\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 140"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 140</row>","speed":{},"text":" Transitive Planes Source Gamemastery Guide pg. 140 At a minimum, each Transitive Plane coexists with one or more other planes, a relationship oversimplified by stating that Transitive Planes are just used to get from one plane to another. The mists of the Ethereal Plane overlap the planes of the Inner Sphere, while the Astral Plane borders every other plane in existence like the backstage of the cosmos. Bright and dark mirrors of the Material Plane, the First World and Shadow Plane overlap the mortal world, albeit often in bizarre ways such that a short distance in one might be a vast gulf in the other. The daring, wise, or desperate can utilize these planes to bypass barriers in the Material Plane or rapidly cross vast distances through much swifter travel. ","type":"Rules","url":"/Rules.aspx?ID=1183","weakness":{}}},{"_index":"aon18","_id":"rules-1184","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes","Planar Stat Blocks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1184","markdown":"<title level=\"1\" right=\"Rules\">[Outer Sphere Planes](/Rules.aspx?ID=1184)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 141</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe planes of the Outer Sphere are the manifest realms of alignment: chaos, evil, good, law, neutrality, and their admixtures, populated by celestials, fiends, monitors, and others who promote these moral concepts. These planes are the backdrop upon which the mortal afterlife reaches its apparent conclusion, and the end destination of the River of Souls. The Outer Planes are regions of stability adrift in the raw, chaotic quintessence of the primordial Maelstrom, its tides forever gnawing at their edges even as mortal souls sustain them. The Abyss manifests as cracks in the Outer Spheres fabric, while rising from the metropolitan Axis is the Boneyards spire, the location where mortal souls are judged and then sent to their final destinations, be they reward, suffering, or oblivion. The Outer Planes are places of majesty, wonder, terror, and danger outstripping anything mortal adventurers might encounter anywhere else.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Outer Sphere Planes","next_link":{"label":"Dimensions","url":"/Rules.aspx?ID=1185"},"previous_link":{"label":"Transitive Planes","url":"/Rules.aspx?ID=1183"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 141</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes / Planar Stat Blocks\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 141"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 141</row>","speed":{},"text":" Outer Sphere Planes Source Gamemastery Guide pg. 141 The planes of the Outer Sphere are the manifest realms of alignment: chaos, evil, good, law, neutrality, and their admixtures, populated by celestials, fiends, monitors, and others who promote these moral concepts. These planes are the backdrop upon which the mortal afterlife reaches its apparent conclusion, and the end destination of the River of Souls. The Outer Planes are regions of stability adrift in the raw, chaotic quintessence of the primordial Maelstrom, its tides forever gnawing at their edges even as mortal souls sustain them. The Abyss manifests as cracks in the Outer Spheres fabric, while rising from the metropolitan Axis is the Boneyards spire, the location where mortal souls are judged and then sent to their final destinations, be they reward, suffering, or oblivion. The Outer Planes are places of majesty, wonder, terror, and danger outstripping anything mortal adventurers might encounter anywhere else. ","type":"Rules","url":"/Rules.aspx?ID=1184","weakness":{}}},{"_index":"aon18","_id":"rules-1185","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes","Planar Stat Blocks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1185","markdown":"<title level=\"1\" right=\"Rules\">[Dimensions](/Rules.aspx?ID=1185)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 144</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nExisting in the metaphorical space between the Transitive Planes and smaller, finite demiplanes, dimensions are a category unto themselves, defying the neat categorization of planar scholars and adventurers. Seemingly infinite in scale, not necessarily spatial in the same way as a plane, and overlaying every other plane at once—including one another—dimensions and planes are most significantly differentiated in how each of them breaks the commonly held rules of the other. Although some scholars include other extraplanar realms within the ranks of dimensions, only two such realms are uniformly agreed upon and classified as such. The Dreamlands, also known as the Dimension of Dreams, is readily accessed by mortal dreamers, while the Dimension of Time is notorious for the near impossibility of accessing it as well as the bizarre, often deadly restrictions upon travel to and within its bounds.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dimensions","next_link":{"label":"Demiplanes","url":"/Rules.aspx?ID=1186"},"previous_link":{"label":"Outer Sphere Planes","url":"/Rules.aspx?ID=1184"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 144</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes / Planar Stat Blocks\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 144"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 144</row>","speed":{},"text":" Dimensions Source Gamemastery Guide pg. 144 Existing in the metaphorical space between the Transitive Planes and smaller, finite demiplanes, dimensions are a category unto themselves, defying the neat categorization of planar scholars and adventurers. Seemingly infinite in scale, not necessarily spatial in the same way as a plane, and overlaying every other plane at once—including one another—dimensions and planes are most significantly differentiated in how each of them breaks the commonly held rules of the other. Although some scholars include other extraplanar realms within the ranks of dimensions, only two such realms are uniformly agreed upon and classified as such. The Dreamlands, also known as the Dimension of Dreams, is readily accessed by mortal dreamers, while the Dimension of Time is notorious for the near impossibility of accessing it as well as the bizarre, often deadly restrictions upon travel to and within its bounds. ","type":"Rules","url":"/Rules.aspx?ID=1185","weakness":{}}},{"_index":"aon18","_id":"rules-1186","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Tools\r\n","The Planes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1186","markdown":"<title level=\"1\" right=\"Rules\">[Demiplanes](/Rules.aspx?ID=1186)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 145</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDemiplanes are much smaller and more limited than planes or dimensions, and they come into being more easily. They may arise naturally where the raw chaos of the Maelstrom churns at the border of the Astral, crystallize around shed memories of dead mortals on their way to judgment, or coalesce within the mists of the Ethereal set into motion by the forces of the Positive and Negative Energy Planes. They can also be crafted by will and powerful magic to suit their designers whims. Almost innumerable, each is distinctly finite, with their own nature and rules set at their creation.\n\n Desnas demiplanar realm of Cynosure exists as Golarions literal north star, silently visible in the night skies, hosting her servitors and petitioners in her divine realm at its heart. Other demiplanes are crafted by mortals, such as the Refuge of Nex, created by the titular archmage seeking respite and solitude, and the Hao-Jin Tapestry, a demiplane stocked with its creators collection and accessed through a literal tapestry artifact she fashioned as its entrance.\n\n Created not by gods or mortals, the Akashic Record is a demiplane thought to exist deep within the Astral as a repository of the collective knowledge and memories of the cosmos, secure and unchanging, but so difficult to access that most doubt its very existence. Other demiplanes serve darker purposes and are perhaps best left forgotten, though their mysteries often tempt the ignorant, the foolish, and the desperate. The Prison of the Laughing Fiend serves to bottle its enigmatic and godlike occupant, Tegresin the Laughing Fiend, bound by nameless divinities whose nature and reason changes with each telling of the story, while the Dead Vault was crafted at Golarions core by the gods themselves to forever bottle Rovagug the Rough Beast, lest he escape and devour all existence.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Demiplanes","next_link":{"label":"Chapter 3: Subsystems","url":"/Rules.aspx?ID=1187"},"previous_link":{"label":"Planar Stat Blocks","url":"/Rules.aspx?ID=1181"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 145</row>\r\n\r\nChapter 2: Tools\r\n/ The Planes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 145"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 145</row>","speed":{},"text":" Demiplanes Source Gamemastery Guide pg. 145 Demiplanes are much smaller and more limited than planes or dimensions, and they come into being more easily. They may arise naturally where the raw chaos of the Maelstrom churns at the border of the Astral, crystallize around shed memories of dead mortals on their way to judgment, or coalesce within the mists of the Ethereal set into motion by the forces of the Positive and Negative Energy Planes. They can also be crafted by will and powerful magic to suit their designers whims. Almost innumerable, each is distinctly finite, with their own nature and rules set at their creation. Desnas demiplanar realm of Cynosure exists as Golarions literal north star, silently visible in the night skies, hosting her servitors and petitioners in her divine realm at its heart. Other demiplanes are crafted by mortals, such as the Refuge of Nex, created by the titular archmage seeking respite and solitude, and the Hao-Jin Tapestry, a demiplane stocked with its creators collection and accessed through a literal tapestry artifact she fashioned as its entrance. Created not by gods or mortals, the Akashic Record is a demiplane thought to exist deep within the Astral as a repository of the collective knowledge and memories of the cosmos, secure and unchanging, but so difficult to access that most doubt its very existence. Other demiplanes serve darker purposes and are perhaps best left forgotten, though their mysteries often tempt the ignorant, the foolish, and the desperate. The Prison of the Laughing Fiend serves to bottle its enigmatic and godlike occupant, Tegresin the Laughing Fiend, bound by nameless divinities whose nature and reason changes with each telling of the story, while the Dead Vault was crafted at Golarions core by the gods themselves to forever bottle Rovagug the Rough Beast, lest he escape and devour all existence. ","type":"Rules","url":"/Rules.aspx?ID=1186","weakness":{}}},{"_index":"aon18","_id":"rules-1187","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1187","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 3: Subsystems](/Rules.aspx?ID=1187)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 147</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen your game goes into uncharted territory or you want to emphasize an element of gameplay that usually gets overlooked or condensed into a single check, you can use a subsystem. As the name implies, subsystems are extensions of the main rules system that allow you to explore a particular topic or style of play at your table.\n\n Subsystems are a great way to add depth to aspects of your game that don't occur in combat but still have high stakes. This chapter begins with Victory Points, a structure that underlies much of the chapter, to help you build your own subsystems. Next are some of the most common subsystems you might need in your game, with advice on how to use and modify them. This chapter is organized into the following sections. \n<ul><li>[**Victory Points](/Rules.aspx?ID=1189)** provides you a framework with which to build your own subsystems, detailing the fundamental structure that Pathfinder uses for its subsystems. </li><li>[**Influence](/Rules.aspx?ID=1201)** gives rules for more in-depth social encounters involving influencing NPCs. </li><li>[**Research](/Rules.aspx?ID=1205)** shows you how to build an interesting structure for scenes where PCs research information. </li><li>[**Chases](/Rules.aspx?ID=1210)** are designed to represent the fast-paced feel of movie chase scenes. </li><li>[**Infiltration](/Rules.aspx?ID=1221)** allows you to build infiltrations and heists where careful planning helps the PCs maintain an edge against their adversaries and pull off incredible capers. </li><li>[**Reputation](/Rules.aspx?ID=1234)** breathes life into the world around the PCs, as various groups of NPCs react favorably or unfavorably to the PCs actions, and PCs' status with those groups changes. </li><li>[**Duels](/Rules.aspx?ID=1246)** provides a simple architecture for one-on-one showdowns between adversaries. </li><li>[**Leadership](/Rules.aspx?ID=1258)** allows PCs to attract people to a cause, giving them cohorts and organizations to look after. </li><li>[**Hexploration](/Rules.aspx?ID=1265)** teaches you how to build exploration maps on a hexagonal grid to give your PCs the thrill of discovering secrets within uncharted or unfamiliar territory. </li><li>[**Vehicles](/Rules.aspx?ID=1278)** allows you to run encounters involving vehicles and capitalize on their potential to help PCs explore on a larger scale and at a faster pace.</li></ul>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Combining Subsystems</title>\r\n\r\nSome of the subsystems in this chapter could interact in interesting ways when combined. For instance, the influence subsystem could be part of how you build up reputation, or a piece of the plan in an infiltration. Or you could have a hexploration chase with a rival adventuring group, encountering obstacles in each hex as you race for the prize—while using vehicles to travel faster! Ultimately, its up to you to decide how two combined subsystems should interact to tell your groups particular story, though a good rule of thumb is to have a backdrop subsystem that youre tracking on a longer term to which the shorter-term subsystem contributes.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1188\" />\r\n\r\n<document level=\"2\" id=\"rules-1189\" />\r\n\r\n<document level=\"2\" id=\"rules-1201\" />\r\n\r\n<document level=\"2\" id=\"rules-1205\" />\r\n\r\n<document level=\"2\" id=\"rules-1210\" />\r\n\r\n<document level=\"2\" id=\"rules-1221\" />\r\n\r\n<document level=\"2\" id=\"rules-1234\" />\r\n\r\n<document level=\"2\" id=\"rules-1246\" />\r\n\r\n<document level=\"2\" id=\"rules-1258\" />\r\n\r\n<document level=\"2\" id=\"rules-1265\" />\r\n\r\n<document level=\"2\" id=\"rules-1278\" />","name":"Chapter 3: Subsystems","next_link":{"label":"Chapter 4: Variant Rules","url":"/Rules.aspx?ID=1297"},"previous_link":{"label":"Chapter 2: Tools\r\n","url":"/Rules.aspx?ID=994"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 147</row>\n\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 147"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 147</row>","speed":{},"text":" Chapter 3: Subsystems Source Gamemastery Guide pg. 147 When your game goes into uncharted territory or you want to emphasize an element of gameplay that usually gets overlooked or condensed into a single check, you can use a subsystem. As the name implies, subsystems are extensions of the main rules system that allow you to explore a particular topic or style of play at your table. Subsystems are a great way to add depth to aspects of your game that don't occur in combat but still have high stakes. This chapter begins with Victory Points, a structure that underlies much of the chapter, to help you build your own subsystems. Next are some of the most common subsystems you might need in your game, with advice on how to use and modify them. This chapter is organized into the following sections. Victory Points provides you a framework with which to build your own subsystems, detailing the fundamental structure that Pathfinder uses for its subsystems. Influence gives rules for more in-depth social encounters involving influencing NPCs. Research shows you how to build an interesting structure for scenes where PCs research information. Chases are designed to represent the fast-paced feel of movie chase scenes. Infiltration allows you to build infiltrations and heists where careful planning helps the PCs maintain an edge against their adversaries and pull off incredible capers. Reputation breathes life into the world around the PCs, as various groups of NPCs react favorably or unfavorably to the PCs actions, and PCs' status with those groups changes. Duels provides a simple architecture for one-on-one showdowns between adversaries. Leadership allows PCs to attract people to a cause, giving them cohorts and organizations to look after. Hexploration teaches you how to build exploration maps on a hexagonal grid to give your PCs the thrill of discovering secrets within uncharted or unfamiliar territory. Vehicles allows you to run encounters involving vehicles and capitalize on their potential to help PCs explore on a larger scale and at a faster pace. Combining Subsystems Some of the subsystems in this chapter could interact in interesting ways when combined. For instance, the influence subsystem could be part of how you build up reputation, or a piece of the plan in an infiltration. Or you could have a hexploration chase with a rival adventuring group, encountering obstacles in each hex as you race for the prize—while using vehicles to travel faster! Ultimately, its up to you to decide how two combined subsystems should interact to tell your groups particular story, though a good rule of thumb is to have a backdrop subsystem that youre tracking on a longer term to which the shorter-term subsystem contributes. ","type":"Rules","url":"/Rules.aspx?ID=1187","weakness":{}}},{"_index":"aon18","_id":"rules-1188","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1188","markdown":"<title level=\"1\" right=\"Rules\">[Deciding to Use a Subsystem](/Rules.aspx?ID=1188)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 147</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you have an exciting subsystem available, it can be tempting to use it anytime it can possibly come up (for instance, replacing every social scene with the influence subsystem). However, subsystems are most effective when used with intention. Subsystems are best when used for a component of the game thats meant to be at least a significant portion of a single session. Think about whether you want a different style of play than normal before you decide to use a subsystem, since thats what subsystems are best suited for. You should avoid using a particular subsystem if many members of your group dont like it, or if use of a subsystem during play devolves into the PCs making a series of rolls that dont contribute to telling an interesting story.\n\n Its important to leave enough time and mental energy to make the subsystem feel special and to bring all the components and elements of the subsystem to life in the game world. A subsystem stripped of all its life and story depth can become nothing more than a large number of die rolls, and the last thing you want is to lose the magic, especially with a subsystem the PCs enjoy. Sometimes, a simple check is the right way to handle the scene, and thats okay! The subsystems will be there when you need them to spice up an adventure or really dive deep into a particular element or scene.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Deciding to Use a Subsystem","next_link":{"label":"Victory Points","url":"/Rules.aspx?ID=1189"},"previous_link":{"label":"Chapter 2: Tools\r\n","url":"/Rules.aspx?ID=994"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 147</row>\r\n\r\nChapter 3: Subsystems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 147"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 147</row>","speed":{},"text":" Deciding to Use a Subsystem Source Gamemastery Guide pg. 147 When you have an exciting subsystem available, it can be tempting to use it anytime it can possibly come up (for instance, replacing every social scene with the influence subsystem). However, subsystems are most effective when used with intention. Subsystems are best when used for a component of the game thats meant to be at least a significant portion of a single session. Think about whether you want a different style of play than normal before you decide to use a subsystem, since thats what subsystems are best suited for. You should avoid using a particular subsystem if many members of your group dont like it, or if use of a subsystem during play devolves into the PCs making a series of rolls that dont contribute to telling an interesting story. Its important to leave enough time and mental energy to make the subsystem feel special and to bring all the components and elements of the subsystem to life in the game world. A subsystem stripped of all its life and story depth can become nothing more than a large number of die rolls, and the last thing you want is to lose the magic, especially with a subsystem the PCs enjoy. Sometimes, a simple check is the right way to handle the scene, and thats okay! The subsystems will be there when you need them to spice up an adventure or really dive deep into a particular element or scene. ","type":"Rules","url":"/Rules.aspx?ID=1188","weakness":{}}},{"_index":"aon18","_id":"rules-1189","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1189","markdown":"<title level=\"1\" right=\"Rules\">[Victory Points](/Rules.aspx?ID=1189)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYoull often find that your games could use a way to track progress toward a goal so that you dont have to just keep everything in your head. This section explains how to build your own subsystems for tracking success via Victory Points. Many other subsystems throughout the chapter use these as well, though often by a different name.\n\n Victory Points (or VP) are a powerful tool in your GM arsenal, as they allow you to track the PCs progress using a subsystem to go beyond the results of a single check. Victory Points are versatile; you could track and resolve them within a single encounter, or you could collect them over the course of an entire campaign to determine the ending of the story. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Enemy Victory Points</title>\r\n\r\nIn addition to giving both the PCs and enemies Victory Points, as mentioned on page 149, sometimes it makes more sense to have only the enemies gain or lose Victory Points instead of the PCs. Even though the NPCs are also taking actions, its usually best to increase or reduce the enemys Victory Points based on just the PCs actions, since it maximizes the feeling of player agency. In some rare cases where the foes act directly against the PCs, you might have both PC and foe actions increase the foes Victory Points.\n\n Implementing such a subsystem might mean flipping the normal rolls. For instance, if the PCs were trying to lower their enemies Influence over a faction, a critical success by a PC would lower the Influence by 2, a success would lower the Influence by 1, and a critical failure might give the enemies something to exploit, raising their Influence by 1. This uses the same effects as an accumulating roll, but “damages” the enemies VP instead of gaining VP for the PCs side. While this is very similar mechanically to the PCs gaining VP, the thematic connection is much stronger for an intrigue-based story.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1190\" />\r\n\r\n<document level=\"2\" id=\"rules-1191\" />\r\n\r\n<document level=\"2\" id=\"rules-1197\" />\r\n\r\n<document level=\"2\" id=\"rules-1198\" />\r\n\r\n<document level=\"2\" id=\"rules-1199\" />\r\n\r\n<document level=\"2\" id=\"rules-1200\" />","name":"Victory Points","next_link":{"label":"Influence","url":"/Rules.aspx?ID=1201"},"previous_link":{"label":"Deciding to Use a Subsystem","url":"/Rules.aspx?ID=1188"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>\r\n\r\nChapter 3: Subsystems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 148"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>","speed":{},"text":" Victory Points Source Gamemastery Guide pg. 148 Youll often find that your games could use a way to track progress toward a goal so that you dont have to just keep everything in your head. This section explains how to build your own subsystems for tracking success via Victory Points. Many other subsystems throughout the chapter use these as well, though often by a different name. Victory Points (or VP) are a powerful tool in your GM arsenal, as they allow you to track the PCs progress using a subsystem to go beyond the results of a single check. Victory Points are versatile; you could track and resolve them within a single encounter, or you could collect them over the course of an entire campaign to determine the ending of the story. Enemy Victory Points In addition to giving both the PCs and enemies Victory Points, as mentioned on page 149, sometimes it makes more sense to have only the enemies gain or lose Victory Points instead of the PCs. Even though the NPCs are also taking actions, its usually best to increase or reduce the enemys Victory Points based on just the PCs actions, since it maximizes the feeling of player agency. In some rare cases where the foes act directly against the PCs, you might have both PC and foe actions increase the foes Victory Points. Implementing such a subsystem might mean flipping the normal rolls. For instance, if the PCs were trying to lower their enemies Influence over a faction, a critical success by a PC would lower the Influence by 2, a success would lower the Influence by 1, and a critical failure might give the enemies something to exploit, raising their Influence by 1. This uses the same effects as an accumulating roll, but “damages” the enemies VP instead of gaining VP for the PCs side. While this is very similar mechanically to the PCs gaining VP, the thematic connection is much stronger for an intrigue-based story. ","type":"Rules","url":"/Rules.aspx?ID=1189","weakness":{}}},{"_index":"aon18","_id":"rules-1190","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Victory Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1190","markdown":"<title level=\"1\" right=\"Rules\">[Naming Your Victory Points](/Rules.aspx?ID=1190)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIt can be fun to rename your Victory Points, to better reflect the subsystem they track. The term “Victory Points” is unspecific, so you can create a name for your Victory Points that fits the theme of your adventure and helps the players feel more like they are taking part in the type of activity your subsystem represents. Examples of renamed VPs include Influence Points (page 151), Infiltration Points (page 160), Research Points (page 154), and Reputation Points (page 164). The name should be representative, and the PCs should understand what it refers to. You can leave off the word “Points” if you prefer, though this section often retains it while describing how Victory Points can be used.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Naming Your Victory Points","next_link":{"label":"Victory Point Subsystem Structure","url":"/Rules.aspx?ID=1191"},"previous_link":{"label":"Deciding to Use a Subsystem","url":"/Rules.aspx?ID=1188"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>\r\n\r\nChapter 3: Subsystems / Victory Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 148"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>","speed":{},"text":" Naming Your Victory Points Source Gamemastery Guide pg. 148 It can be fun to rename your Victory Points, to better reflect the subsystem they track. The term “Victory Points” is unspecific, so you can create a name for your Victory Points that fits the theme of your adventure and helps the players feel more like they are taking part in the type of activity your subsystem represents. Examples of renamed VPs include Influence Points (page 151), Infiltration Points (page 160), Research Points (page 154), and Reputation Points (page 164). The name should be representative, and the PCs should understand what it refers to. You can leave off the word “Points” if you prefer, though this section often retains it while describing how Victory Points can be used. ","type":"Rules","url":"/Rules.aspx?ID=1190","weakness":{}}},{"_index":"aon18","_id":"rules-1191","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Victory Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1191","markdown":"<title level=\"1\" right=\"Rules\">[Victory Point Subsystem Structure](/Rules.aspx?ID=1191)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere are a few common structures for tracking Victory Points that you might use for your new subsystem. You could come up with a structure based off one of the subsystems below, or you could create your own completely different structure if none of them match the way youre running your game. The most important thing is to consider how the PCs or their opposition gain or lose various forms of Victory Points.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1192\" />\r\n\r\n<document level=\"2\" id=\"rules-1194\" />\r\n\r\n<document level=\"2\" id=\"rules-1196\" />","name":"Victory Point Subsystem Structure","next_link":{"label":"Obstacles and DCs","url":"/Rules.aspx?ID=1197"},"previous_link":{"label":"Naming Your Victory Points","url":"/Rules.aspx?ID=1190"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>\r\n\r\nChapter 3: Subsystems / Victory Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 148"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>","speed":{},"text":" Victory Point Subsystem Structure Source Gamemastery Guide pg. 148 There are a few common structures for tracking Victory Points that you might use for your new subsystem. You could come up with a structure based off one of the subsystems below, or you could create your own completely different structure if none of them match the way youre running your game. The most important thing is to consider how the PCs or their opposition gain or lose various forms of Victory Points. ","type":"Rules","url":"/Rules.aspx?ID=1191","weakness":{}}},{"_index":"aon18","_id":"rules-1192","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Victory Points","Victory Point Subsystem Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1192","markdown":"<title level=\"1\" right=\"Rules\">[Accumulating Victory Points](/Rules.aspx?ID=1192)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe most common structure is to accumulate Victory Points toward a total, either stopping after reaching a success threshold or collecting as many Victory Points as possible in a given time frame and then measuring the results against various thresholds. The influence subsystem on page 151 is a great example of this structure in action: each PC has a certain number of chances to influence various NPCs, and after reaching a particular threshold of Victory Points with an NPC, the PCs have convinced that NPC.\n\n In a variation of this structure, the PCs adversaries can also accumulate Victory Points, giving the PCs a moving target—either to reach the goal before the adversary or to have more Victory Points than the adversary at the end of a given time frame. This is a great structure for you to use in a situation where the PCs face opposition rather than having the PCs accumulate Victory Points while adversaries decrease the total, since its dynamic and less at risk of resulting in a stalemate.\n\n You can track a subsystem at a larger scale, like over the course of an adventure or campaign, by granting the PCs Victory Points for achieving difficult goals or making particular decisions. Such subsystems usually ask the PCs to compare their accumulated Victory Points against several ranked tiers that each having varying results on the story. Typically these results become more positive for the PCs as they acquire more Victory Points, but sometimes succeeding too fully could have unintended consequences, like convincing the workers to support a rebellion so thoroughly that it riles up a mob. If youre making your own subsystem, you might not define these ranks in full, but just use your best guess at the end.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1193\" />","name":"Accumulating Victory Points","next_link":{"label":"Diminishing Victory Points","url":"/Rules.aspx?ID=1194"},"previous_link":{"label":"Naming Your Victory Points","url":"/Rules.aspx?ID=1190"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>\r\n\r\nChapter 3: Subsystems / Victory Points / Victory Point Subsystem Structure\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 148"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>","speed":{},"text":" Accumulating Victory Points Source Gamemastery Guide pg. 148 The most common structure is to accumulate Victory Points toward a total, either stopping after reaching a success threshold or collecting as many Victory Points as possible in a given time frame and then measuring the results against various thresholds. The influence subsystem on page 151 is a great example of this structure in action: each PC has a certain number of chances to influence various NPCs, and after reaching a particular threshold of Victory Points with an NPC, the PCs have convinced that NPC. In a variation of this structure, the PCs adversaries can also accumulate Victory Points, giving the PCs a moving target—either to reach the goal before the adversary or to have more Victory Points than the adversary at the end of a given time frame. This is a great structure for you to use in a situation where the PCs face opposition rather than having the PCs accumulate Victory Points while adversaries decrease the total, since its dynamic and less at risk of resulting in a stalemate. You can track a subsystem at a larger scale, like over the course of an adventure or campaign, by granting the PCs Victory Points for achieving difficult goals or making particular decisions. Such subsystems usually ask the PCs to compare their accumulated Victory Points against several ranked tiers that each having varying results on the story. Typically these results become more positive for the PCs as they acquire more Victory Points, but sometimes succeeding too fully could have unintended consequences, like convincing the workers to support a rebellion so thoroughly that it riles up a mob. If youre making your own subsystem, you might not define these ranks in full, but just use your best guess at the end. ","type":"Rules","url":"/Rules.aspx?ID=1192","weakness":{}}},{"_index":"aon18","_id":"rules-1193","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Victory Points","Victory Point Subsystem Structure","Accumulating Victory Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1193","markdown":"<title level=\"1\" right=\"Rules\">[Accumulating Rolls](/Rules.aspx?ID=1193)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn cases where the PCs need to make checks to gain Victory Points, the amount they get for the degrees of success is up to you. The default scale detailed below works in most cases.\n\n**Critical Success** The PCs gain 2 Victory Points.<br />\n**Success** The PCs gain 1 Victory Point.<br />\n**Critical Failure** The PCs lose 1 Victory Point. This means that the result of a PCs check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and harebrained schemes have a fair chance of losing the PCs 1 Victory Point.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Accumulating Rolls","next_link":{"label":"Diminishing Victory Points","url":"/Rules.aspx?ID=1194"},"previous_link":{"label":"Naming Your Victory Points","url":"/Rules.aspx?ID=1190"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>\r\n\r\nChapter 3: Subsystems / Victory Points / Victory Point Subsystem Structure / Accumulating Victory Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 148"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 148</row>","speed":{},"text":" Accumulating Rolls Source Gamemastery Guide pg. 148 In cases where the PCs need to make checks to gain Victory Points, the amount they get for the degrees of success is up to you. The default scale detailed below works in most cases. Critical Success The PCs gain 2 Victory Points. Success The PCs gain 1 Victory Point. Critical Failure The PCs lose 1 Victory Point. This means that the result of a PCs check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and harebrained schemes have a fair chance of losing the PCs 1 Victory Point. ","type":"Rules","url":"/Rules.aspx?ID=1193","weakness":{}}},{"_index":"aon18","_id":"rules-1194","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Victory Points","Victory Point Subsystem Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1194","markdown":"<title level=\"1\" right=\"Rules\">[Diminishing Victory Points](/Rules.aspx?ID=1194)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUsing this method, the PCs start with a certain number of Victory Points, and rather than accumulating them, they attempt to avoid losing them. Perhaps the PCs are trying to keep dragon eggs from cracking, or are otherwise attempting to minimize damage, loss, or danger. This variant is less common, but its great at conveying the urgency of a situation as the PCs lose points. Sometimes its necessary to add that sense of tension with this subsystem! Typically, when the PCs lose all their Victory Points, a negative event occurs. If theyre on a timer, the final results might be better the more points they manage to keep before the time runs out.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1195\" />","name":"Diminishing Victory Points","next_link":{"label":"Multiple Point Subsystems","url":"/Rules.aspx?ID=1196"},"previous_link":{"label":"Accumulating Victory Points","url":"/Rules.aspx?ID=1192"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>\r\n\r\nChapter 3: Subsystems / Victory Points / Victory Point Subsystem Structure\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 149"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>","speed":{},"text":" Diminishing Victory Points Source Gamemastery Guide pg. 149 Using this method, the PCs start with a certain number of Victory Points, and rather than accumulating them, they attempt to avoid losing them. Perhaps the PCs are trying to keep dragon eggs from cracking, or are otherwise attempting to minimize damage, loss, or danger. This variant is less common, but its great at conveying the urgency of a situation as the PCs lose points. Sometimes its necessary to add that sense of tension with this subsystem! Typically, when the PCs lose all their Victory Points, a negative event occurs. If theyre on a timer, the final results might be better the more points they manage to keep before the time runs out. ","type":"Rules","url":"/Rules.aspx?ID=1194","weakness":{}}},{"_index":"aon18","_id":"rules-1195","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Victory Points","Victory Point Subsystem Structure","Diminishing Victory Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1195","markdown":"<title level=\"1\" right=\"Rules\">[Diminishing Rolls](/Rules.aspx?ID=1195)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUsing this structure, the PCs typically lose Victory Points as a result of failed checks, though they can still lose them for making particularly poor decisions or behaving recklessly. Once again, you can use any scaling consequences that make sense, but the default degrees of success are as follows. \n\n**Critical Success** If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.<br />\n**Success** The PCs avoid losing any Victory Points.<br />\n**Failure** The PCs lose 1 Victory Point.<br />\n**Critical Failure** The PCs lose 2 Victory Points. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Diminishing Rolls","next_link":{"label":"Multiple Point Subsystems","url":"/Rules.aspx?ID=1196"},"previous_link":{"label":"Accumulating Victory Points","url":"/Rules.aspx?ID=1192"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>\r\n\r\nChapter 3: Subsystems / Victory Points / Victory Point Subsystem Structure / Diminishing Victory Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 149"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>","speed":{},"text":" Diminishing Rolls Source Gamemastery Guide pg. 149 Using this structure, the PCs typically lose Victory Points as a result of failed checks, though they can still lose them for making particularly poor decisions or behaving recklessly. Once again, you can use any scaling consequences that make sense, but the default degrees of success are as follows. Critical Success If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success. Success The PCs avoid losing any Victory Points. Failure The PCs lose 1 Victory Point. Critical Failure The PCs lose 2 Victory Points. ","type":"Rules","url":"/Rules.aspx?ID=1195","weakness":{}}},{"_index":"aon18","_id":"rules-1196","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Victory Points","Victory Point Subsystem Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1196","markdown":"<title level=\"1\" right=\"Rules\">[Multiple Point Subsystems](/Rules.aspx?ID=1196)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn a multiple point subsystem, you have more than one point system, each measuring something different. For example, in a long-distance race, the PCs and their opponents both try to gain their own Marathon Points, and whoever gets to 10 points first wins!\n\n Infiltration on page 160 offers a different example of a Victory Point subsystem with multiple types of points. PCs try to get a certain number of Infiltration Points to successfully infiltrate a location while avoiding giving Awareness Points to their enemies through failure.\n\n Consider combining the multiple points with a time factor, like in infiltrations, where the PCs automatically accrue Awareness Points over time at a slow rate.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Multiple Point Subsystems","next_link":{"label":"Obstacles and DCs","url":"/Rules.aspx?ID=1197"},"previous_link":{"label":"Diminishing Victory Points","url":"/Rules.aspx?ID=1194"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>\r\n\r\nChapter 3: Subsystems / Victory Points / Victory Point Subsystem Structure\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 149"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>","speed":{},"text":" Multiple Point Subsystems Source Gamemastery Guide pg. 149 In a multiple point subsystem, you have more than one point system, each measuring something different. For example, in a long-distance race, the PCs and their opponents both try to gain their own Marathon Points, and whoever gets to 10 points first wins! Infiltration on page 160 offers a different example of a Victory Point subsystem with multiple types of points. PCs try to get a certain number of Infiltration Points to successfully infiltrate a location while avoiding giving Awareness Points to their enemies through failure. Consider combining the multiple points with a time factor, like in infiltrations, where the PCs automatically accrue Awareness Points over time at a slow rate. ","type":"Rules","url":"/Rules.aspx?ID=1196","weakness":{}}},{"_index":"aon18","_id":"rules-1197","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Victory Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1197","markdown":"<title level=\"1\" right=\"Rules\">[Obstacles and DCs](/Rules.aspx?ID=1197)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen preparing your subsystem, think of the obstacles PCs might face or avenues they can exploit when engaging in your subsystem. Set some DCs for them in advance, using the normal system for setting DCs. Everything else, you can improvise on the spot. If you think your DCs will be higher overall, when you set the number of points needed, choose a value on the lower end (see Setting your Scale below).\n\n Think of some possibilities that are much easier and some that are harder. Who are your PCs opposing, and what weak points might that opposition have that the PCs could exploit? Set those DCs lower or make overcoming them grant more VP. PCs who do their research or come up with clever strategies should find it easier to overcome the challenge.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Obstacles and DCs","next_link":{"label":"Setting Your Scale","url":"/Rules.aspx?ID=1198"},"previous_link":{"label":"Victory Point Subsystem Structure","url":"/Rules.aspx?ID=1191"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>\r\n\r\nChapter 3: Subsystems / Victory Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 149"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>","speed":{},"text":" Obstacles and DCs Source Gamemastery Guide pg. 149 When preparing your subsystem, think of the obstacles PCs might face or avenues they can exploit when engaging in your subsystem. Set some DCs for them in advance, using the normal system for setting DCs. Everything else, you can improvise on the spot. If you think your DCs will be higher overall, when you set the number of points needed, choose a value on the lower end (see Setting your Scale below). Think of some possibilities that are much easier and some that are harder. Who are your PCs opposing, and what weak points might that opposition have that the PCs could exploit? Set those DCs lower or make overcoming them grant more VP. PCs who do their research or come up with clever strategies should find it easier to overcome the challenge. ","type":"Rules","url":"/Rules.aspx?ID=1197","weakness":{}}},{"_index":"aon18","_id":"rules-1198","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Victory Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1198","markdown":"<title level=\"1\" right=\"Rules\">[Setting Your Scale](/Rules.aspx?ID=1198)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe number of points it takes to reach a goal will greatly affect how your subsystem feels during play. If you want the subsystem to be used for a single scene, such as one negotiation with a powerful NPC, set the number lower than if its meant to take up most or all of a game session. The Table 31 (page 150) suggests possible values for your Victory Point scale. The “adventure-wide” scale is for subsystems that are part of a larger narrative, granting Victory Points when the PCs overcome entire encounters or dungeons, rather than as an encounter unfolds.\n\n This larger scale is intended for subsystems that take a lot of the partys focus. A subsystem that runs in the background during an adventure should use a smaller scale. This is usually the “adventure-wide, sideline” value. It could be even lower, such as if you have a dungeon-based adventure including several opportunities to interact with a kobold tribe to get some small benefits. Though they appear throughout the adventure, you would use a lower value because attaining the VP is a minor part of the story. In fact, you might choose not to use a VP subsystem at all.\n\n The table also lists numbers for one or more thresholds. These are the point values at which the PCs get a partial benefit (or, for a diminishing subsystem, take a drawback). You should grant partial benefits when the PCs reach a certain threshold or introduce twists to the subsystem to ensure they continue to feel engaged and rewarded over time. \n\n## Table 3-1: Victory Point Scales\n<row gap=\"tiny\">\n<table> <tr><td>**Duration of Challenge**</td><td>**VP End Point**</td><td>**VP Thresholds**</td></tr> <tr><td>Quick encounter</td><td>35</td><td>—</td></tr> <tr><td>Long encounter</td><td>710</td><td>4</td></tr> <tr><td>Most of a session</td><td>1525</td><td>5, 10, 15</td></tr> <tr><td>Adventure-wide, sideline</td><td>1520</td><td>5, 10, 15</td></tr> <tr><td>Adventure-wide, forefront</td><td>2550</td><td>10, 20, 30, 40</td></tr> </table></row> The values also depend on various factors. These might include the DCs, the number of chances the PCs get to gain Victory Points, and the flexibility of how the PCs can deploy themselves (for example, if PCs are all forced to try something they might not be trained in, it could cause critical failures). They might also include the amount of effort the PCs need to spend on tasks that dont directly earn Victory Points—such as checks to Discover information about NPCs using the Influence subsystem. Keep all these in mind when deciding what end point you want to use.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Setting Your Scale","next_link":{"label":"Running Your Subsystem","url":"/Rules.aspx?ID=1199"},"previous_link":{"label":"Obstacles and DCs","url":"/Rules.aspx?ID=1197"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>\r\n\r\nChapter 3: Subsystems / Victory Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 149"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 149</row>","speed":{},"text":" Setting Your Scale Source Gamemastery Guide pg. 149 The number of points it takes to reach a goal will greatly affect how your subsystem feels during play. If you want the subsystem to be used for a single scene, such as one negotiation with a powerful NPC, set the number lower than if its meant to take up most or all of a game session. The Table 31 (page 150) suggests possible values for your Victory Point scale. The “adventure-wide” scale is for subsystems that are part of a larger narrative, granting Victory Points when the PCs overcome entire encounters or dungeons, rather than as an encounter unfolds. This larger scale is intended for subsystems that take a lot of the partys focus. A subsystem that runs in the background during an adventure should use a smaller scale. This is usually the “adventure-wide, sideline” value. It could be even lower, such as if you have a dungeon-based adventure including several opportunities to interact with a kobold tribe to get some small benefits. Though they appear throughout the adventure, you would use a lower value because attaining the VP is a minor part of the story. In fact, you might choose not to use a VP subsystem at all. The table also lists numbers for one or more thresholds. These are the point values at which the PCs get a partial benefit (or, for a diminishing subsystem, take a drawback). You should grant partial benefits when the PCs reach a certain threshold or introduce twists to the subsystem to ensure they continue to feel engaged and rewarded over time. ## Table 3-1: Victory Point Scales Duration of Challenge VP End Point VP Thresholds Quick encounter 35 — Long encounter 710 4 Most of a session 1525 5, 10, 15 Adventure-wide, sideline 1520 5, 10, 15 Adventure-wide, forefront 2550 10, 20, 30, 40 The values also depend on various factors. These might include the DCs, the number of chances the PCs get to gain Victory Points, and the flexibility of how the PCs can deploy themselves (for example, if PCs are all forced to try something they might not be trained in, it could cause critical failures). They might also include the amount of effort the PCs need to spend on tasks that dont directly earn Victory Points—such as checks to Discover information about NPCs using the Influence subsystem. Keep all these in mind when deciding what end point you want to use. ","type":"Rules","url":"/Rules.aspx?ID=1198","weakness":{}}},{"_index":"aon18","_id":"rules-1199","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Victory Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1199","markdown":"<title level=\"1\" right=\"Rules\">[Running Your Subsystem](/Rules.aspx?ID=1199)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 150</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen running your new subsystem, be sure to keep the challenges fresh by using a variety of different skills and options to encourage creativity and cooperation, rather than just using the same check over and over again, where PCs can expect diminishing returns. You can also use timers to encourage each PC to participate or even create mechanics that directly encourage each PC to participate, like setting penalties for the same PC attempting checks repeatedly, or for two PCs attempting the same check.\n\n You can even have challenges that require all the PCs to participate. For instance, if the partys host is welcoming every guest individually, each PC might have to make an impression in their own way, or during infiltration, each PC might have to test their ability to Impersonate or Sneak. Youll likely find that some approaches should be automatic successes if theyre well-suited to the task, or automatic failures for ideas that are likely impossible.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Running Your Subsystem","next_link":{"label":"Rewards","url":"/Rules.aspx?ID=1200"},"previous_link":{"label":"Setting Your Scale","url":"/Rules.aspx?ID=1198"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 150</row>\r\n\r\nChapter 3: Subsystems / Victory Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 150"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 150</row>","speed":{},"text":" Running Your Subsystem Source Gamemastery Guide pg. 150 When running your new subsystem, be sure to keep the challenges fresh by using a variety of different skills and options to encourage creativity and cooperation, rather than just using the same check over and over again, where PCs can expect diminishing returns. You can also use timers to encourage each PC to participate or even create mechanics that directly encourage each PC to participate, like setting penalties for the same PC attempting checks repeatedly, or for two PCs attempting the same check. You can even have challenges that require all the PCs to participate. For instance, if the partys host is welcoming every guest individually, each PC might have to make an impression in their own way, or during infiltration, each PC might have to test their ability to Impersonate or Sneak. Youll likely find that some approaches should be automatic successes if theyre well-suited to the task, or automatic failures for ideas that are likely impossible. ","type":"Rules","url":"/Rules.aspx?ID=1199","weakness":{}}},{"_index":"aon18","_id":"rules-1200","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Victory Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1200","markdown":"<title level=\"1\" right=\"Rules\">[Rewards](/Rules.aspx?ID=1200)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 150</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHow you structure rewards for your subsystem depends greatly on its scope. A subsystem resolved in a single sitting usually gives accomplishment XP unless it is particularly demanding, in which case it could be considered a full-scale encounter. Meanwhile, subsystems that span over the course of multiple sessions or the entire campaign might generate accomplishment XP at meaningful milestones along the way. If you have a long-spanning subsystem thats fairly low profile and behind the scenes or is not success-oriented, such as a subsystem to track what type of ruler the PCs patron will become based on the PCs decisions, you might not give XP directly from the subsystem, since in that case “success” is undefined.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rewards","next_link":{"label":"Influence","url":"/Rules.aspx?ID=1201"},"previous_link":{"label":"Running Your Subsystem","url":"/Rules.aspx?ID=1199"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 150</row>\r\n\r\nChapter 3: Subsystems / Victory Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 150"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 150</row>","speed":{},"text":" Rewards Source Gamemastery Guide pg. 150 How you structure rewards for your subsystem depends greatly on its scope. A subsystem resolved in a single sitting usually gives accomplishment XP unless it is particularly demanding, in which case it could be considered a full-scale encounter. Meanwhile, subsystems that span over the course of multiple sessions or the entire campaign might generate accomplishment XP at meaningful milestones along the way. If you have a long-spanning subsystem thats fairly low profile and behind the scenes or is not success-oriented, such as a subsystem to track what type of ruler the PCs patron will become based on the PCs decisions, you might not give XP directly from the subsystem, since in that case “success” is undefined. ","type":"Rules","url":"/Rules.aspx?ID=1200","weakness":{}}},{"_index":"aon18","_id":"rules-1201","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1201","markdown":"<title level=\"1\" right=\"Rules\">[Influence](/Rules.aspx?ID=1201)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 151</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen the PCs need to gain favor with or sway over an NPC to achieve their goals, sometimes a Deception, Diplomacy, or Intimidation check isnt enough to get the job done. In these cases, you can implement the influence subsystem in a social encounter.\n\n Influence is a short-term subsystem wherein the PCs accumulate Influence Points during a social encounter with an NPC to represent their increasing influence. These encounters are a race against the clock to reach Influence Point thresholds in order to sway the NPC. Its perfect for a single social gathering—whether its a party, a treaty negotiation, or even an attempt to persuade various members of a panel of judges. Because of the variety of Influence skill options and the ability to use Perception to uncover more information, every character has something important to contribute in the influence subsystem, as opposed to situations where only one character has Diplomacy.\n\n The influence subsystem divides a social encounter into rounds, with the number of rounds representing the length of the social event. Rounds last any amount of time that you determine, depending on the needs of the narrative, though somewhere between 15 minutes and an hour is typical. During each round, each PC can act once to either Influence or Discover.\n\n<document level=\"2\" id=\"action-480\" />\n\n<document level=\"2\" id=\"action-481\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1202\" />\r\n\r\n<document level=\"2\" id=\"rules-1204\" />","name":"Influence","next_link":{"label":"Research","url":"/Rules.aspx?ID=1205"},"previous_link":{"label":"Victory Points","url":"/Rules.aspx?ID=1189"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 151</row>\r\n\r\nChapter 3: Subsystems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 151"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 151</row>","speed":{},"text":" Influence Source Gamemastery Guide pg. 151 When the PCs need to gain favor with or sway over an NPC to achieve their goals, sometimes a Deception, Diplomacy, or Intimidation check isnt enough to get the job done. In these cases, you can implement the influence subsystem in a social encounter. Influence is a short-term subsystem wherein the PCs accumulate Influence Points during a social encounter with an NPC to represent their increasing influence. These encounters are a race against the clock to reach Influence Point thresholds in order to sway the NPC. Its perfect for a single social gathering—whether its a party, a treaty negotiation, or even an attempt to persuade various members of a panel of judges. Because of the variety of Influence skill options and the ability to use Perception to uncover more information, every character has something important to contribute in the influence subsystem, as opposed to situations where only one character has Diplomacy. The influence subsystem divides a social encounter into rounds, with the number of rounds representing the length of the social event. Rounds last any amount of time that you determine, depending on the needs of the narrative, though somewhere between 15 minutes and an hour is typical. During each round, each PC can act once to either Influence or Discover.\n","type":"Rules","url":"/Rules.aspx?ID=1201","weakness":{}}},{"_index":"aon18","_id":"rules-1202","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Influence"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1202","markdown":"<title level=\"1\" right=\"Rules\">[Influence Stat Blocks](/Rules.aspx?ID=1202)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 152</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNPCs in the influence subsystem have little need for many of the statistics youll find in an ordinary creature stat block. However, it might help you to prepare for the social encounter by creating an influence stat block for each prominent NPC. These are optional; if you can keep most information straight in your head, you might skip this step or just write down the first three categories to keep the numbers straight.\n\n Influence stat blocks are flexible and contain only the stats that you are essential to running the NPC during a social encounter, leaving the rest out. The main stats that matter are the NPCs Perception and Will modifiers. \n\n<title level=\"3\" right=\"\">NPC Name</title> <traits><trait label=\"Traits\" /> </traits>A succinct description of the NPC, such as “Famous musician” or “Popular baron.”\n\n **Perception** The NPCs Perception modifier, plus potentially relevant spells such as _[true sight](/Spells.aspx?ID=344)_.\n\n **Will** The NPCs Will modifier, plus any special adjustments.\n\n **Discovery** The Perception DC to Discover information about the NPC, as well as any skill checks to Discover their DCs.\n\n **Influence Skills** The skills the PCs can use to Influence the NPC are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isnt listed but a player gives a strong narrative explanation for using it, you can add it as an appropriate DC (usually the highest listed DC). Diplomacy should usually be on this list, but should rarely be the best skill to Influence an NPC, in order to encourage and reward using Discover to learn and cater to an NPCs interests.\n\n **Influence Thresholds** The number of Influence Points required to Influence the PC, and the benefits for meeting them. Some NPCs might have multiple influence thresholds, granting the PCs additional benefits or favors as they cross more thresholds.<br />\n\n---\n\n **Resistances** Some NPCs are resistant to certain tactics, biased against certain types of people, or may get defensive when a certain topic comes up. Any of these makes it harder for a PC to convince them. For instance, an NPC might find flattery inane, dislike wizards, or bristle at any mention of their ex-spouse. Typically, an NPCs resistance increases the DC of the associated check to Influence by 2 (or 5 for stronger resistances), but it could have farther-ranging consequences, such as losing Influence Points or angering the NPC enough that attempting to Influence them again is impossible.\n\n **Weaknesses** Most NPCs have at least one weakness that clever and observant PCs can use to their advantage, whether its a deep-seated insecurity, a desire for power, a favorite hobby, a bias toward a certain group, or a hidden secret the PCs could threaten to expose. When a PC incorporates an NPCs weakness, it typically decreases the associated Influence checks DC by 2 (or 5 for stronger weaknesses), but it could have fartherranging effects, such as gaining automatic Influence Points or even automatically influencing the NPC regardless of how many Influence Points the PCs have achieved so far.\n\n After the influence stat block, you might want to list important information to help you roleplay the NPC and incorporate the NPC into your influence encounter. You can list any of the following details that are relevant to your NPC: their background (a brief bio focusing on information relevant to the encounter), appearance, personality (this can just be a list of adjectives), affiliations, public goals, hidden agendas, or the penalty for antagonizing the NPC (or possibly for failing to Influence the NPC, depending on the way you structure the encounter).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Sample Stat Block</title>\r\n\r\nIn this example, the PCs try to convince a grizzled landlord to not evict a theatrical troupe from a dilapidated building he owns. Its a 3rd-level challenge. He is a busy, practical man and gives the PCs only 45 minutes (3 rounds) to make their case. \n\n<title level=\"3\" right=\"\">Danphy Mollwether</title> <traits><trait label=\"LE\" /> <trait label=\"Medium\" /> <trait label=\"Human\" /> <trait label=\"Humanoid\" /> </traits>Penny-pinching landlord<br /> **Perception** +9<br /> **Will** +12<br /> **Discovery** DC 13 Mercantile Lore, DC 18 Perception, DC 16 Society<br /> **Influence Skills** DC 16 Accounting Lore (noting how the theater could be made profitable), DC 16 Crafting (volunteering to repair the building), DC 20 Intimidation, DC 20 Performance, DC 22 Diplomacy, DC 24 Deception<br /> **Influence 4:** Mr. Mollwether gives the troupe 1 week to get him his back rent, with interest, before evicting them.<br /> **Influence 6:** Mr. Mollwether gives the troupe 1 month to get him his back rent before evicting them.<br /> **Influence 8:** Mr. Mollwether allows the troupe to stay, reduces their rent, and forgives half their debt.<br />\n\n---\n\n **Resistances** The landlord thinks in practical terms, with little patience for the “good-for-nothings” of the troupe. Appeals directed at sympathy alone increase the checks DC by 2.<br /> **Weaknesses** Mr. Mollwether used to visit the theater often as a small child, and performing one of his favorite old songs or plays brings tears to his eyes and reduces the Performance DC by 2.<br /> **Background** Mollwether was raised by wealthy parents who loved the arts and took him to the theater often. A scandal left the family broke, and Danphy clawed his way back up to a decent living. Becoming something of a slumlord, he owns several properties now and still feels he must exploit others to survive.<br /> **Appearance** An elderly man in cheap dress clothes, Mr. Mollwether looks like hes never felt a moment of love for anyone in his whole life.<br /> **Personality** Impatient, crotchety, skeptical<br /> **Penalty** Antagonizing Mr. Mollwether by “sermonizing” or “wasting his time” causes him to cut the meeting short, reducing it to 2 rounds instead of 3.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1203\" />","name":"Influence Stat Blocks","next_link":{"label":"Running an Influence Encounter","url":"/Rules.aspx?ID=1204"},"previous_link":{"label":"Victory Points","url":"/Rules.aspx?ID=1189"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 152</row>\r\n\r\nChapter 3: Subsystems / Influence\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 152"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 152</row>","speed":{},"text":" Influence Stat Blocks Source Gamemastery Guide pg. 152 NPCs in the influence subsystem have little need for many of the statistics youll find in an ordinary creature stat block. However, it might help you to prepare for the social encounter by creating an influence stat block for each prominent NPC. These are optional; if you can keep most information straight in your head, you might skip this step or just write down the first three categories to keep the numbers straight. Influence stat blocks are flexible and contain only the stats that you are essential to running the NPC during a social encounter, leaving the rest out. The main stats that matter are the NPCs Perception and Will modifiers. NPC Name A succinct description of the NPC, such as “Famous musician” or “Popular baron.” Perception The NPCs Perception modifier, plus potentially relevant spells such as true sight . Will The NPCs Will modifier, plus any special adjustments. Discovery The Perception DC to Discover information about the NPC, as well as any skill checks to Discover their DCs. Influence Skills The skills the PCs can use to Influence the NPC are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isnt listed but a player gives a strong narrative explanation for using it, you can add it as an appropriate DC (usually the highest listed DC). Diplomacy should usually be on this list, but should rarely be the best skill to Influence an NPC, in order to encourage and reward using Discover to learn and cater to an NPCs interests. Influence Thresholds The number of Influence Points required to Influence the PC, and the benefits for meeting them. Some NPCs might have multiple influence thresholds, granting the PCs additional benefits or favors as they cross more thresholds. --- Resistances Some NPCs are resistant to certain tactics, biased against certain types of people, or may get defensive when a certain topic comes up. Any of these makes it harder for a PC to convince them. For instance, an NPC might find flattery inane, dislike wizards, or bristle at any mention of their ex-spouse. Typically, an NPCs resistance increases the DC of the associated check to Influence by 2 (or 5 for stronger resistances), but it could have farther-ranging consequences, such as losing Influence Points or angering the NPC enough that attempting to Influence them again is impossible. Weaknesses Most NPCs have at least one weakness that clever and observant PCs can use to their advantage, whether its a deep-seated insecurity, a desire for power, a favorite hobby, a bias toward a certain group, or a hidden secret the PCs could threaten to expose. When a PC incorporates an NPCs weakness, it typically decreases the associated Influence checks DC by 2 (or 5 for stronger weaknesses), but it could have fartherranging effects, such as gaining automatic Influence Points or even automatically influencing the NPC regardless of how many Influence Points the PCs have achieved so far. After the influence stat block, you might want to list important information to help you roleplay the NPC and incorporate the NPC into your influence encounter. You can list any of the following details that are relevant to your NPC: their background (a brief bio focusing on information relevant to the encounter), appearance, personality (this can just be a list of adjectives), affiliations, public goals, hidden agendas, or the penalty for antagonizing the NPC (or possibly for failing to Influence the NPC, depending on the way you structure the encounter). Sample Stat Block In this example, the PCs try to convince a grizzled landlord to not evict a theatrical troupe from a dilapidated building he owns. Its a 3rd-level challenge. He is a busy, practical man and gives the PCs only 45 minutes (3 rounds) to make their case. Danphy Mollwether Penny-pinching landlord Perception +9 Will +12 Discovery DC 13 Mercantile Lore, DC 18 Perception, DC 16 Society Influence Skills DC 16 Accounting Lore (noting how the theater could be made profitable), DC 16 Crafting (volunteering to repair the building), DC 20 Intimidation, DC 20 Performance, DC 22 Diplomacy, DC 24 Deception Influence 4: Mr. Mollwether gives the troupe 1 week to get him his back rent, with interest, before evicting them. Influence 6: Mr. Mollwether gives the troupe 1 month to get him his back rent before evicting them. Influence 8: Mr. Mollwether allows the troupe to stay, reduces their rent, and forgives half their debt. --- Resistances The landlord thinks in practical terms, with little patience for the “good-for-nothings” of the troupe. Appeals directed at sympathy alone increase the checks DC by 2. Weaknesses Mr. Mollwether used to visit the theater often as a small child, and performing one of his favorite old songs or plays brings tears to his eyes and reduces the Performance DC by 2. Background Mollwether was raised by wealthy parents who loved the arts and took him to the theater often. A scandal left the family broke, and Danphy clawed his way back up to a decent living. Becoming something of a slumlord, he owns several properties now and still feels he must exploit others to survive. Appearance An elderly man in cheap dress clothes, Mr. Mollwether looks like hes never felt a moment of love for anyone in his whole life. Personality Impatient, crotchety, skeptical Penalty Antagonizing Mr. Mollwether by “sermonizing” or “wasting his time” causes him to cut the meeting short, reducing it to 2 rounds instead of 3. ","type":"Rules","url":"/Rules.aspx?ID=1202","weakness":{}}},{"_index":"aon18","_id":"rules-1203","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Influence","Influence Stat Blocks"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1203","markdown":"<title level=\"1\" right=\"Rules\">[Setting DCs](/Rules.aspx?ID=1203)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 153</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen setting DCs, its often good to start with a “social level” for the NPC and set their DCs accordingly. Use the DC adjustments from page 504 of the Core Rulebook just like you normally would. A good starting place is setting the NPCs Will modifier, then taking that DC and adjusting it for skills that are more or less likely to work.\n\n For instance, for a 3rd-level challenge, you might give an NPC a +12 Will modifier and use 22 as the base DC. You might say thats the DC for Diplomacy but then determine that the NPC is difficult to intimidate, and so you apply the hard DC adjustment to make the Intimidation DC 24. Maybe you also determine that she loves different varieties of wine, resulting in an incredibly easy DC adjustment to get DC 12 for Alcohol Lore.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Setting DCs","next_link":{"label":"Running an Influence Encounter","url":"/Rules.aspx?ID=1204"},"previous_link":{"label":"Victory Points","url":"/Rules.aspx?ID=1189"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 153</row>\r\n\r\nChapter 3: Subsystems / Influence / Influence Stat Blocks\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 153"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 153</row>","speed":{},"text":" Setting DCs Source Gamemastery Guide pg. 153 When setting DCs, its often good to start with a “social level” for the NPC and set their DCs accordingly. Use the DC adjustments from page 504 of the Core Rulebook just like you normally would. A good starting place is setting the NPCs Will modifier, then taking that DC and adjusting it for skills that are more or less likely to work. For instance, for a 3rd-level challenge, you might give an NPC a +12 Will modifier and use 22 as the base DC. You might say thats the DC for Diplomacy but then determine that the NPC is difficult to intimidate, and so you apply the hard DC adjustment to make the Intimidation DC 24. Maybe you also determine that she loves different varieties of wine, resulting in an incredibly easy DC adjustment to get DC 12 for Alcohol Lore. ","type":"Rules","url":"/Rules.aspx?ID=1203","weakness":{}}},{"_index":"aon18","_id":"rules-1204","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Influence"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1204","markdown":"<title level=\"1\" right=\"Rules\">[Running an Influence Encounter](/Rules.aspx?ID=1204)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 153</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen running an influence encounter, let the PCs be creative and use a diverse set of skills whenever possible. Be open to improvisation, and change the structure of the encounter if something interesting presents itself. The PCs set the pace and choose with whom they interact. Its up to you to make sure every NPC is distinct, react to the PCs interactions with the NPCs, and lend overall structure to the encounter by making sure it feels like a living, breathing event rather than just a series of skill checks.\n\n Think about how the number of rounds of a social encounter relate to the overall event. For instance, if you have a four-course banquet and 6 rounds, you could have 1 round for introductions before the food arrives, 1 round for each of the courses, and 1 last round of conversations after the final course. NPCs might filter in and out or become unavailable for conversations as they are occupied by various tasks, or become particularly eager to engage a PC. That sort of change help makes the NPC feel a bit more real and helps break up any repetition in your encounter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Running an Influence Encounter","next_link":{"label":"Research","url":"/Rules.aspx?ID=1205"},"previous_link":{"label":"Influence Stat Blocks","url":"/Rules.aspx?ID=1202"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 153</row>\r\n\r\nChapter 3: Subsystems / Influence\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 153"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 153</row>","speed":{},"text":" Running an Influence Encounter Source Gamemastery Guide pg. 153 When running an influence encounter, let the PCs be creative and use a diverse set of skills whenever possible. Be open to improvisation, and change the structure of the encounter if something interesting presents itself. The PCs set the pace and choose with whom they interact. Its up to you to make sure every NPC is distinct, react to the PCs interactions with the NPCs, and lend overall structure to the encounter by making sure it feels like a living, breathing event rather than just a series of skill checks. Think about how the number of rounds of a social encounter relate to the overall event. For instance, if you have a four-course banquet and 6 rounds, you could have 1 round for introductions before the food arrives, 1 round for each of the courses, and 1 last round of conversations after the final course. NPCs might filter in and out or become unavailable for conversations as they are occupied by various tasks, or become particularly eager to engage a PC. That sort of change help makes the NPC feel a bit more real and helps break up any repetition in your encounter. ","type":"Rules","url":"/Rules.aspx?ID=1204","weakness":{}}},{"_index":"aon18","_id":"rules-1205","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1205","markdown":"<title level=\"1\" right=\"Rules\">[Research](/Rules.aspx?ID=1205)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 154</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen the PCs are trying to discover important information while challenged by a time limit or other interesting twist, the research subsystem is just the right thing to lend their efforts more urgency and weight.\n\n In the research subsystem, PCs accumulate Research Points and learn new information or gain other benefits upon reaching specific thresholds. Use this subsystem if the PCs face a time constraint, rival research group, or other form of external pressure or condition that could end the PCs efforts early. Otherwise, you can simply use the rules in the _Core Rulebook_, since the PCs are free to keep rolling until they uncover everything there is to find.\n\n In this subsystem, time passes in rounds spanning several hours to a day of research. Each round, the characters use the Research exploration activity to gain Research Points (RP). As time passes and the party earns more RP, they gain knowledge and rewards, but also might face consequences or events. Some of these events might interrupt the round with a different kind of encounter (disrupting the Research activity), such as a social encounter with an intelligent book or a combat encounter with a guardian. \n\n<title level=\"3\" right=\"\">Research</title> <traits><trait label=\"Concentration\" /> <trait label=\"Exploration\" /> <trait label=\"Linguistic\" /></traits> You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made. \n\n**Critical Success** You gain 2 RP.<br />\n**Success** You gain 1 RP.<br />\n**Critical Failure** You make a false discovery and lose 1 RP. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1206\" />\r\n\r\n<document level=\"2\" id=\"rules-1209\" />","name":"Research","next_link":{"label":"Chases","url":"/Rules.aspx?ID=1210"},"previous_link":{"label":"Influence","url":"/Rules.aspx?ID=1201"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 154</row>\r\n\r\nChapter 3: Subsystems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 154"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 154</row>","speed":{},"text":" Research Source Gamemastery Guide pg. 154 When the PCs are trying to discover important information while challenged by a time limit or other interesting twist, the research subsystem is just the right thing to lend their efforts more urgency and weight. In the research subsystem, PCs accumulate Research Points and learn new information or gain other benefits upon reaching specific thresholds. Use this subsystem if the PCs face a time constraint, rival research group, or other form of external pressure or condition that could end the PCs efforts early. Otherwise, you can simply use the rules in the Core Rulebook , since the PCs are free to keep rolling until they uncover everything there is to find. In this subsystem, time passes in rounds spanning several hours to a day of research. Each round, the characters use the Research exploration activity to gain Research Points (RP). As time passes and the party earns more RP, they gain knowledge and rewards, but also might face consequences or events. Some of these events might interrupt the round with a different kind of encounter (disrupting the Research activity), such as a social encounter with an intelligent book or a combat encounter with a guardian. Research You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made. Critical Success You gain 2 RP. Success You gain 1 RP. Critical Failure You make a false discovery and lose 1 RP. ","type":"Rules","url":"/Rules.aspx?ID=1205","weakness":{}}},{"_index":"aon18","_id":"rules-1206","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Research"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1206","markdown":"<title level=\"1\" right=\"Rules\">[Building a Library](/Rules.aspx?ID=1206)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 154</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n“Library” is the general term the research subsystem uses to designate the setting of the PCs research. Despite the name, the library doesnt necessarily consist of a quiet hall full of books. It could be an Astral memory palace, a collection of iconographic artwork, or even a group the party is questioning. In most cases, to engage the whole party and add a little decision-making to the research, youll want to give your research topic or library at least one variable or subdivision that the PCs need to decide how to handle. For instance, you might give the PCs three different research topics to study, each using different skills and providing different rewards. The library might have several rooms or sections with different challenges to research, allowing you to reward PCs with skills that arent typically associated with research; perhaps the books on aeromancy are all flying above the top shelves of towering bookcases, requiring a round of Athletics checks to represent climbing up and down ladders to retrieve them and reach the first threshold. A variety of skills and decisions, along with vivid descriptions, are the key to an engaging and memorable research session, rather than just a string of die rolls by the wizard.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1207\" />\r\n\r\n<document level=\"2\" id=\"rules-1208\" />","name":"Building a Library","next_link":{"label":"Running Research","url":"/Rules.aspx?ID=1209"},"previous_link":{"label":"Influence","url":"/Rules.aspx?ID=1201"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 154</row>\r\n\r\nChapter 3: Subsystems / Research\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 154"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 154</row>","speed":{},"text":" Building a Library Source Gamemastery Guide pg. 154 “Library” is the general term the research subsystem uses to designate the setting of the PCs research. Despite the name, the library doesnt necessarily consist of a quiet hall full of books. It could be an Astral memory palace, a collection of iconographic artwork, or even a group the party is questioning. In most cases, to engage the whole party and add a little decision-making to the research, youll want to give your research topic or library at least one variable or subdivision that the PCs need to decide how to handle. For instance, you might give the PCs three different research topics to study, each using different skills and providing different rewards. The library might have several rooms or sections with different challenges to research, allowing you to reward PCs with skills that arent typically associated with research; perhaps the books on aeromancy are all flying above the top shelves of towering bookcases, requiring a round of Athletics checks to represent climbing up and down ladders to retrieve them and reach the first threshold. A variety of skills and decisions, along with vivid descriptions, are the key to an engaging and memorable research session, rather than just a string of die rolls by the wizard. ","type":"Rules","url":"/Rules.aspx?ID=1206","weakness":{}}},{"_index":"aon18","_id":"rules-1207","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Research","Building a Library"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1207","markdown":"<title level=\"1\" right=\"Rules\">[Choosing Thresholds](/Rules.aspx?ID=1207)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 154</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce youve decided what your library looks like and how the library and research options are structured, its time to set the research thresholds for each topic. Thresholds are your opportunity to reveal intriguing new information and introduce different types of challenges. Each threshold should provide interesting information; if it doesnt, you should probably have fewer thresholds. Thresholds can change the state of the library (perhaps the first threshold is simply cleaning and organizing the library so the PCs can find the tomes they need), reveal information, give the PCs a reward (like access to an ancient uncommon or rare feat or spell they discover in librarys depths), trigger an encounter, alter the skills or DCs for further research, or anything else you can imagine, but they should always do something.\n\n If your library covers multiple topics, each has its own set of thresholds. Youll typically want to require fewer Research Points to reach each one and use fewer thresholds per topic.\n\n Think about the constraints preventing the PCs from researching as long as they want, and use those constraints to determine how many Research Points they must earn to reach each threshold. You dont need to evenly space thresholds—you could require very few Research Points to learn crucial clues you want to ensure the PCs receive and a much larger number to reach the final threshold that grants a special reward.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Choosing Thresholds","next_link":{"label":"Library Stat Block","url":"/Rules.aspx?ID=1208"},"previous_link":{"label":"Influence","url":"/Rules.aspx?ID=1201"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 154</row>\r\n\r\nChapter 3: Subsystems / Research / Building a Library\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 154"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 154</row>","speed":{},"text":" Choosing Thresholds Source Gamemastery Guide pg. 154 Once youve decided what your library looks like and how the library and research options are structured, its time to set the research thresholds for each topic. Thresholds are your opportunity to reveal intriguing new information and introduce different types of challenges. Each threshold should provide interesting information; if it doesnt, you should probably have fewer thresholds. Thresholds can change the state of the library (perhaps the first threshold is simply cleaning and organizing the library so the PCs can find the tomes they need), reveal information, give the PCs a reward (like access to an ancient uncommon or rare feat or spell they discover in librarys depths), trigger an encounter, alter the skills or DCs for further research, or anything else you can imagine, but they should always do something. If your library covers multiple topics, each has its own set of thresholds. Youll typically want to require fewer Research Points to reach each one and use fewer thresholds per topic. Think about the constraints preventing the PCs from researching as long as they want, and use those constraints to determine how many Research Points they must earn to reach each threshold. You dont need to evenly space thresholds—you could require very few Research Points to learn crucial clues you want to ensure the PCs receive and a much larger number to reach the final threshold that grants a special reward. ","type":"Rules","url":"/Rules.aspx?ID=1207","weakness":{}}},{"_index":"aon18","_id":"rules-1208","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Research","Building a Library"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1208","markdown":"<title level=\"1\" right=\"Rules\">[Library Stat Block](/Rules.aspx?ID=1208)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 155</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you build a library, you can use a stat block to organize the information. In a published adventure, youll find libraries presented in the format below. Theres no need to include entries that arent applicable for your library. \n\n<title level=\"3\" right=\"Library (Level)\">Library's Name </title> <traits><trait label=\"Traits\" /></traits> **Division Name and Description** Whether its a section of a physical library, one of several research topics the PCs are studying, or something more creative, this is the name of one of the librarys divisions. If the divisions are separate topics, theyll each have their own thresholds, but if the divisions are separate areas all related to the same topic or topics, they might have RP maximums instead, after which the PCs have exhausted the information in that area. Repeat these sections for the librarys other divisions; if using RP maximums, make sure the divisions provide enough Research Points to reach the final threshold.\n\n **Research Checks** The skills or other checks the PCs can attempt to Research the division are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isnt listed but a player provides a strong narrative explanation for using it, you can add it at an appropriate DC (usually the highest listed DC). Academia Lore and Library Lore will often be listed in these entries.<br />\n\n---\n\n **Research Thresholds** Each threshold lists the number of RP required to reach it, followed by the effects for meeting that threshold. Thresholds are listed in order from first (requiring the fewest RP) to last (the highest threshold).\n\n Beneath the stat block, you can list any events that occur based on timing rather than the PCs RP total (such as a threatening message arriving on the third day), as well as any other important details.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Sample Stat Block</title>\r\n\r\nIn this example, the PCs are trying to research hidden occult secrets about hags known only to the fey of a strange sylvan library. Its a 7th-level challenge. If youd like to use this sample library for a different research topic, just change the results of each threshold and replace any Occultism Research checks with checks appropriate to the new topic! \n\n<title level=\"3\" right=\"Library 7\">Glade of Forgotten Time </title> <traits><trait label=\"Fey\" /> <trait label=\"Primal\" /> </traits>**Field of Tomeflowers** Five-foot stems open up into colorful petaled tomes; **Maximum RP** 10<br /> **Research Checks** DC 18 Academia Lore or Library Lore, DC 23 Occultism<br />\n\n---\n\n **Loremother Tree** A powerful intelligence slumbers deep within this ancient oak, awakened by communion or music; **Maximum RP** 15<br /> **Research Checks** DC 21 Performance, DC 23 Nature, DC 25 Occultism<br />\n\n---\n\n **Sprite Swarm** Thousands of iridescent sprites flit about, eager to offer tidbits of information, though it is not always reliable; **Maximum RP** 5<br /> **Research Checks** DC 23 Diplomacy, DC 23 Occultism, DC 25 Society, DC 28 Perception<br />\n\n---\n\n **5 Research Points** The PCs learn apocryphal fey legends that the first hags were once cruel fey queens twisted by inner corruption. They learn details about hag reproduction, changelings, and the hag mothers Call.<br /> **10 Research Points** The PCs learn the location of an ancient, twisted grove in the First World rumored to hold a secret treasure connected to hags. Attaining this knowledge comes at a cost: hag malice solidifies into two will-o-wisps and animates some of the glades plant matter into a shambler. The three creatures attack the PCs together.<br /> **15 Research Points** The PCs learn a variety of occult folk divinations said to detect the presence of nearby hags. Among them is a functioning uncommon spell: read omens.<br /> **20 Research Points** The loremother tree stirs and partially awakens, issuing the PCs a dire warning about danger in the knowledge they seek. Replace the loremother trees Performance Research check with a DC 28 Diplomacy check to convince the tree to share further knowledge.<br /> **25 Research Points** The whole glade goes quiet, and the PCs feel a pall fall over their hearts. The PCs are close, but all Research check DCs increase by 2.<br /> **30 Research Points** The PCs learn even more esoteric wisdom about hags. However, they have drawn the attention of a coven of annis hags, who materialize to destroy the party and their newfound knowledge. If the PCs run out of time before reaching this point, the coven erases any further information before attacking the PCs out of spite.\r\n</aside>","name":"Library Stat Block","next_link":{"label":"Running Research","url":"/Rules.aspx?ID=1209"},"previous_link":{"label":"Choosing Thresholds","url":"/Rules.aspx?ID=1207"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 155</row>\r\n\r\nChapter 3: Subsystems / Research / Building a Library\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 155"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 155</row>","speed":{},"text":" Library Stat Block Source Gamemastery Guide pg. 155 When you build a library, you can use a stat block to organize the information. In a published adventure, youll find libraries presented in the format below. Theres no need to include entries that arent applicable for your library. Library's Name Division Name and Description Whether its a section of a physical library, one of several research topics the PCs are studying, or something more creative, this is the name of one of the librarys divisions. If the divisions are separate topics, theyll each have their own thresholds, but if the divisions are separate areas all related to the same topic or topics, they might have RP maximums instead, after which the PCs have exhausted the information in that area. Repeat these sections for the librarys other divisions; if using RP maximums, make sure the divisions provide enough Research Points to reach the final threshold. Research Checks The skills or other checks the PCs can attempt to Research the division are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isnt listed but a player provides a strong narrative explanation for using it, you can add it at an appropriate DC (usually the highest listed DC). Academia Lore and Library Lore will often be listed in these entries. --- Research Thresholds Each threshold lists the number of RP required to reach it, followed by the effects for meeting that threshold. Thresholds are listed in order from first (requiring the fewest RP) to last (the highest threshold). Beneath the stat block, you can list any events that occur based on timing rather than the PCs RP total (such as a threatening message arriving on the third day), as well as any other important details. Sample Stat Block In this example, the PCs are trying to research hidden occult secrets about hags known only to the fey of a strange sylvan library. Its a 7th-level challenge. If youd like to use this sample library for a different research topic, just change the results of each threshold and replace any Occultism Research checks with checks appropriate to the new topic! Glade of Forgotten Time Field of Tomeflowers Five-foot stems open up into colorful petaled tomes; Maximum RP 10 Research Checks DC 18 Academia Lore or Library Lore, DC 23 Occultism --- Loremother Tree A powerful intelligence slumbers deep within this ancient oak, awakened by communion or music; Maximum RP 15 Research Checks DC 21 Performance, DC 23 Nature, DC 25 Occultism --- Sprite Swarm Thousands of iridescent sprites flit about, eager to offer tidbits of information, though it is not always reliable; Maximum RP 5 Research Checks DC 23 Diplomacy, DC 23 Occultism, DC 25 Society, DC 28 Perception --- 5 Research Points The PCs learn apocryphal fey legends that the first hags were once cruel fey queens twisted by inner corruption. They learn details about hag reproduction, changelings, and the hag mothers Call. 10 Research Points The PCs learn the location of an ancient, twisted grove in the First World rumored to hold a secret treasure connected to hags. Attaining this knowledge comes at a cost: hag malice solidifies into two will-o-wisps and animates some of the glades plant matter into a shambler. The three creatures attack the PCs together. 15 Research Points The PCs learn a variety of occult folk divinations said to detect the presence of nearby hags. Among them is a functioning uncommon spell: read omens. 20 Research Points The loremother tree stirs and partially awakens, issuing the PCs a dire warning about danger in the knowledge they seek. Replace the loremother trees Performance Research check with a DC 28 Diplomacy check to convince the tree to share further knowledge. 25 Research Points The whole glade goes quiet, and the PCs feel a pall fall over their hearts. The PCs are close, but all Research check DCs increase by 2. 30 Research Points The PCs learn even more esoteric wisdom about hags. However, they have drawn the attention of a coven of annis hags, who materialize to destroy the party and their newfound knowledge. If the PCs run out of time before reaching this point, the coven erases any further information before attacking the PCs out of spite. ","type":"Rules","url":"/Rules.aspx?ID=1208","weakness":{}}},{"_index":"aon18","_id":"rules-1209","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Research"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1209","markdown":"<title level=\"1\" right=\"Rules\">[Running Research](/Rules.aspx?ID=1209)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 155</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen running the research subsystem, think about the two factors that set the pace of the research and allow you to break it up: the length of each round of research, and the thresholds in the research. Use both of these in tandem to breathe life into the session and draw the players into the game. Ideally the PCs are aware of whatever pressure requires them to finish the research, so as rounds pass, the tension increases. As long as the PCs are able to get the information they came for, its fine if they dont learn everything the library has to offer; in fact, you might intentionally create a situation allowing the PCs time to glean only some of a list of special rewards, forcing them to prioritize their favorites.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Running Research","next_link":{"label":"Chases","url":"/Rules.aspx?ID=1210"},"previous_link":{"label":"Building a Library","url":"/Rules.aspx?ID=1206"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 155</row>\r\n\r\nChapter 3: Subsystems / Research\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 155"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 155</row>","speed":{},"text":" Running Research Source Gamemastery Guide pg. 155 When running the research subsystem, think about the two factors that set the pace of the research and allow you to break it up: the length of each round of research, and the thresholds in the research. Use both of these in tandem to breathe life into the session and draw the players into the game. Ideally the PCs are aware of whatever pressure requires them to finish the research, so as rounds pass, the tension increases. As long as the PCs are able to get the information they came for, its fine if they dont learn everything the library has to offer; in fact, you might intentionally create a situation allowing the PCs time to glean only some of a list of special rewards, forcing them to prioritize their favorites. ","type":"Rules","url":"/Rules.aspx?ID=1209","weakness":{}}},{"_index":"aon18","_id":"rules-1210","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1210","markdown":"<title level=\"1\" right=\"Rules\">[Chases](/Rules.aspx?ID=1210)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 156</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen the PCs pursue a fleeing adversary or quarry—or someone chases them instead—adding twists and turns to the pursuit builds suspense and makes the outcome more uncertain than if it were based on Speed alone. The chases subsystem helps you create cinematic scenes where the PCs must quickly overcome obstacles, from following someone through a crowded market to carrying a desperately urgent message over a dangerous mountain pass.\n\n The _Core Rulebook_s Speed rules work well for short sprints through fairly clear terrain. Over longer distances through more complex environments, though, the path is rarely so straightforward. The chase subsystem shifts the emphasis from raw Speed to facing down the kinds of unpredictable obstacles that characters might encounter in a longer pursuit so you can create a thrilling chase scene.\n\n Chases are a special type of encounter. Each round, the pursued character or characters act first, then the pursuing characters act. Typically, to reduce variance, the PCs roll checks to progress while their opponents proceed at a steady pace, but if you want to emphasize the back-and-forth nature of a particular chase, you could have both sides roll instead. Characters in the same group can act in whatever order they prefer, each taking a turn. A character must act on their turn. If they pass their turn or are unable to act, theyre unable to help the group and automatically cause the group to lose 1 Chase Point.\n\n Depending on the scale of your chase, establish at the beginning how long each round lasts so the PCs understand how much they can accomplish in that time. Is it essentially a 3-action turn, or does it take minutes, hours, or days?\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1211\" />\r\n\r\n<document level=\"2\" id=\"rules-1212\" />\r\n\r\n<document level=\"2\" id=\"rules-1217\" />\r\n\r\n<document level=\"2\" id=\"rules-1220\" />","name":"Chases","next_link":{"label":"Infiltration","url":"/Rules.aspx?ID=1221"},"previous_link":{"label":"Research","url":"/Rules.aspx?ID=1205"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 156</row>\r\n\r\nChapter 3: Subsystems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 156"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 156</row>","speed":{},"text":" Chases Source Gamemastery Guide pg. 156 When the PCs pursue a fleeing adversary or quarry—or someone chases them instead—adding twists and turns to the pursuit builds suspense and makes the outcome more uncertain than if it were based on Speed alone. The chases subsystem helps you create cinematic scenes where the PCs must quickly overcome obstacles, from following someone through a crowded market to carrying a desperately urgent message over a dangerous mountain pass. The Core Rulebook s Speed rules work well for short sprints through fairly clear terrain. Over longer distances through more complex environments, though, the path is rarely so straightforward. The chase subsystem shifts the emphasis from raw Speed to facing down the kinds of unpredictable obstacles that characters might encounter in a longer pursuit so you can create a thrilling chase scene. Chases are a special type of encounter. Each round, the pursued character or characters act first, then the pursuing characters act. Typically, to reduce variance, the PCs roll checks to progress while their opponents proceed at a steady pace, but if you want to emphasize the back-and-forth nature of a particular chase, you could have both sides roll instead. Characters in the same group can act in whatever order they prefer, each taking a turn. A character must act on their turn. If they pass their turn or are unable to act, theyre unable to help the group and automatically cause the group to lose 1 Chase Point. Depending on the scale of your chase, establish at the beginning how long each round lasts so the PCs understand how much they can accomplish in that time. Is it essentially a 3-action turn, or does it take minutes, hours, or days? ","type":"Rules","url":"/Rules.aspx?ID=1210","weakness":{}}},{"_index":"aon18","_id":"rules-1211","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Chases"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1211","markdown":"<title level=\"1\" right=\"Rules\">[Obstacles and DCs](/Rules.aspx?ID=1211)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 156</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDuring a chase, all the characters must overcome a series of obstacles that represent challenges—from locked doors to deceptive bogs—during the different legs of the pursuit. These obstacles aren't separated by specific distances; the distance is narrative and can vary between obstacles as needed for the story you're telling. Travel times between obstacles can vary, too. The time scale you choose determines how PCs can act when dealing with an obstacle.\n\n Each obstacle requires a certain number of Chase Points to overcome—typically 1 per party member for a standard obstacle, though particularly challenging obstacles might require more (listed in an obstacle's Chase Points entry). Typically, there are multiple ways to overcome an obstacle; for example, characters could evade a guard or bribe them to look away. Each approach typically requires a skill check or Perception check, but sometimes a saving throw, an attack roll, or something even more unusual, like a casting a certain spell (listed in an obstacle's Overcome entry).\n\n On a character's turn, they describe what they do to help the group get past the obstacle. They then attempt any required roll, or perform the required action for a choice without a check. If they attempt a roll, the result determines how many Chase Points the character gains. \n\n**Critical Success** The PCs gain 2 Chase Points.<br />\n**Success** The PCs gain 1 Chase Point.<br />\n**Critical Failure** The PCs lose 1 Chase Point. \n\nIf the means of bypassing the obstacle helps automatically without requiring a check—such as using a certain spell to assist—the PCs typically get 1 Chase Point. You can increase that to 2 if you feel the action is extremely helpful.\n\n Chase Points represent the ability of the whole group to bypass the obstacle. A character who critically succeeds is able to help the other characters continue onward, while one who critically fails needs extra assistance. Players often have ideas for ways to overcome the obstacle beyond the choices you created for the obstacle. If their idea is applicable, you'll need to determine the DC and skill or other statistic being used for that approach. This is great as long as it's creative, but be wary of a situation where a character who is legendary at a skill tries to justify how they can bypass every obstacle with that skill, such as using Acrobatics to tumble around them all, or the like. You can determine that some tactics just won't work against certain obstacles, or would help only one character without benefiting the rest and therefore aren't all that useful.\n\n Once the PCs accumulate enough Chase Points to overcome the obstacle, they immediately move to the next. Extra Chase Points don't carry over to the next obstacle— each requires its own number of Chase Points to overcome. However, anyone who hasn't already taken their turn that round can still take it against the new obstacle. Consequently, the characters best suited to overcoming the current obstacle might act first, since the remaining characters might be better suited against the next one. The number of Chase Points the PCs have can never fall below 0.\n\n It might help to put your obstacles in a stat block for easy reference. Inside published adventures, chase obstacles are likely to be presented in stat block form, as follows. \n\n<title level=\"3\" right=\"Obstacle 1\">Crowd </title> **Chase Points** 4; **Overcome** DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow\n\n---\n\n Throngs of people crowd the streets, making it difficult to continue the chase.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Obstacles and DCs","next_link":{"label":"Building a Chase","url":"/Rules.aspx?ID=1212"},"previous_link":{"label":"Research","url":"/Rules.aspx?ID=1205"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 156</row>\r\n\r\nChapter 3: Subsystems / Chases\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 156"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 156</row>","speed":{},"text":" Obstacles and DCs Source Gamemastery Guide pg. 156 During a chase, all the characters must overcome a series of obstacles that represent challenges—from locked doors to deceptive bogs—during the different legs of the pursuit. These obstacles aren't separated by specific distances; the distance is narrative and can vary between obstacles as needed for the story you're telling. Travel times between obstacles can vary, too. The time scale you choose determines how PCs can act when dealing with an obstacle. Each obstacle requires a certain number of Chase Points to overcome—typically 1 per party member for a standard obstacle, though particularly challenging obstacles might require more (listed in an obstacle's Chase Points entry). Typically, there are multiple ways to overcome an obstacle; for example, characters could evade a guard or bribe them to look away. Each approach typically requires a skill check or Perception check, but sometimes a saving throw, an attack roll, or something even more unusual, like a casting a certain spell (listed in an obstacle's Overcome entry). On a character's turn, they describe what they do to help the group get past the obstacle. They then attempt any required roll, or perform the required action for a choice without a check. If they attempt a roll, the result determines how many Chase Points the character gains. Critical Success The PCs gain 2 Chase Points. Success The PCs gain 1 Chase Point. Critical Failure The PCs lose 1 Chase Point. If the means of bypassing the obstacle helps automatically without requiring a check—such as using a certain spell to assist—the PCs typically get 1 Chase Point. You can increase that to 2 if you feel the action is extremely helpful. Chase Points represent the ability of the whole group to bypass the obstacle. A character who critically succeeds is able to help the other characters continue onward, while one who critically fails needs extra assistance. Players often have ideas for ways to overcome the obstacle beyond the choices you created for the obstacle. If their idea is applicable, you'll need to determine the DC and skill or other statistic being used for that approach. This is great as long as it's creative, but be wary of a situation where a character who is legendary at a skill tries to justify how they can bypass every obstacle with that skill, such as using Acrobatics to tumble around them all, or the like. You can determine that some tactics just won't work against certain obstacles, or would help only one character without benefiting the rest and therefore aren't all that useful. Once the PCs accumulate enough Chase Points to overcome the obstacle, they immediately move to the next. Extra Chase Points don't carry over to the next obstacle— each requires its own number of Chase Points to overcome. However, anyone who hasn't already taken their turn that round can still take it against the new obstacle. Consequently, the characters best suited to overcoming the current obstacle might act first, since the remaining characters might be better suited against the next one. The number of Chase Points the PCs have can never fall below 0. It might help to put your obstacles in a stat block for easy reference. Inside published adventures, chase obstacles are likely to be presented in stat block form, as follows. Crowd Chase Points 4; Overcome DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow --- Throngs of people crowd the streets, making it difficult to continue the chase. ","type":"Rules","url":"/Rules.aspx?ID=1211","weakness":{}}},{"_index":"aon18","_id":"rules-1212","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Chases"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1212","markdown":"<title level=\"1\" right=\"Rules\">[Building a Chase](/Rules.aspx?ID=1212)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 156</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen building a chase, first build your obstacles and then decide how far ahead the pursued character or characters begin and at what pace the NPCs will move. Having the NPCs clear one obstacle per round is a good rule of thumb, but it could vary depending on the situation, and should especially be slower against obstacles that require more than 1 Chase Point per character to overcome.\n\n Select or build obstacles highlighting a variety of different skills and other options so everyone in the party has a moment to shine. When choosing what skills can bypass a given obstacle, ensure a variety of approaches can work. If youve already decided that an obstacle uses Stealth, selecting Thievery as the other option doesnt really offer opportunities for different types of characters, since those who are good at Thievery are very likely the same ones who are good at Stealth. On the other hand, offering Athletics as an alternative gives a champion whos terrible at Stealth a way to help. The group can help cover for a character who is less capable at a particular obstacle, but its more fun for players to present substantially different options for each obstacle.\n\n Use the following guidelines to determine how many obstacles you need for your chase. These numbers assume that the pursued party can reach a certain location to end the chase (as described in Ending Chases). If theres no such escape, you might need more obstacles.\n\n **Short:** 6 obstacles, about 1020 minutes of game time\n\n **Medium:** 8 obstacles, about 1525 minutes of game time\n\n **Long:** 10 obstacles, about 2030 minutes of game time\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1213\" />\r\n\r\n<document level=\"2\" id=\"rules-1214\" />\r\n\r\n<document level=\"2\" id=\"rules-1215\" />\r\n\r\n<document level=\"2\" id=\"rules-1216\" />","name":"Building a Chase","next_link":{"label":"Running a Chase","url":"/Rules.aspx?ID=1217"},"previous_link":{"label":"Obstacles and DCs","url":"/Rules.aspx?ID=1211"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 156</row>\r\n\r\nChapter 3: Subsystems / Chases\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 156"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 156</row>","speed":{},"text":" Building a Chase Source Gamemastery Guide pg. 156 When building a chase, first build your obstacles and then decide how far ahead the pursued character or characters begin and at what pace the NPCs will move. Having the NPCs clear one obstacle per round is a good rule of thumb, but it could vary depending on the situation, and should especially be slower against obstacles that require more than 1 Chase Point per character to overcome. Select or build obstacles highlighting a variety of different skills and other options so everyone in the party has a moment to shine. When choosing what skills can bypass a given obstacle, ensure a variety of approaches can work. If youve already decided that an obstacle uses Stealth, selecting Thievery as the other option doesnt really offer opportunities for different types of characters, since those who are good at Thievery are very likely the same ones who are good at Stealth. On the other hand, offering Athletics as an alternative gives a champion whos terrible at Stealth a way to help. The group can help cover for a character who is less capable at a particular obstacle, but its more fun for players to present substantially different options for each obstacle. Use the following guidelines to determine how many obstacles you need for your chase. These numbers assume that the pursued party can reach a certain location to end the chase (as described in Ending Chases). If theres no such escape, you might need more obstacles. Short: 6 obstacles, about 1020 minutes of game time Medium: 8 obstacles, about 1525 minutes of game time Long: 10 obstacles, about 2030 minutes of game time ","type":"Rules","url":"/Rules.aspx?ID=1212","weakness":{}}},{"_index":"aon18","_id":"rules-1213","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Chases","Building a Chase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1213","markdown":"<title level=\"1\" right=\"Rules\">[Setting Obstacle DCs](/Rules.aspx?ID=1213)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 157</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you set the DCs for an obstacle, youll typically be using simple DCs. Use a proficiency rank thats generally appropriate for the PCs level if you want the obstacle to be a significant one. As noted earlier, youll typically want to select a couple different ways the group can get past an obstacle. At least one check should be have an easy or very easy adjustment, while the other check should have a standard or hard DC. In some cases you might use something other than a simple DC; for example, if a specific NPC has put up a magical barrier, you would use their spell DC. This might result in some pretty tough DCs or even impassable obstacles, so use this carefully!\n\n If a PC improvises a different way to get around an obstacle from what you planned, set the DC just like you would normally when picking a DC on the fly. Dont worry about adjusting the DC of the check to be easy or very easy, because the PC is likely to be good at the skill theyve chosen to use.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Setting Obstacle DCs","next_link":{"label":"Shortcuts and Split Paths","url":"/Rules.aspx?ID=1214"},"previous_link":{"label":"Obstacles and DCs","url":"/Rules.aspx?ID=1211"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 157</row>\r\n\r\nChapter 3: Subsystems / Chases / Building a Chase\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 157"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 157</row>","speed":{},"text":" Setting Obstacle DCs Source Gamemastery Guide pg. 157 When you set the DCs for an obstacle, youll typically be using simple DCs. Use a proficiency rank thats generally appropriate for the PCs level if you want the obstacle to be a significant one. As noted earlier, youll typically want to select a couple different ways the group can get past an obstacle. At least one check should be have an easy or very easy adjustment, while the other check should have a standard or hard DC. In some cases you might use something other than a simple DC; for example, if a specific NPC has put up a magical barrier, you would use their spell DC. This might result in some pretty tough DCs or even impassable obstacles, so use this carefully! If a PC improvises a different way to get around an obstacle from what you planned, set the DC just like you would normally when picking a DC on the fly. Dont worry about adjusting the DC of the check to be easy or very easy, because the PC is likely to be good at the skill theyve chosen to use. ","type":"Rules","url":"/Rules.aspx?ID=1213","weakness":{}}},{"_index":"aon18","_id":"rules-1214","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Chases","Building a Chase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1214","markdown":"<title level=\"1\" right=\"Rules\">[Shortcuts and Split Paths](/Rules.aspx?ID=1214)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 157</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou might want to build a chase with multiple paths that split and rejoin so you can have a shortcut (with easier DCs or fewer obstacles) or paths that appeal to different types of characters. For instance, one obstacle might allow a PC who critically succeeds at a Perception check to find a faster path along a canal, without the obstacles of a busy street. This can be fun, but can also split up the group. Familiarize yourself with the Solo Chases sidebar above to make similar adjustments for a divided group.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Solo Chases</title>\r\n\r\nSometimes circumstances might require you to run a chase where the PCs are each progressing individually, rather than as a group, such as if they get split up. The danger therein is that a player can easily become frustrated if their character is stuck at an obstacle where its extremely difficult to succeed at either choice, and no allies can help them. In these chases, its best to allow even a single success be enough for a character to progress to the next obstacle, and have a critical success give the character a +2 circumstance bonus on their first check against the next obstacle.\r\n</aside>","name":"Shortcuts and Split Paths","next_link":{"label":"Ending Chases","url":"/Rules.aspx?ID=1215"},"previous_link":{"label":"Setting Obstacle DCs","url":"/Rules.aspx?ID=1213"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 157</row>\r\n\r\nChapter 3: Subsystems / Chases / Building a Chase\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 157"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 157</row>","speed":{},"text":" Shortcuts and Split Paths Source Gamemastery Guide pg. 157 You might want to build a chase with multiple paths that split and rejoin so you can have a shortcut (with easier DCs or fewer obstacles) or paths that appeal to different types of characters. For instance, one obstacle might allow a PC who critically succeeds at a Perception check to find a faster path along a canal, without the obstacles of a busy street. This can be fun, but can also split up the group. Familiarize yourself with the Solo Chases sidebar above to make similar adjustments for a divided group. Solo Chases Sometimes circumstances might require you to run a chase where the PCs are each progressing individually, rather than as a group, such as if they get split up. The danger therein is that a player can easily become frustrated if their character is stuck at an obstacle where its extremely difficult to succeed at either choice, and no allies can help them. In these chases, its best to allow even a single success be enough for a character to progress to the next obstacle, and have a critical success give the character a +2 circumstance bonus on their first check against the next obstacle. ","type":"Rules","url":"/Rules.aspx?ID=1214","weakness":{}}},{"_index":"aon18","_id":"rules-1215","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Chases","Building a Chase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1215","markdown":"<title level=\"1\" right=\"Rules\">[Ending Chases](/Rules.aspx?ID=1215)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 157</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce you have the obstacles, decide the end conditions. Chases often end when the pursuer reaches the same obstacle as the pursued, leading to a combat encounter or other scene. However, its less clear when to end a chase otherwise. Its typically best to have an obstacle that ends the chase with the pursued character getting away, as long as they overcome the obstacle before being captured. This is usually better than ending the chase after a certain number of rounds, because reaching a hideaway makes more narrative sense and because you might not be able to predict how far the pursued characters move in those rounds, making you run out of obstacles. You can also end the chase in favor of the pursued characters if they ever get a certain number of obstacles ahead of the pursuers (typically three), as the pursuers simply lose the trail. You should still have an end point to the chase, though, in case that never happens.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ending Chases","next_link":{"label":"Types of Chases","url":"/Rules.aspx?ID=1216"},"previous_link":{"label":"Shortcuts and Split Paths","url":"/Rules.aspx?ID=1214"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 157</row>\r\n\r\nChapter 3: Subsystems / Chases / Building a Chase\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 157"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 157</row>","speed":{},"text":" Ending Chases Source Gamemastery Guide pg. 157 Once you have the obstacles, decide the end conditions. Chases often end when the pursuer reaches the same obstacle as the pursued, leading to a combat encounter or other scene. However, its less clear when to end a chase otherwise. Its typically best to have an obstacle that ends the chase with the pursued character getting away, as long as they overcome the obstacle before being captured. This is usually better than ending the chase after a certain number of rounds, because reaching a hideaway makes more narrative sense and because you might not be able to predict how far the pursued characters move in those rounds, making you run out of obstacles. You can also end the chase in favor of the pursued characters if they ever get a certain number of obstacles ahead of the pursuers (typically three), as the pursuers simply lose the trail. You should still have an end point to the chase, though, in case that never happens. ","type":"Rules","url":"/Rules.aspx?ID=1215","weakness":{}}},{"_index":"aon18","_id":"rules-1216","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Chases","Building a Chase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1216","markdown":"<title level=\"1\" right=\"Rules\">[Types of Chases](/Rules.aspx?ID=1216)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 157</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\n<ul><li>**Chase Down:** The PCs pursue adversaries. The PCs go second in initiative since theyre the pursuers. Start the enemies one obstacle ahead of the PCs (or at the same location for a short chase), and end the chase if the PCs catch up to the enemies, or if the enemies reach a certain location that represents their safety or escape.</li> <li>**Run Away:** The PCs attempt to escape. Theyll go first in initiative since theyre being pursued. Its usually best to start them one obstacle ahead of their foes and end the chase if they reach a certain location or are three obstacles ahead of their foes at the end of a round.</li> <li>**Beat the Clock:** The PCs try to get through all the obstacles before a certain number of rounds passes, such as if the PCs are trying to outrun a natural disaster or race in a timed challenge. The number of obstacles should usually be equal to the number of rounds.</li> <li>**Competitive Chase:** The PCs and their adversaries are both chasing the same thing or trying to reach the same location, and whoever gets there first wins. This works like chase down, except that either party could win. Because there is more than one set of pursuers, you might have the PCs and their competitors roll initiative to see who goes first each round (while still moving all NPCs at a steady rate.)</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Types of Chases","next_link":{"label":"Running a Chase","url":"/Rules.aspx?ID=1217"},"previous_link":{"label":"Ending Chases","url":"/Rules.aspx?ID=1215"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 157</row>\r\n\r\nChapter 3: Subsystems / Chases / Building a Chase\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 157"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 157</row>","speed":{},"text":" Types of Chases Source Gamemastery Guide pg. 157 Chase Down: The PCs pursue adversaries. The PCs go second in initiative since theyre the pursuers. Start the enemies one obstacle ahead of the PCs (or at the same location for a short chase), and end the chase if the PCs catch up to the enemies, or if the enemies reach a certain location that represents their safety or escape. Run Away: The PCs attempt to escape. Theyll go first in initiative since theyre being pursued. Its usually best to start them one obstacle ahead of their foes and end the chase if they reach a certain location or are three obstacles ahead of their foes at the end of a round. Beat the Clock: The PCs try to get through all the obstacles before a certain number of rounds passes, such as if the PCs are trying to outrun a natural disaster or race in a timed challenge. The number of obstacles should usually be equal to the number of rounds. Competitive Chase: The PCs and their adversaries are both chasing the same thing or trying to reach the same location, and whoever gets there first wins. This works like chase down, except that either party could win. Because there is more than one set of pursuers, you might have the PCs and their competitors roll initiative to see who goes first each round (while still moving all NPCs at a steady rate.) ","type":"Rules","url":"/Rules.aspx?ID=1216","weakness":{}}},{"_index":"aon18","_id":"rules-1217","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Chases"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1217","markdown":"<title level=\"1\" right=\"Rules\">[Running a Chase](/Rules.aspx?ID=1217)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 158</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen running a chase, narrate the scene and give vivid descriptions of the obstacles the PCs face, rather than just reading off a list of skills and immediately having the players start rolling dice and making checks. A chase is a framework for roleplaying, not just a dice game. Encourage the PCs to describe what theyre doing, and how theyre helping their comrades overcome each obstacle.\n\n Typically, its best to tell the players the DCs of the default options, so they can make informed decisions. At the least, you should indicate the relative difficulty of the clear paths. The PCs are adventurers, so theyre experienced at assessing which path is going to be easier or harder.\n\n Try to make it feel like the PCs are really part of a chase scene, like in a movie. As each side makes progress, describe how they pull ahead or close the gap. PCs far from their foes might hear shouts in the distance. As they get closer, they catch glimpses, and then finally see their quarry in full view once theyre on the enemies heels. Think about how the events of the chase affect the environment, as well. For instance, if a kaiju is chasing after the PCs, after the PCs overcome an obstacle consisting of a thick copse of trees, you could describe how the kaiju flattens the trees beneath its feet as it stomps after them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1218\" />\r\n\r\n<document level=\"2\" id=\"rules-1219\" />","name":"Running a Chase","next_link":{"label":"Sample Obstacles","url":"/Rules.aspx?ID=1220"},"previous_link":{"label":"Building a Chase","url":"/Rules.aspx?ID=1212"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 158</row>\r\n\r\nChapter 3: Subsystems / Chases\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 158"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 158</row>","speed":{},"text":" Running a Chase Source Gamemastery Guide pg. 158 When running a chase, narrate the scene and give vivid descriptions of the obstacles the PCs face, rather than just reading off a list of skills and immediately having the players start rolling dice and making checks. A chase is a framework for roleplaying, not just a dice game. Encourage the PCs to describe what theyre doing, and how theyre helping their comrades overcome each obstacle. Typically, its best to tell the players the DCs of the default options, so they can make informed decisions. At the least, you should indicate the relative difficulty of the clear paths. The PCs are adventurers, so theyre experienced at assessing which path is going to be easier or harder. Try to make it feel like the PCs are really part of a chase scene, like in a movie. As each side makes progress, describe how they pull ahead or close the gap. PCs far from their foes might hear shouts in the distance. As they get closer, they catch glimpses, and then finally see their quarry in full view once theyre on the enemies heels. Think about how the events of the chase affect the environment, as well. For instance, if a kaiju is chasing after the PCs, after the PCs overcome an obstacle consisting of a thick copse of trees, you could describe how the kaiju flattens the trees beneath its feet as it stomps after them. ","type":"Rules","url":"/Rules.aspx?ID=1217","weakness":{}}},{"_index":"aon18","_id":"rules-1218","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Chases","Running a Chase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1218","markdown":"<title level=\"1\" right=\"Rules\">[Visual Aids](/Rules.aspx?ID=1218)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 158</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIt can help your players visualize the chase to use a series of cards or a rough map (such as a large-scale city map rather than a 5-foot grid) to show locations. Use one miniature or token to represent each side of the chase. You might place cards with obstacle names on them face down, revealing them as PCs reach them, and letting a PC peek at an upcoming card if they scout it from a distance.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Visual Aids","next_link":{"label":"If the PCs get Stuck","url":"/Rules.aspx?ID=1219"},"previous_link":{"label":"Building a Chase","url":"/Rules.aspx?ID=1212"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 158</row>\r\n\r\nChapter 3: Subsystems / Chases / Running a Chase\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 158"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 158</row>","speed":{},"text":" Visual Aids Source Gamemastery Guide pg. 158 It can help your players visualize the chase to use a series of cards or a rough map (such as a large-scale city map rather than a 5-foot grid) to show locations. Use one miniature or token to represent each side of the chase. You might place cards with obstacle names on them face down, revealing them as PCs reach them, and letting a PC peek at an upcoming card if they scout it from a distance. ","type":"Rules","url":"/Rules.aspx?ID=1218","weakness":{}}},{"_index":"aon18","_id":"rules-1219","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Chases","Running a Chase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1219","markdown":"<title level=\"1\" right=\"Rules\">[If the PCs get Stuck](/Rules.aspx?ID=1219)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 158</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes despite their best efforts, an obstacle will stymie the PCs over and over again. In most cases, after 3 rounds of the PCs struggling with an obstacle that requires the standard number of Chase Points, its a good idea to just say they found another way around it. If the obstacle requires more or fewer Chase Points, you can change the number of rounds before letting them get past it. If presenting another way around the obstacle just doesnt make sense, such as if a spherical barrier completely blocks the PCs, you might introduce an NPC or other outside force that can help them bypass it, but at a high cost.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"If the PCs get Stuck","next_link":{"label":"Sample Obstacles","url":"/Rules.aspx?ID=1220"},"previous_link":{"label":"Visual Aids","url":"/Rules.aspx?ID=1218"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 158</row>\r\n\r\nChapter 3: Subsystems / Chases / Running a Chase\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 158"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 158</row>","speed":{},"text":" If the PCs get Stuck Source Gamemastery Guide pg. 158 Sometimes despite their best efforts, an obstacle will stymie the PCs over and over again. In most cases, after 3 rounds of the PCs struggling with an obstacle that requires the standard number of Chase Points, its a good idea to just say they found another way around it. If the obstacle requires more or fewer Chase Points, you can change the number of rounds before letting them get past it. If presenting another way around the obstacle just doesnt make sense, such as if a spherical barrier completely blocks the PCs, you might introduce an NPC or other outside force that can help them bypass it, but at a high cost. ","type":"Rules","url":"/Rules.aspx?ID=1219","weakness":{}}},{"_index":"aon18","_id":"rules-1220","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Chases"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1220","markdown":"<title level=\"1\" right=\"Rules\">[Sample Obstacles](/Rules.aspx?ID=1220)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 158</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can use the following obstacles in your chases, which are organized by environment. The name is followed by the level of group theyre best suited for, and many include both a basic version for lower levels and a higher-level version. \n\n## Underground Obstacles\n<row gap=\"tiny\"><table class=\"inner no-head\"> <tr><td>**Crumbling Corridor (1st)**</td><td>DC 13 Acrobatics to avoid disturbing the walls, DC 15 Crafting to shore up the walls; **Quaking Corridor (11th)** DC 25 Acrobatics, DC 30 Crafting</td></tr> <tr><td>**Fungus Grotto (1st)**</td><td>DC 15 Fortitude to endure poisonous spore, DC 13 Survival to avoid the mushrooms; **Virulent Fungi (5th)** DC 20 Fortitude, DC 18 Survival</td></tr> <tr><td>**Pit Trap (1st)**</td><td>DC 13 Athletics to quickly climb out, DC 15 Perception to spot the trap before its triggered; **Exceptional Pit Trap (5th)** DC 20 Athletics, DC 18 Perception</td></tr> <tr><td>**Wandering Gelatinous Cube (1st)**</td><td>DC 18 Occultism to identify its deficiencies, DC 15 Stealth to sneak past; **Wandering Black Pudding (7th)** DC 24 Occultism, DC 19 Stealth</td></tr> <tr><td>**Collapsed Tunnel (5th)**</td><td>DC 20 Athletics to dig through, DC 18 Perception to find a secret door around; **Ancient Collapse (12th)** DC 30 Athletics, DC 28 Perception</td></tr> <tr><td>**Pendulum Trap (5th)**</td><td>DC 20 Reflex to dodge the blades, DC 15 Thievery to disable the tap; **Panoply of Pendulums (12th)** DC 30 Reflex, DC 28 Thievery</td></tr> <tr><td>**Wooden Portcullis (8th)**</td><td>DC 25 Acrobatics to squeeze through, DC 20 Athletics to lift the gate; **Iron Portcullis (11th)** DC 25 Acrobatics, DC 30 Athletics</td></tr> </table></row> \n\n## Urban Obstacles\n<row gap=\"tiny\"><table class=\"inner no-head\"> <tr><td>**Crowd (1st)**</td><td>DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow; **Festival Crowd (4th)** DC 20 Athletics, DC 18 Society</td></tr> <tr><td>**Fruit Cart (1st)**</td><td>DC 13 Athletics to vault over or smash through, DC 15 Intimidation to make the merchant move it; **Merchant Pavilion (5th)** DC 20 Athletics, DC 22 Intimidation</td></tr> <tr><td>**Guard Dog (1st)**</td><td>DC 14 Nature to calm, DC 16 Stealth to sneak past; **Guard Roc (9th)** DC 26 Nature, DC 28 Stealth</td></tr> <tr><td>**Rickety Rooftops (1st)**</td><td>DC 15 Acrobatics to cross clotheslines, DC 13 Athletics to jump from roof to roof; **Crumbling, Steep Rooftops (5th)** DC 18 Acrobatics, DC 20 Athletics</td></tr> <tr><td>**Wooden Fence (1st)**</td><td>DC 13 Athletics to climb over, DC 15 Thievery to unlock a gate; **High Iron Fence (8th)** DC 20 Athletics, DC 25 Thievery</td></tr> <tr><td>**Gang of Hooligans (2nd)**</td><td>DC 13 Deception to trick, DC 15 Stealth to sneak past; **Elite Criminals (12th)** DC 28 Deception, DC 30 Stealth</td></tr> <tr><td>**Twisting Alleyways (2nd)**</td><td>DC 17 Perception to find a path, DC 13 Society to recall a map; **Multi-Story Maze (7th)** DC 22 Perception, DC 20 Society</td></tr> </table></row> \n\n## Wilderness Obstacles\n<row gap=\"tiny\"><table class=\"inner no-head\"> <tr><td>**Deep Mud (1st)**</td><td>DC 15 Athletics to slog through, DC 13 Perception to find a path; **Horrid Bog (5th)** DC 20 Athletics, DC 18 Perception</td></tr> <tr><td>**Downpour (1st)**</td><td>DC 13 Fortitude to push through, DC 15 Nature to predict the weather; **Magical Thunderstorm (5th)** DC 30 Fortitude, DC 25 Nature</td></tr> <tr><td>**Rope Bridge (1st)**</td><td>DC 15 Acrobatics to cross carefully, DC 13 Crafting to make repairs; **Solitary Frayed Rope (11th)** DC 25 Acrobatics, DC 30 Crafting</td></tr> <tr><td>**Rushing River (1st)**</td><td>DC 15 Athletics to swim or hop across stones, DC 13 Survival to find a ford nearby; **Flash Flood (5th)** DC 20 Athletics, DC 18 Survival</td></tr> <tr><td>**Steep Hills (1st)**</td><td>DC 13 Athletics to climb across, DC 15 Perception to find easier path; **Rugged Mountain (5th)** DC 20 Athletics, DC 18 Perception</td></tr> <tr><td>**Swarm of Wasps (1st)**</td><td>DC 15 Fortitude to endure stings, DC 13 Survival to smoke them out; **Those Arent Wasps! (5th)** DC 20 Fortitude, DC 18 Survival</td></tr> <tr><td>**Tangled Forest (2nd)**</td><td>DC 17 Perception to find the way, DC 13 Survival to plot a path; **Enchanted Forest (5th)** DC 20 Perception, DC 18 Survival</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sample Obstacles","next_link":{"label":"Infiltration","url":"/Rules.aspx?ID=1221"},"previous_link":{"label":"Running a Chase","url":"/Rules.aspx?ID=1217"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 158</row>\r\n\r\nChapter 3: Subsystems / Chases\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 158"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 158</row>","speed":{},"text":" Sample Obstacles Source Gamemastery Guide pg. 158 You can use the following obstacles in your chases, which are organized by environment. The name is followed by the level of group theyre best suited for, and many include both a basic version for lower levels and a higher-level version. ## Underground Obstacles Crumbling Corridor (1st) DC 13 Acrobatics to avoid disturbing the walls, DC 15 Crafting to shore up the walls; Quaking Corridor (11th) DC 25 Acrobatics, DC 30 Crafting Fungus Grotto (1st) DC 15 Fortitude to endure poisonous spore, DC 13 Survival to avoid the mushrooms; Virulent Fungi (5th) DC 20 Fortitude, DC 18 Survival Pit Trap (1st) DC 13 Athletics to quickly climb out, DC 15 Perception to spot the trap before its triggered; Exceptional Pit Trap (5th) DC 20 Athletics, DC 18 Perception Wandering Gelatinous Cube (1st) DC 18 Occultism to identify its deficiencies, DC 15 Stealth to sneak past; Wandering Black Pudding (7th) DC 24 Occultism, DC 19 Stealth Collapsed Tunnel (5th) DC 20 Athletics to dig through, DC 18 Perception to find a secret door around; Ancient Collapse (12th) DC 30 Athletics, DC 28 Perception Pendulum Trap (5th) DC 20 Reflex to dodge the blades, DC 15 Thievery to disable the tap; Panoply of Pendulums (12th) DC 30 Reflex, DC 28 Thievery Wooden Portcullis (8th) DC 25 Acrobatics to squeeze through, DC 20 Athletics to lift the gate; Iron Portcullis (11th) DC 25 Acrobatics, DC 30 Athletics ## Urban Obstacles Crowd (1st) DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow; Festival Crowd (4th) DC 20 Athletics, DC 18 Society Fruit Cart (1st) DC 13 Athletics to vault over or smash through, DC 15 Intimidation to make the merchant move it; Merchant Pavilion (5th) DC 20 Athletics, DC 22 Intimidation Guard Dog (1st) DC 14 Nature to calm, DC 16 Stealth to sneak past; Guard Roc (9th) DC 26 Nature, DC 28 Stealth Rickety Rooftops (1st) DC 15 Acrobatics to cross clotheslines, DC 13 Athletics to jump from roof to roof; Crumbling, Steep Rooftops (5th) DC 18 Acrobatics, DC 20 Athletics Wooden Fence (1st) DC 13 Athletics to climb over, DC 15 Thievery to unlock a gate; High Iron Fence (8th) DC 20 Athletics, DC 25 Thievery Gang of Hooligans (2nd) DC 13 Deception to trick, DC 15 Stealth to sneak past; Elite Criminals (12th) DC 28 Deception, DC 30 Stealth Twisting Alleyways (2nd) DC 17 Perception to find a path, DC 13 Society to recall a map; Multi-Story Maze (7th) DC 22 Perception, DC 20 Society ## Wilderness Obstacles Deep Mud (1st) DC 15 Athletics to slog through, DC 13 Perception to find a path; Horrid Bog (5th) DC 20 Athletics, DC 18 Perception Downpour (1st) DC 13 Fortitude to push through, DC 15 Nature to predict the weather; Magical Thunderstorm (5th) DC 30 Fortitude, DC 25 Nature Rope Bridge (1st) DC 15 Acrobatics to cross carefully, DC 13 Crafting to make repairs; Solitary Frayed Rope (11th) DC 25 Acrobatics, DC 30 Crafting Rushing River (1st) DC 15 Athletics to swim or hop across stones, DC 13 Survival to find a ford nearby; Flash Flood (5th) DC 20 Athletics, DC 18 Survival Steep Hills (1st) DC 13 Athletics to climb across, DC 15 Perception to find easier path; Rugged Mountain (5th) DC 20 Athletics, DC 18 Perception Swarm of Wasps (1st) DC 15 Fortitude to endure stings, DC 13 Survival to smoke them out; Those Arent Wasps! (5th) DC 20 Fortitude, DC 18 Survival Tangled Forest (2nd) DC 17 Perception to find the way, DC 13 Survival to plot a path; Enchanted Forest (5th) DC 20 Perception, DC 18 Survival ","type":"Rules","url":"/Rules.aspx?ID=1220","weakness":{}}},{"_index":"aon18","_id":"rules-1221","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1221","markdown":"<title level=\"1\" right=\"Rules\">[Infiltration](/Rules.aspx?ID=1221)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNot all elements of an adventure can be resolved with force of arms and the sizzle of deadly magic. Sometimes subtlety is required to circumvent foes or accomplish a goal. When the characters need to rely on improvisation and fast thinking to infiltrate a stronghold or organization to save the day, the infiltration subsystem provides a framework for those adventures.\n\n An infiltration requires the heroes to employ guile and subtlety to achieve one or more objectives without directly confronting their enemies. The PCs goal might be sneaking into a den of thieves to relieve them of ill-gotten gains, navigating the winding passages of the city watch headquarters to break a friend out of prison, or putting themselves in just the right spot to snatch up the right person or the correct item at just the right time. Whatever the case, the heroes are working to avoid drawing the attention of an opposing party, such as the members of a thieves guild, the prison guards, or the invited guests at an upscale gala. Should the heroes draw too much attention, they might be attacked, arrested, or thrown out—in any case, blocked from accomplishing their goal.\n\n An infiltration is fundamentally a roleplaying activity. The players narrate their characters actions in response to the situations around them, and the infiltration subsystem provides a framework to measure incremental success within the overall endeavor. An infiltration takes place over the course of multiple rounds, though its up to you to determine how long a round is. One round might encompass 10 minutes or 1 hour of in-world time, or something completely different depending on the story and your groups preferences.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1222\" />\r\n\r\n<document level=\"2\" id=\"rules-1231\" />","name":"Infiltration","next_link":{"label":"Reputation","url":"/Rules.aspx?ID=1234"},"previous_link":{"label":"Chases","url":"/Rules.aspx?ID=1210"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>\r\n\r\nChapter 3: Subsystems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 160"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>","speed":{},"text":" Infiltration Source Gamemastery Guide pg. 160 Not all elements of an adventure can be resolved with force of arms and the sizzle of deadly magic. Sometimes subtlety is required to circumvent foes or accomplish a goal. When the characters need to rely on improvisation and fast thinking to infiltrate a stronghold or organization to save the day, the infiltration subsystem provides a framework for those adventures. An infiltration requires the heroes to employ guile and subtlety to achieve one or more objectives without directly confronting their enemies. The PCs goal might be sneaking into a den of thieves to relieve them of ill-gotten gains, navigating the winding passages of the city watch headquarters to break a friend out of prison, or putting themselves in just the right spot to snatch up the right person or the correct item at just the right time. Whatever the case, the heroes are working to avoid drawing the attention of an opposing party, such as the members of a thieves guild, the prison guards, or the invited guests at an upscale gala. Should the heroes draw too much attention, they might be attacked, arrested, or thrown out—in any case, blocked from accomplishing their goal. An infiltration is fundamentally a roleplaying activity. The players narrate their characters actions in response to the situations around them, and the infiltration subsystem provides a framework to measure incremental success within the overall endeavor. An infiltration takes place over the course of multiple rounds, though its up to you to determine how long a round is. One round might encompass 10 minutes or 1 hour of in-world time, or something completely different depending on the story and your groups preferences. ","type":"Rules","url":"/Rules.aspx?ID=1221","weakness":{}}},{"_index":"aon18","_id":"rules-1222","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Infiltration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1222","markdown":"<title level=\"1\" right=\"Rules\">[Building an Infiltration](/Rules.aspx?ID=1222)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen creating an infiltration, youll want to start with the partys broad goals and an idea of how much time you and your players want to spend. The more complex an infiltration, the longer it will take to play out at the table.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building an Infiltration</title>\r\n\r\nFor most infiltrations, youll want to detail the site or group the PCs are trying to infiltrate. This might involve mapping a building or fleshing out NPCs within the organization—or, most likely, both. You likely need to know the partys objectives before you can decide on these details, but knowing this information can help you brainstorm the obstacles, opportunities, and complications of the infiltration itself. Also, with details on the site and its adversaries, you can more confidently improvise when the PCs do something unexpected!\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Setting Infiltration Skills and DCs</title>\r\n\r\nMany of the sample infiltration activities and events give a DC range instead of a fixed DC. Set the DCs based on the standard DC of the party level using the table on page 503 of the Core Rulebook, and adjust them using Table 106: DC Adjustments on page 504. When given a range of skills for an activity or event, you should vary the difficulty based on the needs of the story. For instance, if a PC is Scouting a Location, you might want to use a low DC for Stealth (because its easier to scout when unnoticed), a hard one for Perception (because while the PC might see the enemy, the enemy might also see them), and a very hard DC for Society (because walking in like you belong is difficult if you dont have an invitation or the right uniform). This not only adds a certain degree of plausibility, but by planning for and allowing a broad range of skills as means to complete the activity, you also become better prepared for when your players improvise.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1223\" />\r\n\r\n<document level=\"2\" id=\"rules-1224\" />\r\n\r\n<document level=\"2\" id=\"rules-1228\" />\r\n\r\n<document level=\"2\" id=\"rules-1229\" />\r\n\r\n<document level=\"2\" id=\"rules-1230\" />","name":"Building an Infiltration","next_link":{"label":"PC Preparations","url":"/Rules.aspx?ID=1231"},"previous_link":{"label":"Chases","url":"/Rules.aspx?ID=1210"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>\r\n\r\nChapter 3: Subsystems / Infiltration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 160"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>","speed":{},"text":" Building an Infiltration Source Gamemastery Guide pg. 160 When creating an infiltration, youll want to start with the partys broad goals and an idea of how much time you and your players want to spend. The more complex an infiltration, the longer it will take to play out at the table. Building an Infiltration For most infiltrations, youll want to detail the site or group the PCs are trying to infiltrate. This might involve mapping a building or fleshing out NPCs within the organization—or, most likely, both. You likely need to know the partys objectives before you can decide on these details, but knowing this information can help you brainstorm the obstacles, opportunities, and complications of the infiltration itself. Also, with details on the site and its adversaries, you can more confidently improvise when the PCs do something unexpected! Setting Infiltration Skills and DCs Many of the sample infiltration activities and events give a DC range instead of a fixed DC. Set the DCs based on the standard DC of the party level using the table on page 503 of the Core Rulebook, and adjust them using Table 106: DC Adjustments on page 504. When given a range of skills for an activity or event, you should vary the difficulty based on the needs of the story. For instance, if a PC is Scouting a Location, you might want to use a low DC for Stealth (because its easier to scout when unnoticed), a hard one for Perception (because while the PC might see the enemy, the enemy might also see them), and a very hard DC for Society (because walking in like you belong is difficult if you dont have an invitation or the right uniform). This not only adds a certain degree of plausibility, but by planning for and allowing a broad range of skills as means to complete the activity, you also become better prepared for when your players improvise. ","type":"Rules","url":"/Rules.aspx?ID=1222","weakness":{}}},{"_index":"aon18","_id":"rules-1223","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Infiltration","Building an Infiltration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1223","markdown":"<title level=\"1\" right=\"Rules\">[Objective](/Rules.aspx?ID=1223)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe first thing youll need to determine is the partys objective, or broad goal. Maybe the PCs need to find their way into some hidden sanctum, find a particular person within an organization, locate and get away with a bit of treasure, or plant a piece of evidence. An infiltration can consist of a single objective, but a more complex one might include two or more objectives in sequence—the PCs might first need to find a way to enter the cults sanctum, then open the vault, and then escape with the relic.\n\n To achieve an objective, the PCs must overcome a certain number of obstacles—specific challenges the PCs face, such as getting across a moat or past a nosy butler. For a simple objective, they might need to overcome only one or two obstacles, while a more complex one might require several.\n\n Its a good idea to offer more obstacles as options than the characters need to overcome, and the PCs dont all have to choose the same ones. This represents the fact that theres more than one way into a castle, and allows PCs to choose obstacles that play to their strengths. It also means you have more options you can adapt if the PCs decide on a truly novel way to tackle their objective.\n\n Once a character has overcome the required number of obstacles to reach the objective, they move on to the next objective. This might mean that some characters move on to a second objective and start making progress toward it while other characters are still completing obstacles from the first objective. When all characters have completed the final objective, the infiltration is a success!\n\n While the characters are pursuing their objectives, however, they need to avoid notice. Awareness Points (AP) measure the extent to which an opposing party is aware of the PCs actions, and apply to the party as a whole. As the PCs Awareness Points increase, the infiltration becomes more difficult as the opposition shores up its defenses. If the PCs generate too many Awareness Points, they are found out and their infiltration fails altogether!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Objective","next_link":{"label":"Obstacles","url":"/Rules.aspx?ID=1224"},"previous_link":{"label":"Chases","url":"/Rules.aspx?ID=1210"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>\r\n\r\nChapter 3: Subsystems / Infiltration / Building an Infiltration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 160"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>","speed":{},"text":" Objective Source Gamemastery Guide pg. 160 The first thing youll need to determine is the partys objective, or broad goal. Maybe the PCs need to find their way into some hidden sanctum, find a particular person within an organization, locate and get away with a bit of treasure, or plant a piece of evidence. An infiltration can consist of a single objective, but a more complex one might include two or more objectives in sequence—the PCs might first need to find a way to enter the cults sanctum, then open the vault, and then escape with the relic. To achieve an objective, the PCs must overcome a certain number of obstacles—specific challenges the PCs face, such as getting across a moat or past a nosy butler. For a simple objective, they might need to overcome only one or two obstacles, while a more complex one might require several. Its a good idea to offer more obstacles as options than the characters need to overcome, and the PCs dont all have to choose the same ones. This represents the fact that theres more than one way into a castle, and allows PCs to choose obstacles that play to their strengths. It also means you have more options you can adapt if the PCs decide on a truly novel way to tackle their objective. Once a character has overcome the required number of obstacles to reach the objective, they move on to the next objective. This might mean that some characters move on to a second objective and start making progress toward it while other characters are still completing obstacles from the first objective. When all characters have completed the final objective, the infiltration is a success! While the characters are pursuing their objectives, however, they need to avoid notice. Awareness Points (AP) measure the extent to which an opposing party is aware of the PCs actions, and apply to the party as a whole. As the PCs Awareness Points increase, the infiltration becomes more difficult as the opposition shores up its defenses. If the PCs generate too many Awareness Points, they are found out and their infiltration fails altogether! ","type":"Rules","url":"/Rules.aspx?ID=1223","weakness":{}}},{"_index":"aon18","_id":"rules-1224","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Infiltration","Building an Infiltration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1224","markdown":"<title level=\"1\" right=\"Rules\">[Obstacles](/Rules.aspx?ID=1224)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach obstacle has certain statistics that define how it works in play. Infiltration Points (IP) represent a characters progress toward overcoming an obstacle. Each obstacle requires gaining a certain number of Infiltration Points to overcome—typically 1 or 2, but some challenging obstacles might require more. PCs can gain Infiltration Points in multiple ways—usually through a skill or Perception check, but sometimes another roll or even the use of a spell or item. These methods are listed in the obstacles Overcome entry. Unlike obstacles for chases, these use a difficulty band for the PCs level, rather than using set DCs.\n\n The Overcome entry also lists whether the PCs need to overcome an object individually or as a group. For individual obstacles, each PC needs to earn the required number of Infiltration Points themself, while for group obstacles, all PCs working toward that obstacle pool their Infiltration Points toward it together. For example, each PC trying to scale a wall needs to earn points on their own, but the PCs could work together to search a guildhall for clues, and once one PC has picked a lock, everyone can enter.\n\n A particular PC can overcome an individual obstacle only once during an objective; likewise, the party can overcome a group obstacle only once.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1225\" />\r\n\r\n<document level=\"2\" id=\"rules-1226\" />\r\n\r\n<document level=\"2\" id=\"rules-1227\" />","name":"Obstacles","next_link":{"label":"Awareness Points","url":"/Rules.aspx?ID=1228"},"previous_link":{"label":"Objective","url":"/Rules.aspx?ID=1223"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>\r\n\r\nChapter 3: Subsystems / Infiltration / Building an Infiltration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 160"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 160</row>","speed":{},"text":" Obstacles Source Gamemastery Guide pg. 160 Each obstacle has certain statistics that define how it works in play. Infiltration Points (IP) represent a characters progress toward overcoming an obstacle. Each obstacle requires gaining a certain number of Infiltration Points to overcome—typically 1 or 2, but some challenging obstacles might require more. PCs can gain Infiltration Points in multiple ways—usually through a skill or Perception check, but sometimes another roll or even the use of a spell or item. These methods are listed in the obstacles Overcome entry. Unlike obstacles for chases, these use a difficulty band for the PCs level, rather than using set DCs. The Overcome entry also lists whether the PCs need to overcome an object individually or as a group. For individual obstacles, each PC needs to earn the required number of Infiltration Points themself, while for group obstacles, all PCs working toward that obstacle pool their Infiltration Points toward it together. For example, each PC trying to scale a wall needs to earn points on their own, but the PCs could work together to search a guildhall for clues, and once one PC has picked a lock, everyone can enter. A particular PC can overcome an individual obstacle only once during an objective; likewise, the party can overcome a group obstacle only once. ","type":"Rules","url":"/Rules.aspx?ID=1224","weakness":{}}},{"_index":"aon18","_id":"rules-1225","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Infiltration","Building an Infiltration","Obstacles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1225","markdown":"<title level=\"1\" right=\"Rules\">[Obstacles in Play](/Rules.aspx?ID=1225)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOn a characters turn, the character describes what they do to get past the obstacle. They then attempt any required check (or perform the required action, if their choice doesnt require a check). The result of the check determines how many Infiltration Points the character gains toward overcoming that obstacle—or whether they instead raise suspicions and accrue Awareness Points! \n\n**Critical Success** The PC gains 2 Infiltration Points.<br />\n**Success** The PC gains 1 Infiltration Point.<br />\n**Failure** The PCs accrue 1 Awareness Point.<br />\n**Critical Failure** The PCs accrue 2 Awareness Points.\n\nIf the characters actions automatically help without requiring a check, like using a spell, they usually gain 1 IP, but you can award 2 for particularly helpful actions.\n\n Sometimes a PC might become stuck on an individual obstacle. Some opportunities (page 162) allow PCs to spend their turn helping others overcome a tricky obstacle.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Obstacles in Play","next_link":{"label":"Pacing","url":"/Rules.aspx?ID=1226"},"previous_link":{"label":"Objective","url":"/Rules.aspx?ID=1223"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>\r\n\r\nChapter 3: Subsystems / Infiltration / Building an Infiltration / Obstacles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 161"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>","speed":{},"text":" Obstacles in Play Source Gamemastery Guide pg. 161 On a characters turn, the character describes what they do to get past the obstacle. They then attempt any required check (or perform the required action, if their choice doesnt require a check). The result of the check determines how many Infiltration Points the character gains toward overcoming that obstacle—or whether they instead raise suspicions and accrue Awareness Points! Critical Success The PC gains 2 Infiltration Points. Success The PC gains 1 Infiltration Point. Failure The PCs accrue 1 Awareness Point. Critical Failure The PCs accrue 2 Awareness Points. If the characters actions automatically help without requiring a check, like using a spell, they usually gain 1 IP, but you can award 2 for particularly helpful actions. Sometimes a PC might become stuck on an individual obstacle. Some opportunities (page 162) allow PCs to spend their turn helping others overcome a tricky obstacle. ","type":"Rules","url":"/Rules.aspx?ID=1225","weakness":{}}},{"_index":"aon18","_id":"rules-1226","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Infiltration","Building an Infiltration","Obstacles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1226","markdown":"<title level=\"1\" right=\"Rules\">[Pacing](/Rules.aspx?ID=1226)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe number of obstacles to require the PCs to overcome for an objective depends partly on the complexity of the infiltration. For shorter infiltrations, use fewer and lower-IP obstacles; for a longer, more complex heist, you can add more obstacles with greater complexity. Also, bear in mind how many checks the PCs will need to attempt to complete their obstacles. An objective with mostly low-IP group obstacles will move quickly because only a few rolls are required, compared to one with mostly individual obstacles that each PC needs to roll separately for.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Pacing","next_link":{"label":"Sample Obstacles","url":"/Rules.aspx?ID=1227"},"previous_link":{"label":"Obstacles in Play","url":"/Rules.aspx?ID=1225"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>\r\n\r\nChapter 3: Subsystems / Infiltration / Building an Infiltration / Obstacles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 161"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>","speed":{},"text":" Pacing Source Gamemastery Guide pg. 161 The number of obstacles to require the PCs to overcome for an objective depends partly on the complexity of the infiltration. For shorter infiltrations, use fewer and lower-IP obstacles; for a longer, more complex heist, you can add more obstacles with greater complexity. Also, bear in mind how many checks the PCs will need to attempt to complete their obstacles. An objective with mostly low-IP group obstacles will move quickly because only a few rolls are required, compared to one with mostly individual obstacles that each PC needs to roll separately for. ","type":"Rules","url":"/Rules.aspx?ID=1226","weakness":{}}},{"_index":"aon18","_id":"rules-1227","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Infiltration","Building an Infiltration","Obstacles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1227","markdown":"<title level=\"1\" right=\"Rules\">[Sample Obstacles](/Rules.aspx?ID=1227)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile you'll want to create custom obstacles to suit the details of your infiltration, the following examples can be used directly in many infiltrations, or as inspiration for your own creations. You can also use the sample chase obstacles on page 159 as starting points. \n\n<title level=\"3\" right=\"\">Guard Post Obstacle</title> **Infiltration Points** 2 (individual); **Overcome** standard, hard, or very hard Deception, Diplomacy, or Stealth\n\n---\n\n Guards cluster at a checkpoint, alert for unusual activity. \n\n<title level=\"3\" right=\"\">Locked Door Obstacle</title> **Infiltration Points** 1 (group); **Overcome** hard or very hard Athletics or Thievery\n\n---\n\n A locked door separates the heroes from their target. \n\n<title level=\"3\" right=\"\">Trap Obstacle</title> **Infiltration Points** 3 (group); **Overcome** hard or very hard Thievery A trap bars the characters' passage. This obstacle follows the normal degrees of success for an obstacle, with the following modification for critical failure. \n\n**Critical Failure** The PCs accrue 2 AP as normal, and the PC who critically fails the Thievery check also triggers the trap. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sample Obstacles","next_link":{"label":"Awareness Points","url":"/Rules.aspx?ID=1228"},"previous_link":{"label":"Pacing","url":"/Rules.aspx?ID=1226"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>\r\n\r\nChapter 3: Subsystems / Infiltration / Building an Infiltration / Obstacles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 161"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>","speed":{},"text":" Sample Obstacles Source Gamemastery Guide pg. 161 While you'll want to create custom obstacles to suit the details of your infiltration, the following examples can be used directly in many infiltrations, or as inspiration for your own creations. You can also use the sample chase obstacles on page 159 as starting points. Guard Post Obstacle Infiltration Points 2 (individual); Overcome standard, hard, or very hard Deception, Diplomacy, or Stealth --- Guards cluster at a checkpoint, alert for unusual activity. Locked Door Obstacle Infiltration Points 1 (group); Overcome hard or very hard Athletics or Thievery --- A locked door separates the heroes from their target. Trap Obstacle Infiltration Points 3 (group); Overcome hard or very hard Thievery A trap bars the characters' passage. This obstacle follows the normal degrees of success for an obstacle, with the following modification for critical failure. Critical Failure The PCs accrue 2 AP as normal, and the PC who critically fails the Thievery check also triggers the trap. ","type":"Rules","url":"/Rules.aspx?ID=1227","weakness":{}}},{"_index":"aon18","_id":"rules-1228","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Infiltration","Building an Infiltration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1228","markdown":"<title level=\"1\" right=\"Rules\">[Awareness Points](/Rules.aspx?ID=1228)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe trick of any infiltration is to get it done before anyone notices. Awareness Points measure the oppositions awareness of the PCs efforts, helping you keep the pressure on and ramp up the urgency. While Infiltration Points are specific to a given obstacle, Awareness Points are a single pool spanning the entire infiltration and all participants.\n\n Awareness Points increase in three different ways. When a PC fails a check to overcome an obstacle, they incur 1 Awareness Point (or 2 on a critical failure). Other failed checks during the infiltration typically dont increase the Awareness Point total unless the failure would reasonably cause a disruption. Awareness Points also increase by 1 at the end of each round of the infiltration, as the passage of time makes it more likely that the PCs will be discovered. Finally, the PCs earn Awareness Points whenever their activities are disruptive enough to draw attention to the infiltration, subject to GM discretion.\n\n The effects of Awareness Points occur when the PCs reach certain thresholds. The specific effects and thresholds are up to you and your story, but typically for every 5 AP the PCs accrue, the challenges become harder, and if the PCs accrue enough Awareness Points (usually equal to twice the number of Infiltration Points necessary for the party as a whole to overcome all necessary obstacles), the infiltration fails.\n\n Each threshold should have an effect. It might increase the DCs for obstacles, introduce a complication, spark a combat encounter, or have other effects. Reaching the highest tier of Awareness Points means that the PCs fail, but that doesnt have to be the end of the story! Failed infiltrations are an opportunity to introduce new challenges and move the story forward in a different way.\n\n This basic Awareness Point scheme for an infiltration requiring the PCs to earn 10 IP can be used as is or tailored to your game.\n\n **5 Awareness Points:** Suspicions are raised. Increase the DCs for obstacles by 1. The first time the PCs reach this tier, a complication occurs.\n\n **10 Awareness Points:** The first time the PCs reach this tier, a complication occurs.\n\n **15 Awareness Points:** Increase the DCs for obstacles by a total of 2, and the first time the PCs reach this tier, a complication occurs.\n\n **20 Awareness Points:** The infiltration fails.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Awareness Points","next_link":{"label":"Complications","url":"/Rules.aspx?ID=1229"},"previous_link":{"label":"Obstacles","url":"/Rules.aspx?ID=1224"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>\r\n\r\nChapter 3: Subsystems / Infiltration / Building an Infiltration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 161"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 161</row>","speed":{},"text":" Awareness Points Source Gamemastery Guide pg. 161 The trick of any infiltration is to get it done before anyone notices. Awareness Points measure the oppositions awareness of the PCs efforts, helping you keep the pressure on and ramp up the urgency. While Infiltration Points are specific to a given obstacle, Awareness Points are a single pool spanning the entire infiltration and all participants. Awareness Points increase in three different ways. When a PC fails a check to overcome an obstacle, they incur 1 Awareness Point (or 2 on a critical failure). Other failed checks during the infiltration typically dont increase the Awareness Point total unless the failure would reasonably cause a disruption. Awareness Points also increase by 1 at the end of each round of the infiltration, as the passage of time makes it more likely that the PCs will be discovered. Finally, the PCs earn Awareness Points whenever their activities are disruptive enough to draw attention to the infiltration, subject to GM discretion. The effects of Awareness Points occur when the PCs reach certain thresholds. The specific effects and thresholds are up to you and your story, but typically for every 5 AP the PCs accrue, the challenges become harder, and if the PCs accrue enough Awareness Points (usually equal to twice the number of Infiltration Points necessary for the party as a whole to overcome all necessary obstacles), the infiltration fails. Each threshold should have an effect. It might increase the DCs for obstacles, introduce a complication, spark a combat encounter, or have other effects. Reaching the highest tier of Awareness Points means that the PCs fail, but that doesnt have to be the end of the story! Failed infiltrations are an opportunity to introduce new challenges and move the story forward in a different way. This basic Awareness Point scheme for an infiltration requiring the PCs to earn 10 IP can be used as is or tailored to your game. 5 Awareness Points: Suspicions are raised. Increase the DCs for obstacles by 1. The first time the PCs reach this tier, a complication occurs. 10 Awareness Points: The first time the PCs reach this tier, a complication occurs. 15 Awareness Points: Increase the DCs for obstacles by a total of 2, and the first time the PCs reach this tier, a complication occurs. 20 Awareness Points: The infiltration fails. ","type":"Rules","url":"/Rules.aspx?ID=1228","weakness":{}}},{"_index":"aon18","_id":"rules-1229","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Infiltration","Building an Infiltration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1229","markdown":"<title level=\"1\" right=\"Rules\">[Complications](/Rules.aspx?ID=1229)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 162</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes when a plan goes sour and seems like it cant get worse, it does. Complications are unexpected problems that compound the difficulty of a challenge. The party might trigger a complication by critically failing a check to overcome a challenge, by reaching a certain threshold of Awareness Points, if you need to spice up the infiltration, or through their own decisions—maybe the wizards castle has various wards, each triggered when a PC attempts to use a different kind of magic.\n\n Many complications increase Awareness Points or otherwise make infiltration more difficult. A common form of complication is attracting the attention of guards who try to stop, capture, or even kill the PCs. When this happens, the infiltration may briefly shift into encounter mode as the PCs attempt to defeat their assailants—hopefully taking care not to arouse more suspicions. The sounds of battle are loud, so unless combat occurs in an isolated area or the PCs take precautions, each round of unmitigated combat noise causes them to gain Awareness Points, at the very least.\n\n When you create a complication, decide on the details of how it will play out. Each complication has a trigger that determines when it occurs. It might affect only a single character, or it might affect everyone in a certain area, and youll need to determine whether multiple PCs can work together to overcome it or whether only one can. Complications must be overcome before the characters involved can overcome other obstacles, and attempting to overcome a complication takes a characters turn just like trying to overcome an obstacle. Many complications are one-off events and are overcome automatically, even on a failure, though not without a cost. If a complication requires PCs to gain Infiltration Points to clear it, it has an Infiltration Points entry, just like an obstacle.\n\n Dont overwhelm the characters with complications. Typically, youll want to aim for two complications per AP threshold. Otherwise, the PCs may end up spending more time on the complications than on the heist itself, and the chance of failure may be too high.\n\n The following example is a common complication that could occur in almost any infiltration. \n\n<title level=\"3\" right=\"Complication\">Do I Know You? </title> **Trigger** The PCs reach 5 Awareness Points for the first time. **Overcome** standard, hard, or very hard Deception, Diplomacy, Performance, or Stealth\n\n---\n\n Someone thinks they recognize you, and you must either convince them otherwise before slipping away or find a way to dodge the person entirely. \n\n**Success** You convince or otherwise dodge the person.<br />\n**Failure** You are recognized, and the party accrues 1 AP.<br />\n**Critical Failure** As failure, but the party accrues 2 AP.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Complications","next_link":{"label":"Opportunities","url":"/Rules.aspx?ID=1230"},"previous_link":{"label":"Awareness Points","url":"/Rules.aspx?ID=1228"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 162</row>\r\n\r\nChapter 3: Subsystems / Infiltration / Building an Infiltration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 162"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 162</row>","speed":{},"text":" Complications Source Gamemastery Guide pg. 162 Sometimes when a plan goes sour and seems like it cant get worse, it does. Complications are unexpected problems that compound the difficulty of a challenge. The party might trigger a complication by critically failing a check to overcome a challenge, by reaching a certain threshold of Awareness Points, if you need to spice up the infiltration, or through their own decisions—maybe the wizards castle has various wards, each triggered when a PC attempts to use a different kind of magic. Many complications increase Awareness Points or otherwise make infiltration more difficult. A common form of complication is attracting the attention of guards who try to stop, capture, or even kill the PCs. When this happens, the infiltration may briefly shift into encounter mode as the PCs attempt to defeat their assailants—hopefully taking care not to arouse more suspicions. The sounds of battle are loud, so unless combat occurs in an isolated area or the PCs take precautions, each round of unmitigated combat noise causes them to gain Awareness Points, at the very least. When you create a complication, decide on the details of how it will play out. Each complication has a trigger that determines when it occurs. It might affect only a single character, or it might affect everyone in a certain area, and youll need to determine whether multiple PCs can work together to overcome it or whether only one can. Complications must be overcome before the characters involved can overcome other obstacles, and attempting to overcome a complication takes a characters turn just like trying to overcome an obstacle. Many complications are one-off events and are overcome automatically, even on a failure, though not without a cost. If a complication requires PCs to gain Infiltration Points to clear it, it has an Infiltration Points entry, just like an obstacle. Dont overwhelm the characters with complications. Typically, youll want to aim for two complications per AP threshold. Otherwise, the PCs may end up spending more time on the complications than on the heist itself, and the chance of failure may be too high. The following example is a common complication that could occur in almost any infiltration. Do I Know You? Trigger The PCs reach 5 Awareness Points for the first time. Overcome standard, hard, or very hard Deception, Diplomacy, Performance, or Stealth --- Someone thinks they recognize you, and you must either convince them otherwise before slipping away or find a way to dodge the person entirely. Success You convince or otherwise dodge the person. Failure You are recognized, and the party accrues 1 AP. Critical Failure As failure, but the party accrues 2 AP. ","type":"Rules","url":"/Rules.aspx?ID=1229","weakness":{}}},{"_index":"aon18","_id":"rules-1230","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Infiltration","Building an Infiltration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1230","markdown":"<title level=\"1\" right=\"Rules\">[Opportunities](/Rules.aspx?ID=1230)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 162</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNot everything that happens during an infiltration is a challenge that must be solved—sometimes PCs can use their turns to aid the group in some way. Opportunities are very similar to obstacles, but they dont provide Infiltration Points or count toward the objective. They instead provide some kind of benefit, such as a magical password to disable security features further along, reducing the partys Awareness Points, or lowering the DC for a later challenge. But opportunities sometimes come with risks—failing can increase the PCs Awareness Points or trigger complications. Youll need to decide what opportunities are available and when, and whether they can be completed multiple times or only once. For example, the PCs can steal the guards keys only once, but can cause a distraction several times.\n\n Some opportunities might be available at almost any time in any infiltration, like this example. \n\n<title level=\"3\" right=\"Opportunity\">Smooth the Path </title> **Requirements** The PC has successfully completed an individual objective and some other PCs have not.\n\n---\n\n Having completed your objective, you help an ally who is still trying to reach that goal. Describe how you are helping. This gives the ally the benefits of Following the Expert (_Core Rulebook_ 479). In unusual cases, the GM might allow you to attempt a relevant skill check to overcome the obstacle on behalf of the other PC instead.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Opportunities","next_link":{"label":"PC Preparations","url":"/Rules.aspx?ID=1231"},"previous_link":{"label":"Complications","url":"/Rules.aspx?ID=1229"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 162</row>\r\n\r\nChapter 3: Subsystems / Infiltration / Building an Infiltration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 162"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 162</row>","speed":{},"text":" Opportunities Source Gamemastery Guide pg. 162 Not everything that happens during an infiltration is a challenge that must be solved—sometimes PCs can use their turns to aid the group in some way. Opportunities are very similar to obstacles, but they dont provide Infiltration Points or count toward the objective. They instead provide some kind of benefit, such as a magical password to disable security features further along, reducing the partys Awareness Points, or lowering the DC for a later challenge. But opportunities sometimes come with risks—failing can increase the PCs Awareness Points or trigger complications. Youll need to decide what opportunities are available and when, and whether they can be completed multiple times or only once. For example, the PCs can steal the guards keys only once, but can cause a distraction several times. Some opportunities might be available at almost any time in any infiltration, like this example. Smooth the Path Requirements The PC has successfully completed an individual objective and some other PCs have not. --- Having completed your objective, you help an ally who is still trying to reach that goal. Describe how you are helping. This gives the ally the benefits of Following the Expert ( Core Rulebook 479). In unusual cases, the GM might allow you to attempt a relevant skill check to overcome the obstacle on behalf of the other PC instead. ","type":"Rules","url":"/Rules.aspx?ID=1230","weakness":{}}},{"_index":"aon18","_id":"rules-1231","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Infiltration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1231","markdown":"<title level=\"1\" right=\"Rules\">[PC Preparations](/Rules.aspx?ID=1231)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 162</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes the party has a chance to prepare before conducting their infiltration, by scouting a location, bribing officials, and so on. This takes the form of special downtime activities that can give the PCs Edge Points (EP): resources and advantages they can bring to bear during their infiltration, such as stolen uniforms, forged documents, and the like. As with infiltration opportunities, careless work runs the risk of increasing Awareness Points—but in this case, before the infiltration even begins!\n\n Typically, youll limit the preparation phase in some way, such as by setting a number of days the PCs have to prepare and by constraining how many preparation activities are available to make sure the PCs arent entering the infiltration with so many Edge Points that the infiltration is no longer suspenseful. The more opportunities for Edge Points you give, the lower you should set the Awareness Point thresholds for complications and failure. Also decide how many times the characters can benefit from each preparation activity—most activities should grant their benefits only once.\n\n You can use the activities below for your infiltration by adjusting the details, but you should also create custom activities that link directly to your story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1232\" />\r\n\r\n<document level=\"2\" id=\"rules-1233\" />","name":"PC Preparations","next_link":{"label":"Reputation","url":"/Rules.aspx?ID=1234"},"previous_link":{"label":"Building an Infiltration","url":"/Rules.aspx?ID=1222"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 162</row>\r\n\r\nChapter 3: Subsystems / Infiltration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 162"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 162</row>","speed":{},"text":" PC Preparations Source Gamemastery Guide pg. 162 Sometimes the party has a chance to prepare before conducting their infiltration, by scouting a location, bribing officials, and so on. This takes the form of special downtime activities that can give the PCs Edge Points (EP): resources and advantages they can bring to bear during their infiltration, such as stolen uniforms, forged documents, and the like. As with infiltration opportunities, careless work runs the risk of increasing Awareness Points—but in this case, before the infiltration even begins! Typically, youll limit the preparation phase in some way, such as by setting a number of days the PCs have to prepare and by constraining how many preparation activities are available to make sure the PCs arent entering the infiltration with so many Edge Points that the infiltration is no longer suspenseful. The more opportunities for Edge Points you give, the lower you should set the Awareness Point thresholds for complications and failure. Also decide how many times the characters can benefit from each preparation activity—most activities should grant their benefits only once. You can use the activities below for your infiltration by adjusting the details, but you should also create custom activities that link directly to your story. ","type":"Rules","url":"/Rules.aspx?ID=1231","weakness":{}}},{"_index":"aon18","_id":"rules-1232","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Infiltration","PC Preparations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1232","markdown":"<title level=\"1\" right=\"Rules\">[Edge Points](/Rules.aspx?ID=1232)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 163</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEdge Points (EP) represent advantages the party gains by proper planning, quick thinking, the intervention of an ally, or some other benefit. They are typically gained by pursuing opportunities in previous infiltrations or through preparation before the infiltration. When a PC fails or critically fails a check to overcome an obstacle or a complication, they can spend an Edge Point to succeed instead. Some Edge Points can be spent only during particular circumstances—for instance, no matter how well you forge documents, it wont help you unlock a door—so consider using unique tokens to represent such Edge Points.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Edge Points","next_link":{"label":"Preparation Activities","url":"/Rules.aspx?ID=1233"},"previous_link":{"label":"Building an Infiltration","url":"/Rules.aspx?ID=1222"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 163</row>\r\n\r\nChapter 3: Subsystems / Infiltration / PC Preparations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 163"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 163</row>","speed":{},"text":" Edge Points Source Gamemastery Guide pg. 163 Edge Points (EP) represent advantages the party gains by proper planning, quick thinking, the intervention of an ally, or some other benefit. They are typically gained by pursuing opportunities in previous infiltrations or through preparation before the infiltration. When a PC fails or critically fails a check to overcome an obstacle or a complication, they can spend an Edge Point to succeed instead. Some Edge Points can be spent only during particular circumstances—for instance, no matter how well you forge documents, it wont help you unlock a door—so consider using unique tokens to represent such Edge Points. ","type":"Rules","url":"/Rules.aspx?ID=1232","weakness":{}}},{"_index":"aon18","_id":"rules-1233","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Infiltration","PC Preparations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1233","markdown":"<title level=\"1\" right=\"Rules\">[Preparation Activities](/Rules.aspx?ID=1233)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 163</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\n\n<document level=\"2\" id=\"action-465\" />\n\n<document level=\"2\" id=\"action-466\" />\n\n<document level=\"2\" id=\"action-467\" />\n\n<document level=\"2\" id=\"action-468\" />\n\n<document level=\"2\" id=\"action-469\" />\n\n<document level=\"2\" id=\"action-470\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Preparation Activities","next_link":{"label":"Reputation","url":"/Rules.aspx?ID=1234"},"previous_link":{"label":"Edge Points","url":"/Rules.aspx?ID=1232"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 163</row>\r\n\r\nChapter 3: Subsystems / Infiltration / PC Preparations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 163"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 163</row>","speed":{},"text":" Preparation Activities Source Gamemastery Guide pg. 163 ","type":"Rules","url":"/Rules.aspx?ID=1233","weakness":{}}},{"_index":"aon18","_id":"rules-1234","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1234","markdown":"<title level=\"1\" right=\"Rules\">[Reputation](/Rules.aspx?ID=1234)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes its crucial to know how groups of people feel about the PCs. Thats where reputation comes into play. The reputation subsystem is a simple way to use Victory Points to determine how the PCs stand with such groups.\n\n Reputation is a mid- to long-term subsystem wherein the PCs accumulate or lose Reputation Points with a particular group of people, whether it be a guild, a government, a church, a village, or anything else you can think of. The PCs gain Reputation Points by performing favors for the organization, to a maximum of 50 Reputation Points, and lose Reputation Points by doing disservices, to a minimum of 50 Reputation Points.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Reputation in Pathfinder Society Organized Play</title>\r\n\r\nPathfinder Society Organized Play uses a version of the reputation subsystem with various factions to offer unique benefits for different characters, with different Reputation Point thresholds that adapted to the Organized Play structure. Check it out for inspiration for reputation in your own game!\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1235\" />\r\n\r\n<document level=\"2\" id=\"rules-1236\" />\r\n\r\n<document level=\"2\" id=\"rules-1237\" />\r\n\r\n<document level=\"2\" id=\"rules-1245\" />","name":"Reputation","next_link":{"label":"Duels","url":"/Rules.aspx?ID=1246"},"previous_link":{"label":"Infiltration","url":"/Rules.aspx?ID=1221"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\nChapter 3: Subsystems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>","speed":{},"text":" Reputation Source Gamemastery Guide pg. 164 Sometimes its crucial to know how groups of people feel about the PCs. Thats where reputation comes into play. The reputation subsystem is a simple way to use Victory Points to determine how the PCs stand with such groups. Reputation is a mid- to long-term subsystem wherein the PCs accumulate or lose Reputation Points with a particular group of people, whether it be a guild, a government, a church, a village, or anything else you can think of. The PCs gain Reputation Points by performing favors for the organization, to a maximum of 50 Reputation Points, and lose Reputation Points by doing disservices, to a minimum of 50 Reputation Points. Reputation in Pathfinder Society Organized Play Pathfinder Society Organized Play uses a version of the reputation subsystem with various factions to offer unique benefits for different characters, with different Reputation Point thresholds that adapted to the Organized Play structure. Check it out for inspiration for reputation in your own game! ","type":"Rules","url":"/Rules.aspx?ID=1234","weakness":{}}},{"_index":"aon18","_id":"rules-1235","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Reputation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1235","markdown":"<title level=\"1\" right=\"Rules\">[Favors](/Rules.aspx?ID=1235)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach favor the PCs perform for a group normally grants the PCs Reputation Points with that group. \n<ul><li>Minor favors are simple, basic tasks that dont take too much effort for a PC to perform or much time at the table. Minor favors grant 1 Reputation Point.</li> <li>Moderate favors require a significant amount of effort and often take up a session or a noticeable chunk of a single session to complete. Moderate favors grant 2 Reputation Points.</li> <li>Major favors are a sizable endeavor, typically an entire quest involving several sessions. Major favors grant 5 Reputation Points.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Favors","next_link":{"label":"Disservices","url":"/Rules.aspx?ID=1236"},"previous_link":{"label":"Infiltration","url":"/Rules.aspx?ID=1221"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\nChapter 3: Subsystems / Reputation\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>","speed":{},"text":" Favors Source Gamemastery Guide pg. 164 Each favor the PCs perform for a group normally grants the PCs Reputation Points with that group. Minor favors are simple, basic tasks that dont take too much effort for a PC to perform or much time at the table. Minor favors grant 1 Reputation Point. Moderate favors require a significant amount of effort and often take up a session or a noticeable chunk of a single session to complete. Moderate favors grant 2 Reputation Points. Major favors are a sizable endeavor, typically an entire quest involving several sessions. Major favors grant 5 Reputation Points. ","type":"Rules","url":"/Rules.aspx?ID=1235","weakness":{}}},{"_index":"aon18","_id":"rules-1236","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Reputation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1236","markdown":"<title level=\"1\" right=\"Rules\">[Disservices](/Rules.aspx?ID=1236)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOn the flip side, disservices are a catchall for ways the PCs might make a group angry, whether its through actual malice and planning on the PCs part or simply by accident. Unlike favors, disservices dont have as easy a correspondence with in-game time; a quick but particularly egregious action could easily still be a major disservice. Disservices normally lose the PCs Reputation Points. \n<ul><li>Minor disservices could be small but significant missteps, or accumulated slights and inconveniences. Minor disservices take away 1 Reputation Point.</li> <li>Moderate disservices are more than just a nuisance or annoyance, generally significantly hindering the groups efforts or violating a fundamental tenet of the groups beliefs in a significant but not egregious way. Moderate disservices take away 2 Reputation Points.</li> <li>Major disservices are incredibly antagonistic to a group, usually a single brazen act, such as thwarting a cabals apocalyptic doomsday plan. Major disservices take away at least 5 Reputation Points, or more if they are particularly egregious. They might be so terrible that the PCs immediately lose all their Reputation Points and _then_ lose 5 more Reputation Points.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Disservices","next_link":{"label":"Reputations","url":"/Rules.aspx?ID=1237"},"previous_link":{"label":"Favors","url":"/Rules.aspx?ID=1235"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\nChapter 3: Subsystems / Reputation\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>","speed":{},"text":" Disservices Source Gamemastery Guide pg. 164 On the flip side, disservices are a catchall for ways the PCs might make a group angry, whether its through actual malice and planning on the PCs part or simply by accident. Unlike favors, disservices dont have as easy a correspondence with in-game time; a quick but particularly egregious action could easily still be a major disservice. Disservices normally lose the PCs Reputation Points. Minor disservices could be small but significant missteps, or accumulated slights and inconveniences. Minor disservices take away 1 Reputation Point. Moderate disservices are more than just a nuisance or annoyance, generally significantly hindering the groups efforts or violating a fundamental tenet of the groups beliefs in a significant but not egregious way. Moderate disservices take away 2 Reputation Points. Major disservices are incredibly antagonistic to a group, usually a single brazen act, such as thwarting a cabals apocalyptic doomsday plan. Major disservices take away at least 5 Reputation Points, or more if they are particularly egregious. They might be so terrible that the PCs immediately lose all their Reputation Points and then lose 5 more Reputation Points. ","type":"Rules","url":"/Rules.aspx?ID=1236","weakness":{}}},{"_index":"aon18","_id":"rules-1237","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Reputation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1237","markdown":"<title level=\"1\" right=\"Rules\">[Reputations](/Rules.aspx?ID=1237)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPCs generally start with a reputation of “ignored” with most groups, as most groups have never heard of them. If they are particularly famous or infamous among related groups, the PCs might start at a different reputation of your choice. The reputation is generalized to the whole group—an individual NPC can hold a different opinion. \n\n## Table 32: Reputations\n<row gap=\"tiny\">\n<table> <tr><td>**Reputation**</td><td>**Reputation Points**</td><td>**Raised By**</td><td>**Lowered By**</td></tr> <tr><td>Revered</td><td>30 to 50</td><td>Major favor</td><td>Moderate or major disservice</td></tr> <tr><td>Admired</td><td>15 to 29</td><td>Major favor</td><td>Any disservice</td></tr> <tr><td>Liked</td><td>5 to 14</td><td>Moderate or major favor</td><td>Any disservice</td></tr> <tr><td>Ignored</td><td>4 to 4</td><td>Any favor</td><td>Any disservice</td></tr> <tr><td>Disliked</td><td>5 to 14</td><td>Any favor</td><td>Moderate or major disservice</td></tr> <tr><td>Hated</td><td>15 to 29</td><td>Any favor</td><td>Major disservice</td></tr> <tr><td>Hunted</td><td>30 to 50</td><td>Moderate or major favor</td><td>Major disservice</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1238\" />\r\n\r\n<document level=\"2\" id=\"rules-1239\" />\r\n\r\n<document level=\"2\" id=\"rules-1240\" />\r\n\r\n<document level=\"2\" id=\"rules-1241\" />\r\n\r\n<document level=\"2\" id=\"rules-1242\" />\r\n\r\n<document level=\"2\" id=\"rules-1243\" />\r\n\r\n<document level=\"2\" id=\"rules-1244\" />","name":"Reputations","next_link":{"label":"Running Reputation","url":"/Rules.aspx?ID=1245"},"previous_link":{"label":"Disservices","url":"/Rules.aspx?ID=1236"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\nChapter 3: Subsystems / Reputation\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>","speed":{},"text":" Reputations Source Gamemastery Guide pg. 164 PCs generally start with a reputation of “ignored” with most groups, as most groups have never heard of them. If they are particularly famous or infamous among related groups, the PCs might start at a different reputation of your choice. The reputation is generalized to the whole group—an individual NPC can hold a different opinion. ## Table 32: Reputations Reputation Reputation Points Raised By Lowered By Revered 30 to 50 Major favor Moderate or major disservice Admired 15 to 29 Major favor Any disservice Liked 5 to 14 Moderate or major favor Any disservice Ignored 4 to 4 Any favor Any disservice Disliked 5 to 14 Any favor Moderate or major disservice Hated 15 to 29 Any favor Major disservice Hunted 30 to 50 Moderate or major favor Major disservice ","type":"Rules","url":"/Rules.aspx?ID=1237","weakness":{}}},{"_index":"aon18","_id":"rules-1238","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Reputation","Reputations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1238","markdown":"<title level=\"1\" right=\"Rules\">[Ignored](/Rules.aspx?ID=1238)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe PCs either arent on this groups radar or the group knows about the PCs but is generally ambivalent to them. This is the default for most PCs with most groups, and it carries no special benefits or detriments.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ignored","next_link":{"label":"Liked","url":"/Rules.aspx?ID=1239"},"previous_link":{"label":"Disservices","url":"/Rules.aspx?ID=1236"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\nChapter 3: Subsystems / Reputation / Reputations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>","speed":{},"text":" Ignored Source Gamemastery Guide pg. 164 The PCs either arent on this groups radar or the group knows about the PCs but is generally ambivalent to them. This is the default for most PCs with most groups, and it carries no special benefits or detriments. ","type":"Rules","url":"/Rules.aspx?ID=1238","weakness":{}}},{"_index":"aon18","_id":"rules-1239","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Reputation","Reputations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1239","markdown":"<title level=\"1\" right=\"Rules\">[Liked](/Rules.aspx?ID=1239)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe PCs have gained this groups favor. Many members of the group know about the PCs, and those who do are usually friendly to them. At this reputation, only moderate and major favors accrue Reputation Points; it takes more to impress the group further.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Liked","next_link":{"label":"Admired","url":"/Rules.aspx?ID=1240"},"previous_link":{"label":"Ignored","url":"/Rules.aspx?ID=1238"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\nChapter 3: Subsystems / Reputation / Reputations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>","speed":{},"text":" Liked Source Gamemastery Guide pg. 164 The PCs have gained this groups favor. Many members of the group know about the PCs, and those who do are usually friendly to them. At this reputation, only moderate and major favors accrue Reputation Points; it takes more to impress the group further. ","type":"Rules","url":"/Rules.aspx?ID=1239","weakness":{}}},{"_index":"aon18","_id":"rules-1240","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Reputation","Reputations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1240","markdown":"<title level=\"1\" right=\"Rules\">[Admired](/Rules.aspx?ID=1240)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe PCs have earned this groups admiration. The majority of the group knows about the PCs and have an extremely favorable opinion toward them. Many members of the group are helpful toward the PCs, and those who arent are friendly. Only major favors accrue Reputation Points.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Admired","next_link":{"label":"Revered","url":"/Rules.aspx?ID=1241"},"previous_link":{"label":"Liked","url":"/Rules.aspx?ID=1239"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\nChapter 3: Subsystems / Reputation / Reputations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>","speed":{},"text":" Admired Source Gamemastery Guide pg. 164 The PCs have earned this groups admiration. The majority of the group knows about the PCs and have an extremely favorable opinion toward them. Many members of the group are helpful toward the PCs, and those who arent are friendly. Only major favors accrue Reputation Points. ","type":"Rules","url":"/Rules.aspx?ID=1240","weakness":{}}},{"_index":"aon18","_id":"rules-1241","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Reputation","Reputations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1241","markdown":"<title level=\"1\" right=\"Rules\">[Revered](/Rules.aspx?ID=1241)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe group reveres the PCs as heroes and celebrities. Every member has heard of the PCs, is helpful toward them, and would take major risks to assist them. Only major favors accrue Reputation Points, and only moderate or major disservices can reduce them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Revered","next_link":{"label":"Disliked","url":"/Rules.aspx?ID=1242"},"previous_link":{"label":"Admired","url":"/Rules.aspx?ID=1240"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>\r\n\r\nChapter 3: Subsystems / Reputation / Reputations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 164</row>","speed":{},"text":" Revered Source Gamemastery Guide pg. 164 The group reveres the PCs as heroes and celebrities. Every member has heard of the PCs, is helpful toward them, and would take major risks to assist them. Only major favors accrue Reputation Points, and only moderate or major disservices can reduce them. ","type":"Rules","url":"/Rules.aspx?ID=1241","weakness":{}}},{"_index":"aon18","_id":"rules-1242","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Reputation","Reputations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1242","markdown":"<title level=\"1\" right=\"Rules\">[Disliked](/Rules.aspx?ID=1242)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 165</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe PCs have a poor reputation among members of this group. Many members of the group know about the PCs, and are usually unfriendly to them. At this reputation, only moderate and major disservices reduce Reputation Points.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Disliked","next_link":{"label":"Hated","url":"/Rules.aspx?ID=1243"},"previous_link":{"label":"Revered","url":"/Rules.aspx?ID=1241"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 165</row>\r\n\r\nChapter 3: Subsystems / Reputation / Reputations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 165"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 165</row>","speed":{},"text":" Disliked Source Gamemastery Guide pg. 165 The PCs have a poor reputation among members of this group. Many members of the group know about the PCs, and are usually unfriendly to them. At this reputation, only moderate and major disservices reduce Reputation Points. ","type":"Rules","url":"/Rules.aspx?ID=1242","weakness":{}}},{"_index":"aon18","_id":"rules-1243","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Reputation","Reputations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1243","markdown":"<title level=\"1\" right=\"Rules\">[Hated](/Rules.aspx?ID=1243)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 165</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe PCs have earned this groups ire. The vast majority of the group knows about the PCs and have an extremely unfavorable opinion toward them. Many members of the group are hostile toward the PCs, and those who arent are unfriendly. When presented an easy opportunity to hurt the PCs, the group will jump at the chance. Only major disservices can still reduce Reputation Points.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hated","next_link":{"label":"Hunted","url":"/Rules.aspx?ID=1244"},"previous_link":{"label":"Disliked","url":"/Rules.aspx?ID=1242"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 165</row>\r\n\r\nChapter 3: Subsystems / Reputation / Reputations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 165"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 165</row>","speed":{},"text":" Hated Source Gamemastery Guide pg. 165 The PCs have earned this groups ire. The vast majority of the group knows about the PCs and have an extremely unfavorable opinion toward them. Many members of the group are hostile toward the PCs, and those who arent are unfriendly. When presented an easy opportunity to hurt the PCs, the group will jump at the chance. Only major disservices can still reduce Reputation Points. ","type":"Rules","url":"/Rules.aspx?ID=1243","weakness":{}}},{"_index":"aon18","_id":"rules-1244","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Reputation","Reputations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1244","markdown":"<title level=\"1\" right=\"Rules\">[Hunted](/Rules.aspx?ID=1244)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 165</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe group actively hunts the PCs as scapegoats or nemeses, even at significant cost to itself. Every member has heard of the PCs, is hostile toward them, and would take major risks to thwart or destroy them. Only major disservices can still reduce Reputation Points, and only moderate or major favors can increase them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hunted","next_link":{"label":"Running Reputation","url":"/Rules.aspx?ID=1245"},"previous_link":{"label":"Hated","url":"/Rules.aspx?ID=1243"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 165</row>\r\n\r\nChapter 3: Subsystems / Reputation / Reputations\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 165"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 165</row>","speed":{},"text":" Hunted Source Gamemastery Guide pg. 165 The group actively hunts the PCs as scapegoats or nemeses, even at significant cost to itself. Every member has heard of the PCs, is hostile toward them, and would take major risks to thwart or destroy them. Only major disservices can still reduce Reputation Points, and only moderate or major favors can increase them. ","type":"Rules","url":"/Rules.aspx?ID=1244","weakness":{}}},{"_index":"aon18","_id":"rules-1245","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Reputation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1245","markdown":"<title level=\"1\" right=\"Rules\">[Running Reputation](/Rules.aspx?ID=1245)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 165</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUsing Reputation Points in the background allows you to track the PCs status with a variety of groups or factions in your campaign based on the PCs actions and choices. This is especially useful for a sandbox campaign or other structure with numerous possibilities, helping you build a reactive structure and track how PCs are doing with groups they interact with only occasionally. When the point totals dont fit the story, use common sense. For instance, if the PCs are hunted by the town guard due to a corrupt mayor, but then perform a major quest revealing the mayors wrongdoing and saving the town, that might jump them from the worst negative reputation to a much more positive reputation. Similarly, the PCs foes could frame them, harming the PCs reputation though theyve done no disservice.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Running Reputation","next_link":{"label":"Duels","url":"/Rules.aspx?ID=1246"},"previous_link":{"label":"Reputations","url":"/Rules.aspx?ID=1237"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 165</row>\r\n\r\nChapter 3: Subsystems / Reputation\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 165"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 165</row>","speed":{},"text":" Running Reputation Source Gamemastery Guide pg. 165 Using Reputation Points in the background allows you to track the PCs status with a variety of groups or factions in your campaign based on the PCs actions and choices. This is especially useful for a sandbox campaign or other structure with numerous possibilities, helping you build a reactive structure and track how PCs are doing with groups they interact with only occasionally. When the point totals dont fit the story, use common sense. For instance, if the PCs are hunted by the town guard due to a corrupt mayor, but then perform a major quest revealing the mayors wrongdoing and saving the town, that might jump them from the worst negative reputation to a much more positive reputation. Similarly, the PCs foes could frame them, harming the PCs reputation though theyve done no disservice. ","type":"Rules","url":"/Rules.aspx?ID=1245","weakness":{}}},{"_index":"aon18","_id":"rules-1246","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1246","markdown":"<title level=\"1\" right=\"Rules\">[Duels](/Rules.aspx?ID=1246)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes conflicts become personal. Its not the entire group against a challenge, but one character struggling against the skills of a single adversary. In many societies, duels are considered a reasonable way to resolve individual differences, though others consider such practices—especially the more deadly varieties—to be a savage affront to law and order. Duels can come in several forms, and this section gives you rules to run them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1247\" />\r\n\r\n<document level=\"2\" id=\"rules-1252\" />\r\n\r\n<document level=\"2\" id=\"rules-1255\" />","name":"Duels","next_link":{"label":"Leadership","url":"/Rules.aspx?ID=1258"},"previous_link":{"label":"Reputation","url":"/Rules.aspx?ID=1234"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\nChapter 3: Subsystems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>","speed":{},"text":" Duels Source Gamemastery Guide pg. 166 Sometimes conflicts become personal. Its not the entire group against a challenge, but one character struggling against the skills of a single adversary. In many societies, duels are considered a reasonable way to resolve individual differences, though others consider such practices—especially the more deadly varieties—to be a savage affront to law and order. Duels can come in several forms, and this section gives you rules to run them. ","type":"Rules","url":"/Rules.aspx?ID=1246","weakness":{}}},{"_index":"aon18","_id":"rules-1247","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Duels"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1247","markdown":"<title level=\"1\" right=\"Rules\">[Setting Up a Duel](/Rules.aspx?ID=1247)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nParticipants must willingly agree to the duel and to abide by its rules. If one of the duelists breaks the duels rules (and, more importantly, is caught doing so), that duelist loses, taking any penalties agreed upon when the challenge was accepted. Here are some sample dueling rules.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1248\" />\r\n\r\n<document level=\"2\" id=\"rules-1249\" />\r\n\r\n<document level=\"2\" id=\"rules-1250\" />\r\n\r\n<document level=\"2\" id=\"rules-1251\" />","name":"Setting Up a Duel","next_link":{"label":"Combat Duels","url":"/Rules.aspx?ID=1252"},"previous_link":{"label":"Reputation","url":"/Rules.aspx?ID=1234"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\nChapter 3: Subsystems / Duels\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>","speed":{},"text":" Setting Up a Duel Source Gamemastery Guide pg. 166 Participants must willingly agree to the duel and to abide by its rules. If one of the duelists breaks the duels rules (and, more importantly, is caught doing so), that duelist loses, taking any penalties agreed upon when the challenge was accepted. Here are some sample dueling rules. ","type":"Rules","url":"/Rules.aspx?ID=1247","weakness":{}}},{"_index":"aon18","_id":"rules-1248","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Duels","Setting Up a Duel"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1248","markdown":"<title level=\"1\" right=\"Rules\">[Compete Alone](/Rules.aspx?ID=1248)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIts customary that each participant must compete alone and may receive no help from outside sources. However, some duels pit pairs of combatants against one another (either all together or as tag teams).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Compete Alone","next_link":{"label":"Limited Tools","url":"/Rules.aspx?ID=1249"},"previous_link":{"label":"Reputation","url":"/Rules.aspx?ID=1234"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\nChapter 3: Subsystems / Duels / Setting Up a Duel\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>","speed":{},"text":" Compete Alone Source Gamemastery Guide pg. 166 Its customary that each participant must compete alone and may receive no help from outside sources. However, some duels pit pairs of combatants against one another (either all together or as tag teams). ","type":"Rules","url":"/Rules.aspx?ID=1248","weakness":{}}},{"_index":"aon18","_id":"rules-1249","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Duels","Setting Up a Duel"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1249","markdown":"<title level=\"1\" right=\"Rules\">[Limited Tools](/Rules.aspx?ID=1249)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe participants agree to the tools, including weapons and magic items, before the duel starts. Most combat duels that dont involve magic limit participants to melee weapons and prohibit the use of poison. Some duels forbid the use of polearms and other reach weapons. A spellcasting duel might agree upon a roughly equal number of magic items, and a cap on the power (in game terms, the level) of the items. Some spellcasting duels might prohibit certain types of spells, such as summoning or necromancy.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Limited Tools","next_link":{"label":"Duration","url":"/Rules.aspx?ID=1250"},"previous_link":{"label":"Compete Alone","url":"/Rules.aspx?ID=1248"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\nChapter 3: Subsystems / Duels / Setting Up a Duel\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>","speed":{},"text":" Limited Tools Source Gamemastery Guide pg. 166 The participants agree to the tools, including weapons and magic items, before the duel starts. Most combat duels that dont involve magic limit participants to melee weapons and prohibit the use of poison. Some duels forbid the use of polearms and other reach weapons. A spellcasting duel might agree upon a roughly equal number of magic items, and a cap on the power (in game terms, the level) of the items. Some spellcasting duels might prohibit certain types of spells, such as summoning or necromancy. ","type":"Rules","url":"/Rules.aspx?ID=1249","weakness":{}}},{"_index":"aon18","_id":"rules-1250","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Duels","Setting Up a Duel"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1250","markdown":"<title level=\"1\" right=\"Rules\">[Duration](/Rules.aspx?ID=1250)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCombat duels typically last either until first blood (hitting and dealing damage) or until one of the duelists is knocked out. Most duels allow a participant to yield, which means they concede victory to their opponent, though sometimes this could diminish their social standing. Duels of talent usually involve several equal turns in which the duelists display their ability.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Duration","next_link":{"label":"Adjudication","url":"/Rules.aspx?ID=1251"},"previous_link":{"label":"Limited Tools","url":"/Rules.aspx?ID=1249"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\nChapter 3: Subsystems / Duels / Setting Up a Duel\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>","speed":{},"text":" Duration Source Gamemastery Guide pg. 166 Combat duels typically last either until first blood (hitting and dealing damage) or until one of the duelists is knocked out. Most duels allow a participant to yield, which means they concede victory to their opponent, though sometimes this could diminish their social standing. Duels of talent usually involve several equal turns in which the duelists display their ability. ","type":"Rules","url":"/Rules.aspx?ID=1250","weakness":{}}},{"_index":"aon18","_id":"rules-1251","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Duels","Setting Up a Duel"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1251","markdown":"<title level=\"1\" right=\"Rules\">[Adjudication](/Rules.aspx?ID=1251)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost duels are overseen by a third party who ensures the duelists dont break the duels rules—inadvertently or by cheating. Where duels are legal, this is typically a constable or magistrate. In other places, a cleric or other respected figure serves as judge. Typically the GM plays the judge.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adjudication","next_link":{"label":"Combat Duels","url":"/Rules.aspx?ID=1252"},"previous_link":{"label":"Duration","url":"/Rules.aspx?ID=1250"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\nChapter 3: Subsystems / Duels / Setting Up a Duel\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>","speed":{},"text":" Adjudication Source Gamemastery Guide pg. 166 Most duels are overseen by a third party who ensures the duelists dont break the duels rules—inadvertently or by cheating. Where duels are legal, this is typically a constable or magistrate. In other places, a cleric or other respected figure serves as judge. Typically the GM plays the judge. ","type":"Rules","url":"/Rules.aspx?ID=1251","weakness":{}}},{"_index":"aon18","_id":"rules-1252","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Duels"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1252","markdown":"<title level=\"1\" right=\"Rules\">[Combat Duels](/Rules.aspx?ID=1252)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUnlike the other subsystems in this chapter, a combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1253\" />\r\n\r\n<document level=\"2\" id=\"rules-1254\" />","name":"Combat Duels","next_link":{"label":"Spellcasting Duels","url":"/Rules.aspx?ID=1255"},"previous_link":{"label":"Setting Up a Duel","url":"/Rules.aspx?ID=1247"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>\r\n\r\nChapter 3: Subsystems / Duels\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 166</row>","speed":{},"text":" Combat Duels Source Gamemastery Guide pg. 166 Unlike the other subsystems in this chapter, a combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat. ","type":"Rules","url":"/Rules.aspx?ID=1252","weakness":{}}},{"_index":"aon18","_id":"rules-1253","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Duels","Combat Duels"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1253","markdown":"<title level=\"1\" right=\"Rules\">[Initiative and Dueling Actions](/Rules.aspx?ID=1253)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUnlike in typical combat, the duelists roll initiative checks at the beginning of each round of combat. Each round the combatant can choose to use Deception, Intimidation, or Perception when they roll initiative. Because a duelist might act twice in a row, durations that last until the beginning of a duelists next turn might function oddly. A duelist acting second can choose to avoid such abilities that turn, or can choose to act second if they win initiative on the next round.\n\n If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for Intimidation, Deceptive Sidestep for Deception, or Sense Weakness for Perception. Neither duelist is aware of what type of roll the other used for initiative—surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, cant use these actions, nor can bystanders.\n\n<document level=\"2\" id=\"action-471\" />\n\n<document level=\"2\" id=\"action-472\" />\n\n<document level=\"2\" id=\"action-473\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Initiative and Dueling Actions","next_link":{"label":"Ending the Duel","url":"/Rules.aspx?ID=1254"},"previous_link":{"label":"Setting Up a Duel","url":"/Rules.aspx?ID=1247"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>\r\n\r\nChapter 3: Subsystems / Duels / Combat Duels\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 167"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>","speed":{},"text":" Initiative and Dueling Actions Source Gamemastery Guide pg. 167 Unlike in typical combat, the duelists roll initiative checks at the beginning of each round of combat. Each round the combatant can choose to use Deception, Intimidation, or Perception when they roll initiative. Because a duelist might act twice in a row, durations that last until the beginning of a duelists next turn might function oddly. A duelist acting second can choose to avoid such abilities that turn, or can choose to act second if they win initiative on the next round. If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for Intimidation, Deceptive Sidestep for Deception, or Sense Weakness for Perception. Neither duelist is aware of what type of roll the other used for initiative—surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, cant use these actions, nor can bystanders.\n","type":"Rules","url":"/Rules.aspx?ID=1253","weakness":{}}},{"_index":"aon18","_id":"rules-1254","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Duels","Combat Duels"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1254","markdown":"<title level=\"1\" right=\"Rules\">[Ending the Duel](/Rules.aspx?ID=1254)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe duel ends when the duels judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. Note that if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ending the Duel","next_link":{"label":"Spellcasting Duels","url":"/Rules.aspx?ID=1255"},"previous_link":{"label":"Initiative and Dueling Actions","url":"/Rules.aspx?ID=1253"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>\r\n\r\nChapter 3: Subsystems / Duels / Combat Duels\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 167"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>","speed":{},"text":" Ending the Duel Source Gamemastery Guide pg. 167 The duel ends when the duels judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. Note that if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat. ","type":"Rules","url":"/Rules.aspx?ID=1254","weakness":{}}},{"_index":"aon18","_id":"rules-1255","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Duels"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1255","markdown":"<title level=\"1\" right=\"Rules\">[Spellcasting Duels](/Rules.aspx?ID=1255)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLike combat duels, spellcasting duels take place in encounter mode, but their rules are not available during normal combat. They are typically more organized affairs than combat duels. Many spellcasting duels prohibit any sort of combat but spellcasting. They typically have the duelists take turns casting a turns worth of spells, giving their rivals a chance to counter the spells if they can.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1256\" />\r\n\r\n<document level=\"2\" id=\"rules-1257\" />","name":"Spellcasting Duels","next_link":{"label":"Leadership","url":"/Rules.aspx?ID=1258"},"previous_link":{"label":"Combat Duels","url":"/Rules.aspx?ID=1252"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>\r\n\r\nChapter 3: Subsystems / Duels\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 167"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>","speed":{},"text":" Spellcasting Duels Source Gamemastery Guide pg. 167 Like combat duels, spellcasting duels take place in encounter mode, but their rules are not available during normal combat. They are typically more organized affairs than combat duels. Many spellcasting duels prohibit any sort of combat but spellcasting. They typically have the duelists take turns casting a turns worth of spells, giving their rivals a chance to counter the spells if they can. ","type":"Rules","url":"/Rules.aspx?ID=1255","weakness":{}}},{"_index":"aon18","_id":"rules-1256","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Duels","Spellcasting Duels"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1256","markdown":"<title level=\"1\" right=\"Rules\">[Initiative and Dueling Actions](/Rules.aspx?ID=1256)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn most cases, each duelist rolls initiative normally and proceeds in that initiative order throughout the duel, unlike in a combat duel. Each duelist can roll an Arcana, Nature, Occultism, or Religion check instead of Perception. If they are trained at that skill, they gain the tradition focus of that skill, which allows them to hone in on a certain magical school corresponding to the check they made for their initiative roll. They also gain the Dueling Counter reaction, which enables a duelist to counter their opponents spell if their tradition focus matches the tradition of that spell. They also gain the Change Tradition Focus action, which changes the duelists tradition focus to a different tradition. Familiars and companions, even when allowed in the duel, cant use these actions, nor can bystanders.\n\n When mixing a spellcasting duel and a combat duel, use the initiative rules for combat dueling, but allow the duelist to roll Arcana, Nature, Occultism, or Religion for their initiative checks. They still gain the Dueling Counter reaction and Change Tradition Focus action, though Change Tradition Focus is less useful in combat duels. \n\n<document level=\"2\" id=\"action-474\" />\n\n<document level=\"2\" id=\"action-475\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Initiative and Dueling Actions","next_link":{"label":"Ending the Duel","url":"/Rules.aspx?ID=1257"},"previous_link":{"label":"Combat Duels","url":"/Rules.aspx?ID=1252"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>\r\n\r\nChapter 3: Subsystems / Duels / Spellcasting Duels\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 167"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>","speed":{},"text":" Initiative and Dueling Actions Source Gamemastery Guide pg. 167 In most cases, each duelist rolls initiative normally and proceeds in that initiative order throughout the duel, unlike in a combat duel. Each duelist can roll an Arcana, Nature, Occultism, or Religion check instead of Perception. If they are trained at that skill, they gain the tradition focus of that skill, which allows them to hone in on a certain magical school corresponding to the check they made for their initiative roll. They also gain the Dueling Counter reaction, which enables a duelist to counter their opponents spell if their tradition focus matches the tradition of that spell. They also gain the Change Tradition Focus action, which changes the duelists tradition focus to a different tradition. Familiars and companions, even when allowed in the duel, cant use these actions, nor can bystanders. When mixing a spellcasting duel and a combat duel, use the initiative rules for combat dueling, but allow the duelist to roll Arcana, Nature, Occultism, or Religion for their initiative checks. They still gain the Dueling Counter reaction and Change Tradition Focus action, though Change Tradition Focus is less useful in combat duels. ","type":"Rules","url":"/Rules.aspx?ID=1256","weakness":{}}},{"_index":"aon18","_id":"rules-1257","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Duels","Spellcasting Duels"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1257","markdown":"<title level=\"1\" right=\"Rules\">[Ending the Duel](/Rules.aspx?ID=1257)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nJust like a combat duel, a spellcasting duel ends when the duels judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. As with a combat duel, if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ending the Duel","next_link":{"label":"Leadership","url":"/Rules.aspx?ID=1258"},"previous_link":{"label":"Initiative and Dueling Actions","url":"/Rules.aspx?ID=1256"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>\r\n\r\nChapter 3: Subsystems / Duels / Spellcasting Duels\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 167"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 167</row>","speed":{},"text":" Ending the Duel Source Gamemastery Guide pg. 167 Just like a combat duel, a spellcasting duel ends when the duels judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. As with a combat duel, if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat. ","type":"Rules","url":"/Rules.aspx?ID=1257","weakness":{}}},{"_index":"aon18","_id":"rules-1258","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1258","markdown":"<title level=\"1\" right=\"Rules\">[Leadership](/Rules.aspx?ID=1258)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile many groups of PCs are isolated heroes who get the job done on their own, other groups enjoy gathering allies and building new organizations of their own. The leadership subsystem allows your PCs to do just that!\n\n Leadership is a long-term subsystem wherein one or more PCs establish a fledgling organization and accumulate followers over time. This subsystem provides a flexible way to reflect the partys growing influence in and connection to the world around them through downtime events and periodic benefits similar to those gained from joining an existing in-world organization. The organization can come into play only during downtime, or it can provide adventure seeds or even play a major role in a campaign.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1259\" />\r\n\r\n<document level=\"2\" id=\"rules-1260\" />\r\n\r\n<document level=\"2\" id=\"rules-1261\" />\r\n\r\n<document level=\"2\" id=\"rules-1263\" />","name":"Leadership","next_link":{"label":"Hexploration","url":"/Rules.aspx?ID=1265"},"previous_link":{"label":"Duels","url":"/Rules.aspx?ID=1246"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>\r\n\r\nChapter 3: Subsystems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 168"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>","speed":{},"text":" Leadership Source Gamemastery Guide pg. 168 While many groups of PCs are isolated heroes who get the job done on their own, other groups enjoy gathering allies and building new organizations of their own. The leadership subsystem allows your PCs to do just that! Leadership is a long-term subsystem wherein one or more PCs establish a fledgling organization and accumulate followers over time. This subsystem provides a flexible way to reflect the partys growing influence in and connection to the world around them through downtime events and periodic benefits similar to those gained from joining an existing in-world organization. The organization can come into play only during downtime, or it can provide adventure seeds or even play a major role in a campaign. ","type":"Rules","url":"/Rules.aspx?ID=1258","weakness":{}}},{"_index":"aon18","_id":"rules-1259","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Leadership"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1259","markdown":"<title level=\"1\" right=\"Rules\">[Organization Levels](/Rules.aspx?ID=1259)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEvery organization has a level from 1 to 20. Any organization below level 1 has no followers; its just an ordinary group of PCs. Unlike many other subsystems in this chapter, leveling up an organization in the leadership subsystem does not involve accumulating points. Instead, the process of growing the organization itself is what causes it to level up! As a reward for quests, roleplaying scenes, or succeeding at other subsystems (particularly influence or reputation), the PCs can add an NPC follower to their organization. At first, only a few level 0 NPCs follow the PCs, but as the party builds up more followers, they can also gain followers of higher and higher level, as well as a small number of higher-level lieutenants to lead groups of followers. Once an organization has recruited enough followers, the organization itself levels up, which increases the maximum level of followers, the number of lieutenants, and the level range of those lieutenants. \n\n## Table 33: Organization Statistics by Level\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Followers**</td><td>**Max Follower Level**</td><td>**Lieutenants**</td><td>**Lieutenant Levels**</td></tr> <tr><td>1</td><td>12</td><td>0</td><td>—</td><td>—</td></tr> <tr><td>2</td><td>34</td><td>0</td><td>—</td><td>—</td></tr> <tr><td>3</td><td>56</td><td>0</td><td>1</td><td>1</td></tr> <tr><td>4</td><td>79</td><td>0</td><td>1</td><td>1</td></tr> <tr><td>5</td><td>1013</td><td>0</td><td>1</td><td>1</td></tr> <tr><td>6</td><td>1418</td><td>1</td><td>2</td><td>2</td></tr> <tr><td>7</td><td>1927</td><td>1</td><td>2</td><td>2</td></tr> <tr><td>8</td><td>2836</td><td>1</td><td>3</td><td>23</td></tr> <tr><td>9</td><td>3753</td><td>1</td><td>45</td><td>23</td></tr> <tr><td>10</td><td>5475</td><td>2</td><td>67</td><td>34</td></tr> <tr><td>11</td><td>7699</td><td>2</td><td>810</td><td>34</td></tr> <tr><td>12</td><td>100150</td><td>2</td><td>1115</td><td>35</td></tr> <tr><td>13</td><td>151215</td><td>2</td><td>1622</td><td>35</td></tr> <tr><td>14</td><td>216300</td><td>3</td><td>2330</td><td>46</td></tr> <tr><td>15</td><td>301425</td><td>3</td><td>3142</td><td>46</td></tr> <tr><td>16</td><td>426600</td><td>3</td><td>4360</td><td>47</td></tr> <tr><td>17</td><td>601850</td><td>3</td><td>6185</td><td>47</td></tr> <tr><td>18</td><td>8511,200</td><td>4</td><td>86120</td><td>58</td></tr> <tr><td>19</td><td>1,2011,700</td><td>4</td><td>121170</td><td>58</td></tr> <tr><td>20</td><td>1,7012,400</td><td>4</td><td>171240</td><td>59</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Organization Levels","next_link":{"label":"Base of Operations","url":"/Rules.aspx?ID=1260"},"previous_link":{"label":"Duels","url":"/Rules.aspx?ID=1246"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>\r\n\r\nChapter 3: Subsystems / Leadership\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 168"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>","speed":{},"text":" Organization Levels Source Gamemastery Guide pg. 168 Every organization has a level from 1 to 20. Any organization below level 1 has no followers; its just an ordinary group of PCs. Unlike many other subsystems in this chapter, leveling up an organization in the leadership subsystem does not involve accumulating points. Instead, the process of growing the organization itself is what causes it to level up! As a reward for quests, roleplaying scenes, or succeeding at other subsystems (particularly influence or reputation), the PCs can add an NPC follower to their organization. At first, only a few level 0 NPCs follow the PCs, but as the party builds up more followers, they can also gain followers of higher and higher level, as well as a small number of higher-level lieutenants to lead groups of followers. Once an organization has recruited enough followers, the organization itself levels up, which increases the maximum level of followers, the number of lieutenants, and the level range of those lieutenants. ## Table 33: Organization Statistics by Level Level Followers Max Follower Level Lieutenants Lieutenant Levels 1 12 0 — — 2 34 0 — — 3 56 0 1 1 4 79 0 1 1 5 1013 0 1 1 6 1418 1 2 2 7 1927 1 2 2 8 2836 1 3 23 9 3753 1 45 23 10 5475 2 67 34 11 7699 2 810 34 12 100150 2 1115 35 13 151215 2 1622 35 14 216300 3 2330 46 15 301425 3 3142 46 16 426600 3 4360 47 17 601850 3 6185 47 18 8511,200 4 86120 58 19 1,2011,700 4 121170 58 20 1,7012,400 4 171240 59 ","type":"Rules","url":"/Rules.aspx?ID=1259","weakness":{}}},{"_index":"aon18","_id":"rules-1260","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Leadership"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1260","markdown":"<title level=\"1\" right=\"Rules\">[Base of Operations](/Rules.aspx?ID=1260)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBeyond the very smallest organizations, PCs need some kind of base of operations the organization calls home. This allows the organization to function and grow in its intended role. For instance, if the PCs run a mercenary army, it might have a keep for training and as a base for defending the nearby area. While organizations usually gain a base of operations early in their existence, they must have one by 6th level unless the story of the organization demands otherwise. A base of operations is not necessarily immobile; a caravan, circus, or flagship (or fleet, for a larger organization) could serve well for wandering organizations.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Base of Operations","next_link":{"label":"Organization NPCs","url":"/Rules.aspx?ID=1261"},"previous_link":{"label":"Organization Levels","url":"/Rules.aspx?ID=1259"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>\r\n\r\nChapter 3: Subsystems / Leadership\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 168"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>","speed":{},"text":" Base of Operations Source Gamemastery Guide pg. 168 Beyond the very smallest organizations, PCs need some kind of base of operations the organization calls home. This allows the organization to function and grow in its intended role. For instance, if the PCs run a mercenary army, it might have a keep for training and as a base for defending the nearby area. While organizations usually gain a base of operations early in their existence, they must have one by 6th level unless the story of the organization demands otherwise. A base of operations is not necessarily immobile; a caravan, circus, or flagship (or fleet, for a larger organization) could serve well for wandering organizations. ","type":"Rules","url":"/Rules.aspx?ID=1260","weakness":{}}},{"_index":"aon18","_id":"rules-1261","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Leadership"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1261","markdown":"<title level=\"1\" right=\"Rules\">[Organization NPCs](/Rules.aspx?ID=1261)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFollowers and lieutenants are noncombatant NPCs of the levels indicated on Table 33: Organization Statistics by Level. When an organization has followers or lieutenants of several levels, most of them are at the lowest possible level. As a rule of thumb, an organization has twice as many NPCs of a given level than of the next-higher level. This allows you to quickly estimate the level composition of the organizations members, but you can of course change the levels of various followers as much as you like. When the minimum level for lieutenants increases, either the lower-level lieutenants level up to the new minimum, or they become followers of more powerful lieutenants the PCs recruit, whichever fits best with the story.\n\n Followers and lieutenants are loyal to the PCs and their organization, working to maintain the organization, its base of operations, and their own way of life. Because of this work, PCs dont need to pay for basic upkeep of their base of operations or for expansions to house the burgeoning activity as their organization grows in level—the followers and lieutenants take care of all of that. But similarly, these followers and lieutenants never get involved in the PCs adventuring, nor do they provide a source of free magic or labor.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1262\" />","name":"Organization NPCs","next_link":{"label":"Running Leadership","url":"/Rules.aspx?ID=1263"},"previous_link":{"label":"Base of Operations","url":"/Rules.aspx?ID=1260"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>\r\n\r\nChapter 3: Subsystems / Leadership\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 168"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>","speed":{},"text":" Organization NPCs Source Gamemastery Guide pg. 168 Followers and lieutenants are noncombatant NPCs of the levels indicated on Table 33: Organization Statistics by Level. When an organization has followers or lieutenants of several levels, most of them are at the lowest possible level. As a rule of thumb, an organization has twice as many NPCs of a given level than of the next-higher level. This allows you to quickly estimate the level composition of the organizations members, but you can of course change the levels of various followers as much as you like. When the minimum level for lieutenants increases, either the lower-level lieutenants level up to the new minimum, or they become followers of more powerful lieutenants the PCs recruit, whichever fits best with the story. Followers and lieutenants are loyal to the PCs and their organization, working to maintain the organization, its base of operations, and their own way of life. Because of this work, PCs dont need to pay for basic upkeep of their base of operations or for expansions to house the burgeoning activity as their organization grows in level—the followers and lieutenants take care of all of that. But similarly, these followers and lieutenants never get involved in the PCs adventuring, nor do they provide a source of free magic or labor. ","type":"Rules","url":"/Rules.aspx?ID=1261","weakness":{}}},{"_index":"aon18","_id":"rules-1262","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Leadership","Organization NPCs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1262","markdown":"<title level=\"1\" right=\"Rules\">[Cohorts and New PCs](/Rules.aspx?ID=1262)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile the followers and lieutenants who define an organizations advancement dont accompany the PCs on adventures, sometimes the organization is the perfect plot hook to introduce an NPC who will be traveling along with the party or a new PC hoping to join the party. For instance, if the PCs are running a mercenary army, a rising officer might become a new PC. Treat such NPC cohorts and PCs just like any other additional characters in the party, with an enriched story that ties them to the PCs.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Cohorts and New PCs","next_link":{"label":"Running Leadership","url":"/Rules.aspx?ID=1263"},"previous_link":{"label":"Base of Operations","url":"/Rules.aspx?ID=1260"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>\r\n\r\nChapter 3: Subsystems / Leadership / Organization NPCs\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 168"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 168</row>","speed":{},"text":" Cohorts and New PCs Source Gamemastery Guide pg. 168 While the followers and lieutenants who define an organizations advancement dont accompany the PCs on adventures, sometimes the organization is the perfect plot hook to introduce an NPC who will be traveling along with the party or a new PC hoping to join the party. For instance, if the PCs are running a mercenary army, a rising officer might become a new PC. Treat such NPC cohorts and PCs just like any other additional characters in the party, with an enriched story that ties them to the PCs. ","type":"Rules","url":"/Rules.aspx?ID=1262","weakness":{}}},{"_index":"aon18","_id":"rules-1263","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Leadership"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1263","markdown":"<title level=\"1\" right=\"Rules\">[Running Leadership](/Rules.aspx?ID=1263)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 169</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen running a game with the leadership subsystem, adding new NPCs who join the PCs cause becomes a type of reward you should grant the PCs consistently throughout the campaign. For a typical rate of growth, give the PCs enough followers for the organization to level up at roughly the same rate as the PCs. In some cases, you might want to vary that rate—sometimes drastically. Perhaps the 10th-level PCs have a 20th-level organization with top lieutenants nearly as powerful as the PCs, or maybe the PCs start gathering followers only at 15th level and start their organization from scratch as a 1st-level organization.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1264\" />","name":"Running Leadership","next_link":{"label":"Hexploration","url":"/Rules.aspx?ID=1265"},"previous_link":{"label":"Organization NPCs","url":"/Rules.aspx?ID=1261"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 169</row>\r\n\r\nChapter 3: Subsystems / Leadership\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 169"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 169</row>","speed":{},"text":" Running Leadership Source Gamemastery Guide pg. 169 When running a game with the leadership subsystem, adding new NPCs who join the PCs cause becomes a type of reward you should grant the PCs consistently throughout the campaign. For a typical rate of growth, give the PCs enough followers for the organization to level up at roughly the same rate as the PCs. In some cases, you might want to vary that rate—sometimes drastically. Perhaps the 10th-level PCs have a 20th-level organization with top lieutenants nearly as powerful as the PCs, or maybe the PCs start gathering followers only at 15th level and start their organization from scratch as a 1st-level organization. ","type":"Rules","url":"/Rules.aspx?ID=1263","weakness":{}}},{"_index":"aon18","_id":"rules-1264","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Leadership","Running Leadership"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1264","markdown":"<title level=\"1\" right=\"Rules\">[Leadership Events](/Rules.aspx?ID=1264)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 169</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDuring downtime, or over the course of long stretches of time when the PCs arent in downtime but their organization is operating in the background, you should periodically provide special leadership events. These are in addition to the events you would normally provide the PCs during downtime. These should generally be a good mix between the following three categories.\n\n **Opportunity:** An opportunity offers the PCs a chance to steer the ship for their organization by making a decision that shapes the organization moving forward, with consequences generally ranging from neutral to a mix of good and bad. For instance, the Aspis Consortium offers the PCs a deal to store their goods in the PCs mercenary fort. Accepting gives the PCs money, but theyll have to deal with the consortiums unsavory goods. Rejecting the proposal might upset the consortium, but it allows the PCs to show their priorities between conscience and coin.\n\n **Trouble:** Somethings gone wrong with the organization, requiring the PCs attention or assistance to solve. Perhaps the thieves guild is dealing with a clever new guard captain and needs help from the PCs to stay safe. Typically the resources the PCs need to invest to solve the troubles should be less than the benefits the PCs gain from windfalls to ensure that the organization is providing a substantial benefit to the PCs, rather than simply evening out.\n\n **Windfall:** The organization has received an unexpected benefit that helps the PCs. This is typically access to an uncommon option: perhaps the organization researched a new spell or discovered the techniques for an uncommon feat. However, it could be extra money or resources, clues for the PCs adventures, political prestige, or anything else you can think of. The players might even be able to suggest a few options for their followers and lieutenants to work toward to give you some ideas.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Leadership Events","next_link":{"label":"Hexploration","url":"/Rules.aspx?ID=1265"},"previous_link":{"label":"Organization NPCs","url":"/Rules.aspx?ID=1261"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 169</row>\r\n\r\nChapter 3: Subsystems / Leadership / Running Leadership\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 169"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 169</row>","speed":{},"text":" Leadership Events Source Gamemastery Guide pg. 169 During downtime, or over the course of long stretches of time when the PCs arent in downtime but their organization is operating in the background, you should periodically provide special leadership events. These are in addition to the events you would normally provide the PCs during downtime. These should generally be a good mix between the following three categories. Opportunity: An opportunity offers the PCs a chance to steer the ship for their organization by making a decision that shapes the organization moving forward, with consequences generally ranging from neutral to a mix of good and bad. For instance, the Aspis Consortium offers the PCs a deal to store their goods in the PCs mercenary fort. Accepting gives the PCs money, but theyll have to deal with the consortiums unsavory goods. Rejecting the proposal might upset the consortium, but it allows the PCs to show their priorities between conscience and coin. Trouble: Somethings gone wrong with the organization, requiring the PCs attention or assistance to solve. Perhaps the thieves guild is dealing with a clever new guard captain and needs help from the PCs to stay safe. Typically the resources the PCs need to invest to solve the troubles should be less than the benefits the PCs gain from windfalls to ensure that the organization is providing a substantial benefit to the PCs, rather than simply evening out. Windfall: The organization has received an unexpected benefit that helps the PCs. This is typically access to an uncommon option: perhaps the organization researched a new spell or discovered the techniques for an uncommon feat. However, it could be extra money or resources, clues for the PCs adventures, political prestige, or anything else you can think of. The players might even be able to suggest a few options for their followers and lieutenants to work toward to give you some ideas. ","type":"Rules","url":"/Rules.aspx?ID=1264","weakness":{}}},{"_index":"aon18","_id":"rules-1265","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1265","markdown":"<title level=\"1\" right=\"Rules\">[Hexploration](/Rules.aspx?ID=1265)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 169</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFew activities epitomize adventure as much as pure exploration through an unknown wilderness. Leaving the city streets and trade roads behind and striking out into the unknown can test the mettle of the most experienced adventurers, but such efforts reward those seeking fantastical sites, natural resources, and unforeseen opportunities.\n\n While you can represent long, heroic journeys using normal exploration, if you want something more detailed, you can use the hexploration subsystem instead. This is a method where the overland map is divided into individual hexagonal sections of territory. During their exploration, the PCs travel through and explore individual hexes, finding interesting sites, secrets, resources, and dangers.\n\n The pace of travel is measured in days rather than hours or minutes. This means choosing hexploration activities are more akin to choosing downtime activities than exploration activities. Each day, the PCs explore or travel through a region of the wilderness measured in hexes on a map to survey, discover resources, forage, find sites, and reconnoiter potential foes and allies.\n\n Hexploration is ideal for sandbox-style campaigns, where the players are at liberty to set the course of their own adventure. The GM populates a region with interesting locations and situations that the players explore in any order they see fit.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Types of Terrain</title>\r\n\r\nThe following are examples of the types of terrain you can use when creating your hexploration map. Each section provides the difficulty of traversing that terrain (either open, difficult, or greater difficult terrain) and the potential resources and secrets found there.\n\n \n\n### Aquatic\n **Terrain** typically requires a boat or a swim speed; depends on the strengths of currents and the weather <br />**Resources** seafood, coral, pearls, shipwrecks <br />**Secrets** remote islands filled with monsters, isolated communities, pirates, flooded or underwater cities of aquatic creatures\n\n \n\n### Arctic\n **Terrain** typically difficult or greater difficult terrain <br />**Resources** scarce food (broken ice floes that allow for fishing, breeding grounds for seals or whales) <br />**Secret** thawed passes that allow ship travel, hidden caverns, isolated communities of arctic dwellers\n\n \n\n### Desert\n **Terrain** typically difficult or greater difficult terrain <br />**Resources** water sources (underground springs, oases, and streams), mineral wealth <br />**Secrets** forgotten civilizations beneath the dunes\n\n \n\n### Forest\n **Terrain** typically difficult terrain, or greater difficult terrain for a dense jungle <br />**Resources** diverse flora and fauna, natural remedies, plentiful game <br />**Secrets** bandit encampment, druids henge, fey-touched glade or mushroom circle\n\n \n\n### Mountain\n **Terrain** typically greater difficult terrain, or difficult terrain for hills <br />**Resources** minerals (including gold, silver, and gemstones) <br />**Secrets** hidden pass, watchtower or waypoint constructed by a nearby empire, dragons lair, bandit hideout\n\n \n\n### Plain\n **Terrain** open terrain <br />**Resources** useful plants (flax or cotton) <br />**Secrets** artifacts abandoned after a historic battle, valuables buried by outlaws for later retrieval\n\n \n\n### Swamp\n **Terrain** typically greater difficult terrain <br />**Resources** materials useful for medicine or poison <br />**Secrets** river raider camps, remains and gear of unlucky travelers, sites of mystic significance\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1266\" />\r\n\r\n<document level=\"2\" id=\"rules-1272\" />","name":"Hexploration","next_link":{"label":"Vehicles","url":"/Rules.aspx?ID=1278"},"previous_link":{"label":"Leadership","url":"/Rules.aspx?ID=1258"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 169</row>\r\n\r\nChapter 3: Subsystems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 169"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 169</row>","speed":{},"text":" Hexploration Source Gamemastery Guide pg. 169 Few activities epitomize adventure as much as pure exploration through an unknown wilderness. Leaving the city streets and trade roads behind and striking out into the unknown can test the mettle of the most experienced adventurers, but such efforts reward those seeking fantastical sites, natural resources, and unforeseen opportunities. While you can represent long, heroic journeys using normal exploration, if you want something more detailed, you can use the hexploration subsystem instead. This is a method where the overland map is divided into individual hexagonal sections of territory. During their exploration, the PCs travel through and explore individual hexes, finding interesting sites, secrets, resources, and dangers. The pace of travel is measured in days rather than hours or minutes. This means choosing hexploration activities are more akin to choosing downtime activities than exploration activities. Each day, the PCs explore or travel through a region of the wilderness measured in hexes on a map to survey, discover resources, forage, find sites, and reconnoiter potential foes and allies. Hexploration is ideal for sandbox-style campaigns, where the players are at liberty to set the course of their own adventure. The GM populates a region with interesting locations and situations that the players explore in any order they see fit. Types of Terrain The following are examples of the types of terrain you can use when creating your hexploration map. Each section provides the difficulty of traversing that terrain (either open, difficult, or greater difficult terrain) and the potential resources and secrets found there. ### Aquatic Terrain typically requires a boat or a swim speed; depends on the strengths of currents and the weather Resources seafood, coral, pearls, shipwrecks Secrets remote islands filled with monsters, isolated communities, pirates, flooded or underwater cities of aquatic creatures ### Arctic Terrain typically difficult or greater difficult terrain Resources scarce food (broken ice floes that allow for fishing, breeding grounds for seals or whales) Secret thawed passes that allow ship travel, hidden caverns, isolated communities of arctic dwellers ### Desert Terrain typically difficult or greater difficult terrain Resources water sources (underground springs, oases, and streams), mineral wealth Secrets forgotten civilizations beneath the dunes ### Forest Terrain typically difficult terrain, or greater difficult terrain for a dense jungle Resources diverse flora and fauna, natural remedies, plentiful game Secrets bandit encampment, druids henge, fey-touched glade or mushroom circle ### Mountain Terrain typically greater difficult terrain, or difficult terrain for hills Resources minerals (including gold, silver, and gemstones) Secrets hidden pass, watchtower or waypoint constructed by a nearby empire, dragons lair, bandit hideout ### Plain Terrain open terrain Resources useful plants (flax or cotton) Secrets artifacts abandoned after a historic battle, valuables buried by outlaws for later retrieval ### Swamp Terrain typically greater difficult terrain Resources materials useful for medicine or poison Secrets river raider camps, remains and gear of unlucky travelers, sites of mystic significance ","type":"Rules","url":"/Rules.aspx?ID=1265","weakness":{}}},{"_index":"aon18","_id":"rules-1266","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Hexploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1266","markdown":"<title level=\"1\" right=\"Rules\">[Designing a Hexploration Map](/Rules.aspx?ID=1266)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 170</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe best way to map the area is with a hex grid. Each hex represents a discreet area 12 miles from corner to corner, which can be traveled across and explored in about 1 day even by slower-moving groups. Hexes track the distance the party travels while exploring and define the bounds of certain types of terrain.\n\n When designing your hex map, its best to have each hex represent one primary terrain type. This doesnt mean thats the only feature of the land in this hex, but it is the predominant type and represents the challenges of traveling across and exploring that hex. You can also give your hex other elements: a river or a road might snake through the area, or it could contain a castle, cave, village, fort, or some other type of encounter setting. You can quickly draw your map using just a few colors, some basic symbols, and letters or numbers for reference.\n\n But this is only the start. This detailed map is your GM map, holding all the secrets for the PCs to discover. Give the players a blank map that they can fill in as they explore the wilderness hex by hex. The more they explore, the more their map will look like yours.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1267\" />\r\n\r\n<document level=\"2\" id=\"rules-1271\" />","name":"Designing a Hexploration Map","next_link":{"label":"Running Hexploration","url":"/Rules.aspx?ID=1272"},"previous_link":{"label":"Leadership","url":"/Rules.aspx?ID=1258"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 170</row>\r\n\r\nChapter 3: Subsystems / Hexploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 170"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 170</row>","speed":{},"text":" Designing a Hexploration Map Source Gamemastery Guide pg. 170 The best way to map the area is with a hex grid. Each hex represents a discreet area 12 miles from corner to corner, which can be traveled across and explored in about 1 day even by slower-moving groups. Hexes track the distance the party travels while exploring and define the bounds of certain types of terrain. When designing your hex map, its best to have each hex represent one primary terrain type. This doesnt mean thats the only feature of the land in this hex, but it is the predominant type and represents the challenges of traveling across and exploring that hex. You can also give your hex other elements: a river or a road might snake through the area, or it could contain a castle, cave, village, fort, or some other type of encounter setting. You can quickly draw your map using just a few colors, some basic symbols, and letters or numbers for reference. But this is only the start. This detailed map is your GM map, holding all the secrets for the PCs to discover. Give the players a blank map that they can fill in as they explore the wilderness hex by hex. The more they explore, the more their map will look like yours. ","type":"Rules","url":"/Rules.aspx?ID=1266","weakness":{}}},{"_index":"aon18","_id":"rules-1267","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Hexploration","Designing a Hexploration Map"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1267","markdown":"<title level=\"1\" right=\"Rules\">[Populating Hexes](/Rules.aspx?ID=1267)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 170</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen populating a hexploration map, keep in mind that you have little control over which areas the players choose to explore first—or if theyll explore those areas at all. Because hexploration leads to nonlinear, playerguided play, consider providing hooks within encounters and sites for them to explore in several directions from their starting point. You can provide some direction by presenting jobs like exploring a site on behalf of an NPC, escorting travelers, delivering goods, or scouting a region for a local noble. This typically leads to a set encounter (see below).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1268\" />\r\n\r\n<document level=\"2\" id=\"rules-1269\" />\r\n\r\n<document level=\"2\" id=\"rules-1270\" />","name":"Populating Hexes","next_link":{"label":"Generating Random Hex Maps","url":"/Rules.aspx?ID=1271"},"previous_link":{"label":"Leadership","url":"/Rules.aspx?ID=1258"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 170</row>\r\n\r\nChapter 3: Subsystems / Hexploration / Designing a Hexploration Map\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 170"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 170</row>","speed":{},"text":" Populating Hexes Source Gamemastery Guide pg. 170 When populating a hexploration map, keep in mind that you have little control over which areas the players choose to explore first—or if theyll explore those areas at all. Because hexploration leads to nonlinear, playerguided play, consider providing hooks within encounters and sites for them to explore in several directions from their starting point. You can provide some direction by presenting jobs like exploring a site on behalf of an NPC, escorting travelers, delivering goods, or scouting a region for a local noble. This typically leads to a set encounter (see below). ","type":"Rules","url":"/Rules.aspx?ID=1267","weakness":{}}},{"_index":"aon18","_id":"rules-1268","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Hexploration","Designing a Hexploration Map","Populating Hexes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1268","markdown":"<title level=\"1\" right=\"Rules\">[Set Encounters](/Rules.aspx?ID=1268)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 170</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEven a sandbox adventure has a story or is the setting of multiple stories. Set encounters, be they just a simple encounter or an entire adventuring site, can serve as important beats in the story behind the PCs exploration. These are typically the points on the hex maps the PCs are searching for, and the discovery of one set encounter will often incorporate story points that lead to the next.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Set Encounters","next_link":{"label":"Random Encounters","url":"/Rules.aspx?ID=1269"},"previous_link":{"label":"Leadership","url":"/Rules.aspx?ID=1258"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 170</row>\r\n\r\nChapter 3: Subsystems / Hexploration / Designing a Hexploration Map / Populating Hexes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 170"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 170</row>","speed":{},"text":" Set Encounters Source Gamemastery Guide pg. 170 Even a sandbox adventure has a story or is the setting of multiple stories. Set encounters, be they just a simple encounter or an entire adventuring site, can serve as important beats in the story behind the PCs exploration. These are typically the points on the hex maps the PCs are searching for, and the discovery of one set encounter will often incorporate story points that lead to the next. ","type":"Rules","url":"/Rules.aspx?ID=1268","weakness":{}}},{"_index":"aon18","_id":"rules-1269","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Hexploration","Designing a Hexploration Map","Populating Hexes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1269","markdown":"<title level=\"1\" right=\"Rules\">[Random Encounters](/Rules.aspx?ID=1269)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 170</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can instill additional danger into your hexploration by including random encounters, whether they take the form of interesting features, natural hazards, or creatures native to the terrain. It can help to create a series of short lists in advance, each including a mix of three types of encounters: harmless, hazards, and creature encounters. Then create tables to randomize the results, or simply pick whichever encounter you think would work best for your hexploration narrative when these encounters occur (as described in Random Encounters on page 173). Its often easier to create a list by terrain rather than for each hex. The forest hexes could have their own random encounter list while the plains beyond have a different list, possibly with some overlap.\n\n A harmless encounter is just that: the party is in no danger from it. Harmless encounters can be opportunities to flesh out the world with interesting bits of set-dressing, like a shrine on the side of the road dedicated to a minor god, opportunities for the party to interact with other travelers, or simply interesting or noteworthy moments on the road, like a distant and dazzling electrical storm.\n\n Hazard encounters can include those located in the Hazards section on pages 520529 of the _Core Rulebook_ and pages 7781 of this book, primarily the environmental hazards and haunts. You can also create your own hazards using the rules found in Building Hazards on page 74.\n\n Creature encounters can use the creatures found in the Bestiary, or you can create your own using the rules found in Building Creatures on page 56.\n\n Plan your hazard and monster encounters with a degree of flexibility so you can tailor them to the PCs current level, perhaps by creating a lower-level encounter and including notes on how to scale it up. Alternatively, if you want to run a more challenging or open-world hexploration, dont adapt to your players at all. Make a variety of encounters, some of which are so powerful that the correct tactic is to flee. You can even create a chase to make the escape exciting (see Chases on page 156).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Random Encounters","next_link":{"label":"Terrain","url":"/Rules.aspx?ID=1270"},"previous_link":{"label":"Set Encounters","url":"/Rules.aspx?ID=1268"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 170</row>\r\n\r\nChapter 3: Subsystems / Hexploration / Designing a Hexploration Map / Populating Hexes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 170"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 170</row>","speed":{},"text":" Random Encounters Source Gamemastery Guide pg. 170 You can instill additional danger into your hexploration by including random encounters, whether they take the form of interesting features, natural hazards, or creatures native to the terrain. It can help to create a series of short lists in advance, each including a mix of three types of encounters: harmless, hazards, and creature encounters. Then create tables to randomize the results, or simply pick whichever encounter you think would work best for your hexploration narrative when these encounters occur (as described in Random Encounters on page 173). Its often easier to create a list by terrain rather than for each hex. The forest hexes could have their own random encounter list while the plains beyond have a different list, possibly with some overlap. A harmless encounter is just that: the party is in no danger from it. Harmless encounters can be opportunities to flesh out the world with interesting bits of set-dressing, like a shrine on the side of the road dedicated to a minor god, opportunities for the party to interact with other travelers, or simply interesting or noteworthy moments on the road, like a distant and dazzling electrical storm. Hazard encounters can include those located in the Hazards section on pages 520529 of the Core Rulebook and pages 7781 of this book, primarily the environmental hazards and haunts. You can also create your own hazards using the rules found in Building Hazards on page 74. Creature encounters can use the creatures found in the Bestiary, or you can create your own using the rules found in Building Creatures on page 56. Plan your hazard and monster encounters with a degree of flexibility so you can tailor them to the PCs current level, perhaps by creating a lower-level encounter and including notes on how to scale it up. Alternatively, if you want to run a more challenging or open-world hexploration, dont adapt to your players at all. Make a variety of encounters, some of which are so powerful that the correct tactic is to flee. You can even create a chase to make the escape exciting (see Chases on page 156). ","type":"Rules","url":"/Rules.aspx?ID=1269","weakness":{}}},{"_index":"aon18","_id":"rules-1270","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Hexploration","Designing a Hexploration Map","Populating Hexes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1270","markdown":"<title level=\"1\" right=\"Rules\">[Terrain](/Rules.aspx?ID=1270)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 171</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile each hex should have a predominant terrain type, your terrain can come alive using the info in the Environment section on pages 512519 of the _Core Rulebook_. A hex might also include a river or road. These can cut through the terrain, making it easier for the PCs to travel through the hex, so long as they follow the path. Additionally, each hex might have special features like resources and secrets (see the Types of Terrain sidebar on page 172).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Terrain","next_link":{"label":"Generating Random Hex Maps","url":"/Rules.aspx?ID=1271"},"previous_link":{"label":"Random Encounters","url":"/Rules.aspx?ID=1269"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 171</row>\r\n\r\nChapter 3: Subsystems / Hexploration / Designing a Hexploration Map / Populating Hexes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 171"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 171</row>","speed":{},"text":" Terrain Source Gamemastery Guide pg. 171 While each hex should have a predominant terrain type, your terrain can come alive using the info in the Environment section on pages 512519 of the Core Rulebook . A hex might also include a river or road. These can cut through the terrain, making it easier for the PCs to travel through the hex, so long as they follow the path. Additionally, each hex might have special features like resources and secrets (see the Types of Terrain sidebar on page 172). ","type":"Rules","url":"/Rules.aspx?ID=1270","weakness":{}}},{"_index":"aon18","_id":"rules-1271","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Hexploration","Designing a Hexploration Map"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1271","markdown":"<title level=\"1\" right=\"Rules\">[Generating Random Hex Maps](/Rules.aspx?ID=1271)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 171</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf youd like to create your map randomly, begin by selecting a hex on a blank map as the starting point. Then decide the type of terrain for that starting point or roll it on Table 34: Random Terrain Type. From that point onward, let the players decide which direction they travel. If they enter an unexplored hex, generate that hex by rolling 1d20 on Table 34 and Table 35: Random Terrain Feature to determine a type and element for that hex. Apply common sense when producing terrain in this way. Unless magic is involved, it is unlikely a patch of arctic ice would appear in the heart of a desert—though figuring out a way for that to occur could lead to an interesting encounter or subplot later on. \n\n## Table 34: Random Terrain Type\n<row gap=\"tiny\">\n<table> <tr><td>**1d20** </td><td>**Result**</td></tr> <tr><td>13</td><td>Plains</td></tr> <tr><td>45</td><td>Desert</td></tr> <tr><td>67</td><td>Aquatic (lake, sea, or ocean)</td></tr> <tr><td>89</td><td>Mountain</td></tr> <tr><td>1011</td><td>Forest</td></tr> <tr><td>12</td><td>Swamp</td></tr> <tr><td>13</td><td>Arctic</td></tr> <tr><td>1420</td><td>Match the previous hex</td></tr> </table></row> \n\n## Table 35: Random Terrain Feature\n<row gap=\"tiny\">\n<table> <tr><td>**1d20**</td><td>**Result**</td></tr> <tr><td>13</td><td>**Landmark** A feature of some significance that distinguishes the hex as noteworthy.</td></tr> <tr><td>46</td><td>**Secret** The hex contains a secret the party uncovers upon exploring the hex.</td></tr> <tr><td>79</td><td>**Resource** The hex contains some valuable resource appropriate to the terrain.</td></tr> <tr><td>1020</td><td>**Standard** A standard representation of the terrain type.</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Generating Random Hex Maps","next_link":{"label":"Running Hexploration","url":"/Rules.aspx?ID=1272"},"previous_link":{"label":"Populating Hexes","url":"/Rules.aspx?ID=1267"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 171</row>\r\n\r\nChapter 3: Subsystems / Hexploration / Designing a Hexploration Map\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 171"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 171</row>","speed":{},"text":" Generating Random Hex Maps Source Gamemastery Guide pg. 171 If youd like to create your map randomly, begin by selecting a hex on a blank map as the starting point. Then decide the type of terrain for that starting point or roll it on Table 34: Random Terrain Type. From that point onward, let the players decide which direction they travel. If they enter an unexplored hex, generate that hex by rolling 1d20 on Table 34 and Table 35: Random Terrain Feature to determine a type and element for that hex. Apply common sense when producing terrain in this way. Unless magic is involved, it is unlikely a patch of arctic ice would appear in the heart of a desert—though figuring out a way for that to occur could lead to an interesting encounter or subplot later on. ## Table 34: Random Terrain Type 1d20 Result 13 Plains 45 Desert 67 Aquatic (lake, sea, or ocean) 89 Mountain 1011 Forest 12 Swamp 13 Arctic 1420 Match the previous hex ## Table 35: Random Terrain Feature 1d20 Result 13 Landmark A feature of some significance that distinguishes the hex as noteworthy. 46 Secret The hex contains a secret the party uncovers upon exploring the hex. 79 Resource The hex contains some valuable resource appropriate to the terrain. 1020 Standard A standard representation of the terrain type. ","type":"Rules","url":"/Rules.aspx?ID=1271","weakness":{}}},{"_index":"aon18","_id":"rules-1272","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Hexploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1272","markdown":"<title level=\"1\" right=\"Rules\">[Running Hexploration](/Rules.aspx?ID=1272)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 172</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce you have your hexploration map ready, its time for the PCs to start exploring! Each day, the PCs decide how they plan on exploring, either learning more about their current hex or traversing a new hex. They do this by declaring one or more hexploration activities for the day. These activities take two forms: group or individual. The number of hexploration activities a group can accomplish each day is based on the Speed of their slowest member. If a group is willing to split up, faster members can perform more hexploration activities based on their own Speed, but such a decision may be deadly given the threat of random encounters. A group moving at a Speed of 10 feet or less is so slow it cant even traverse an open hex in a single day; it takes such a group 2 days for each hexploration activity. \n\n## Table 36: Hexploration Activities Per Day\n<row gap=\"tiny\">\n<table> <tr><td>**Speed**</td><td>**Activities per Day**</td></tr> <tr><td>10 feet or less</td><td>1/2</td></tr> <tr><td>1525 feet</td><td>1</td></tr> <tr><td>3040 feet</td><td>2</td></tr> <tr><td>4555 feet</td><td>3</td></tr> <tr><td>60 feet or more</td><td>4</td></tr> </table></row> This rate assumes the PCs are taking time to camp and rest at healthy intervals. When a new day of hexploration begins, the group can decide to take a forced march as long as no one in the group is fatigued. Doing so allows them to gain an extra Travel activity (or perform a full Travel activity each day if their Speed is 10 feet or less), but this is the only activity they can perform that day. A character can participate in a forced march safely for a number of days equal to the characters Constitution modifier (minimum 1 day). Any additional days of forced march make the character fatigued until they spend an entire day of downtime resting.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1273\" />\r\n\r\n<document level=\"2\" id=\"rules-1274\" />\r\n\r\n<document level=\"2\" id=\"rules-1276\" />\r\n\r\n<document level=\"2\" id=\"rules-1277\" />","name":"Running Hexploration","next_link":{"label":"Vehicles","url":"/Rules.aspx?ID=1278"},"previous_link":{"label":"Designing a Hexploration Map","url":"/Rules.aspx?ID=1266"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 172</row>\r\n\r\nChapter 3: Subsystems / Hexploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 172"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 172</row>","speed":{},"text":" Running Hexploration Source Gamemastery Guide pg. 172 Once you have your hexploration map ready, its time for the PCs to start exploring! Each day, the PCs decide how they plan on exploring, either learning more about their current hex or traversing a new hex. They do this by declaring one or more hexploration activities for the day. These activities take two forms: group or individual. The number of hexploration activities a group can accomplish each day is based on the Speed of their slowest member. If a group is willing to split up, faster members can perform more hexploration activities based on their own Speed, but such a decision may be deadly given the threat of random encounters. A group moving at a Speed of 10 feet or less is so slow it cant even traverse an open hex in a single day; it takes such a group 2 days for each hexploration activity. ## Table 36: Hexploration Activities Per Day Speed Activities per Day 10 feet or less 1/2 1525 feet 1 3040 feet 2 4555 feet 3 60 feet or more 4 This rate assumes the PCs are taking time to camp and rest at healthy intervals. When a new day of hexploration begins, the group can decide to take a forced march as long as no one in the group is fatigued. Doing so allows them to gain an extra Travel activity (or perform a full Travel activity each day if their Speed is 10 feet or less), but this is the only activity they can perform that day. A character can participate in a forced march safely for a number of days equal to the characters Constitution modifier (minimum 1 day). Any additional days of forced march make the character fatigued until they spend an entire day of downtime resting. ","type":"Rules","url":"/Rules.aspx?ID=1272","weakness":{}}},{"_index":"aon18","_id":"rules-1273","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Hexploration","Running Hexploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1273","markdown":"<title level=\"1\" right=\"Rules\">[Group Activities](/Rules.aspx?ID=1273)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 172</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGroup activities require the entire party to work together in order to be effective; these activities each count as one of the days hexploration activities for the whole group. For instance, if the group had 2 hexploration activities per day and decided to Travel and Reconnoiter, no one would have any additional hexploration activities that day. There are two group activities: Travel and Reconnoiter.\n\n<document level=\"2\" id=\"action-476\" />\n\n<document level=\"2\" id=\"action-477\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Group Activities","next_link":{"label":"Individual Activities","url":"/Rules.aspx?ID=1274"},"previous_link":{"label":"Designing a Hexploration Map","url":"/Rules.aspx?ID=1266"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 172</row>\r\n\r\nChapter 3: Subsystems / Hexploration / Running Hexploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 172"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 172</row>","speed":{},"text":" Group Activities Source Gamemastery Guide pg. 172 Group activities require the entire party to work together in order to be effective; these activities each count as one of the days hexploration activities for the whole group. For instance, if the group had 2 hexploration activities per day and decided to Travel and Reconnoiter, no one would have any additional hexploration activities that day. There are two group activities: Travel and Reconnoiter.\n","type":"Rules","url":"/Rules.aspx?ID=1273","weakness":{}}},{"_index":"aon18","_id":"rules-1274","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Hexploration","Running Hexploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1274","markdown":"<title level=\"1\" right=\"Rules\">[Individual Activities](/Rules.aspx?ID=1274)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 173</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNot all hexploration activities need to be accomplished as a group. In place of using a hexploration activity to Travel or Reconnoiter, each individual group member can instead perform one of these individual activities.\n\n<document level=\"2\" id=\"action-478\" />\n\n<document level=\"2\" id=\"action-479\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1275\" />","name":"Individual Activities","next_link":{"label":"Random Encounters","url":"/Rules.aspx?ID=1276"},"previous_link":{"label":"Group Activities","url":"/Rules.aspx?ID=1273"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 173</row>\r\n\r\nChapter 3: Subsystems / Hexploration / Running Hexploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 173"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 173</row>","speed":{},"text":" Individual Activities Source Gamemastery Guide pg. 173 Not all hexploration activities need to be accomplished as a group. In place of using a hexploration activity to Travel or Reconnoiter, each individual group member can instead perform one of these individual activities.\n","type":"Rules","url":"/Rules.aspx?ID=1274","weakness":{}}},{"_index":"aon18","_id":"rules-1275","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Hexploration","Running Hexploration","Individual Activities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1275","markdown":"<title level=\"1\" right=\"Rules\">[Existing Activities](/Rules.aspx?ID=1275)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 173</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters can use the Subsist downtime activity, which follows the same rules but assumes theyre using it after 8 hours or less of exploration. Any skill feats or other abilities that apply to Subsist normally still apply here. In general, the various exploration activities found in the sidebar on page 498 of the _Core Rulebook_ (except Hustle) can be used as individual hexploration activities, as can skill actions in Chapter 4 of the _Core Rulebook_, at the GMs discretion.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Existing Activities","next_link":{"label":"Random Encounters","url":"/Rules.aspx?ID=1276"},"previous_link":{"label":"Group Activities","url":"/Rules.aspx?ID=1273"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 173</row>\r\n\r\nChapter 3: Subsystems / Hexploration / Running Hexploration / Individual Activities\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 173"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 173</row>","speed":{},"text":" Existing Activities Source Gamemastery Guide pg. 173 Characters can use the Subsist downtime activity, which follows the same rules but assumes theyre using it after 8 hours or less of exploration. Any skill feats or other abilities that apply to Subsist normally still apply here. In general, the various exploration activities found in the sidebar on page 498 of the Core Rulebook (except Hustle) can be used as individual hexploration activities, as can skill actions in Chapter 4 of the Core Rulebook , at the GMs discretion. ","type":"Rules","url":"/Rules.aspx?ID=1275","weakness":{}}},{"_index":"aon18","_id":"rules-1276","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Hexploration","Running Hexploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1276","markdown":"<title level=\"1\" right=\"Rules\">[Random Encounters](/Rules.aspx?ID=1276)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 173</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen exploring, there is always a chance the PC will stumble upon random encounters, depending on the terrain. At the start of each day of hexploration, roll a flat check and consult the appropriate terrain type on Table 37: Random Encounter Chance. If the flat check is a success, the PCs have a random encounter, and on a critical success, they have two random encounters. Roll on Table 38: Random Encounter Type to determine the type of encounter. Once you know the type of the encounter, either choose from the list you made for that region or choose your own. \n\n## Table 37: Random Encounter Chance\n<row gap=\"tiny\">\n<table> <tr><td>**Terrain Type**</td><td>**Flat Check DC***</td></tr> <tr><td>Aquatic</td><td>17</td></tr> <tr><td>Arctic</td><td>17</td></tr> <tr><td>Desert</td><td>17</td></tr> <tr><td>Forest</td><td>14</td></tr> <tr><td>Mountain</td><td>16</td></tr> <tr><td>Plains</td><td>12</td></tr> <tr><td>Swamp</td><td>14</td></tr> </table> * On a road or river, decrease the DC by 2. If PCs are flying, increase the DC by 3, but choose a hazard or monster that is relevant to flying PCs.</row> \n\n## Table 38: Random Encounter Type\n<row gap=\"tiny\">\n<table> <tr><td>**1d10**</td><td>**Encounter**</td></tr> <tr><td>15</td><td>Harmless</td></tr> <tr><td>67</td><td>Hazard</td></tr> <tr><td>810</td><td>Creature</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Random Encounters","next_link":{"label":"Switching out of Hexploration","url":"/Rules.aspx?ID=1277"},"previous_link":{"label":"Individual Activities","url":"/Rules.aspx?ID=1274"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 173</row>\r\n\r\nChapter 3: Subsystems / Hexploration / Running Hexploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 173"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 173</row>","speed":{},"text":" Random Encounters Source Gamemastery Guide pg. 173 When exploring, there is always a chance the PC will stumble upon random encounters, depending on the terrain. At the start of each day of hexploration, roll a flat check and consult the appropriate terrain type on Table 37: Random Encounter Chance. If the flat check is a success, the PCs have a random encounter, and on a critical success, they have two random encounters. Roll on Table 38: Random Encounter Type to determine the type of encounter. Once you know the type of the encounter, either choose from the list you made for that region or choose your own. ## Table 37: Random Encounter Chance Terrain Type Flat Check DC Aquatic 17 Arctic 17 Desert 17 Forest 14 Mountain 16 Plains 12 Swamp 14 On a road or river, decrease the DC by 2. If PCs are flying, increase the DC by 3, but choose a hazard or monster that is relevant to flying PCs. ## Table 38: Random Encounter Type 1d10 Encounter 15 Harmless 67 Hazard 810 Creature ","type":"Rules","url":"/Rules.aspx?ID=1276","weakness":{}}},{"_index":"aon18","_id":"rules-1277","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Hexploration","Running Hexploration"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1277","markdown":"<title level=\"1\" right=\"Rules\">[Switching out of Hexploration](/Rules.aspx?ID=1277)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 173</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost short encounters do not affect the number of hexploration activities that the PCs can perform during the day, but when the PCs take on multiple encounters or engage in activities that take hours rather than minutes, youll want to deduct the time from their available hexploration activities. For the storys sake, its best to think of hexploration activities as the various things that the PCs have time to do in the daylight hours. For instance, maybe the group spends 2 of their 3 hexploration activities Reconnoitering a hex, finding a tengu monastery, and learning that it is a sprawling complex underneath a small wooded hill. You might decide that the PCs found it in the evening, and they have the choice between making a foray into the complex late in the day or pursuing some individual activities, camping for the night, and starting off fresh in the morning.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Switching out of Hexploration","next_link":{"label":"Vehicles","url":"/Rules.aspx?ID=1278"},"previous_link":{"label":"Random Encounters","url":"/Rules.aspx?ID=1276"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 173</row>\r\n\r\nChapter 3: Subsystems / Hexploration / Running Hexploration\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 173"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 173</row>","speed":{},"text":" Switching out of Hexploration Source Gamemastery Guide pg. 173 Most short encounters do not affect the number of hexploration activities that the PCs can perform during the day, but when the PCs take on multiple encounters or engage in activities that take hours rather than minutes, youll want to deduct the time from their available hexploration activities. For the storys sake, its best to think of hexploration activities as the various things that the PCs have time to do in the daylight hours. For instance, maybe the group spends 2 of their 3 hexploration activities Reconnoitering a hex, finding a tengu monastery, and learning that it is a sprawling complex underneath a small wooded hill. You might decide that the PCs found it in the evening, and they have the choice between making a foray into the complex late in the day or pursuing some individual activities, camping for the night, and starting off fresh in the morning. ","type":"Rules","url":"/Rules.aspx?ID=1277","weakness":{}}},{"_index":"aon18","_id":"rules-1278","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1278","markdown":"<title level=\"1\" right=\"Rules\">[Vehicles](/Rules.aspx?ID=1278)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA villain on the run steals a carriage and sends the characters on a chase through the city, or the characters find an ancient airship and decide to take it for a spin. Whatever the case, if vehicles are common throughout your world, theyre likely to come up in your game.\n\n This section provides the tools youll need when that happens. Vehicles can play many roles in a game. They might simply be the means by which the party travels from one location to another, determining only the Price to be paid for passage. But a caravan wagon that gets attacked becomes part of an encounter. In a pirate campaign, the ship is both the partys home and its primary weapon.\n\n The majority of the rules in this section are for using vehicles in encounters, but vehicles are also useful during exploration and even downtime play.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1279\" />\r\n\r\n<document level=\"2\" id=\"rules-1288\" />\r\n\r\n<document level=\"2\" id=\"rules-1296\" />","name":"Vehicles","next_link":{"label":"Chapter 4: Variant Rules","url":"/Rules.aspx?ID=1297"},"previous_link":{"label":"Hexploration","url":"/Rules.aspx?ID=1265"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\nChapter 3: Subsystems\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 174"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>","speed":{},"text":" Vehicles Source Gamemastery Guide pg. 174 A villain on the run steals a carriage and sends the characters on a chase through the city, or the characters find an ancient airship and decide to take it for a spin. Whatever the case, if vehicles are common throughout your world, theyre likely to come up in your game. This section provides the tools youll need when that happens. Vehicles can play many roles in a game. They might simply be the means by which the party travels from one location to another, determining only the Price to be paid for passage. But a caravan wagon that gets attacked becomes part of an encounter. In a pirate campaign, the ship is both the partys home and its primary weapon. The majority of the rules in this section are for using vehicles in encounters, but vehicles are also useful during exploration and even downtime play. ","type":"Rules","url":"/Rules.aspx?ID=1278","weakness":{}}},{"_index":"aon18","_id":"rules-1279","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1279","markdown":"<title level=\"1\" right=\"Rules\">[Vehicle Basics](/Rules.aspx?ID=1279)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUltimately, vehicles are objects. They have object immunities (_Core Rulebook_ 273), and they cant act. In addition to the statistics most objects have, vehicles have several additional statistics and abilities. Vehicles have a size like any object, but their spaces are more specifically defined. Vehicles also have specialized movement rules.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1280\" />\r\n\r\n<document level=\"2\" id=\"rules-1281\" />\r\n\r\n<document level=\"2\" id=\"rules-1282\" />","name":"Vehicle Basics","next_link":{"label":"Piloting a Vehicle","url":"/Rules.aspx?ID=1288"},"previous_link":{"label":"Hexploration","url":"/Rules.aspx?ID=1265"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\nChapter 3: Subsystems / Vehicles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 174"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>","speed":{},"text":" Vehicle Basics Source Gamemastery Guide pg. 174 Ultimately, vehicles are objects. They have object immunities ( Core Rulebook 273), and they cant act. In addition to the statistics most objects have, vehicles have several additional statistics and abilities. Vehicles have a size like any object, but their spaces are more specifically defined. Vehicles also have specialized movement rules. ","type":"Rules","url":"/Rules.aspx?ID=1279","weakness":{}}},{"_index":"aon18","_id":"rules-1280","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Vehicle Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1280","markdown":"<title level=\"1\" right=\"Rules\">[Size, Space, and Capacity](/Rules.aspx?ID=1280)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nVehicles have size traits, but they dont occupy the same spaces that most creatures use. Instead, each vehicle has specific dimensions provided in its stat block.\n\n Most vehicles are Large or larger, and many vehicles are made for the purpose of carrying cargo. Unless stated otherwise, the amount of cargo a vehicle can carry depends on its size, terrain, and propulsion. A draft horse or similar creature can usually pull around 100 Bulk of goods consistently throughout the day, so pulled vehicles can typically hold 100 Bulk per Large creature pulling. Water vehicles, such as ships, have limits that are more based on volume than weight; a ship can hold upwards of 1,000 Bulk. Flying vehicles can typically hold only 1/10 the Bulk of a water vehicle and still remain airborne.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Size, Space, and Capacity","next_link":{"label":"Movement and Heading","url":"/Rules.aspx?ID=1281"},"previous_link":{"label":"Hexploration","url":"/Rules.aspx?ID=1265"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Vehicle Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 174"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>","speed":{},"text":" Size, Space, and Capacity Source Gamemastery Guide pg. 174 Vehicles have size traits, but they dont occupy the same spaces that most creatures use. Instead, each vehicle has specific dimensions provided in its stat block. Most vehicles are Large or larger, and many vehicles are made for the purpose of carrying cargo. Unless stated otherwise, the amount of cargo a vehicle can carry depends on its size, terrain, and propulsion. A draft horse or similar creature can usually pull around 100 Bulk of goods consistently throughout the day, so pulled vehicles can typically hold 100 Bulk per Large creature pulling. Water vehicles, such as ships, have limits that are more based on volume than weight; a ship can hold upwards of 1,000 Bulk. Flying vehicles can typically hold only 1/10 the Bulk of a water vehicle and still remain airborne. ","type":"Rules","url":"/Rules.aspx?ID=1280","weakness":{}}},{"_index":"aon18","_id":"rules-1281","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Vehicle Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1281","markdown":"<title level=\"1\" right=\"Rules\">[Movement and Heading](/Rules.aspx?ID=1281)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA vehicles movement type is determined by the vehicle itself, while its movement each round is based on the pilots actions. Vehicles trigger reactions when they move, just like a creature does, as do the actions of the pilot and any passengers.\n\n Creatures can rotate and turn freely, so when you play a creature, you usually dont need to keep track of which way its facing. However, vehicles cant turn on a dime, so when controlling a vehicle, you need to keep track of which direction its facing. This is called the vehicles heading.\n\n When a vehicle moves, it must move in the direction of its heading—it cant move backwards or sideways, though it can turn gradually as it moves forward. Most vehicles can turn up to 90 degrees for every vehicle length they move forward. For example, a 10-foot-long carriage could turn left in only 10 feet. A 100-foot-long warship, however, would need 100 feet to make the same turn; given the warships 30-foot Speed, turning typically requires several actions worth of movement.\n\n Some rules specify that a vehicle must move in a straight line. This line is measured from the center of the vehicles front edge, and it can skew up to 45 degrees from the vehicles current heading.\n\n When using a vehicle in exploration mode, the vehicles Speed determines its travel speed just like a creature (for more information, see Table 92: Travel Speed on page 479 of the _Core Rulebook_). No Drive actions or piloting checks are necessary to pilot a vehicle at these speeds.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Movement and Heading","next_link":{"label":"Propulsion","url":"/Rules.aspx?ID=1282"},"previous_link":{"label":"Size, Space, and Capacity","url":"/Rules.aspx?ID=1280"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Vehicle Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 174"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>","speed":{},"text":" Movement and Heading Source Gamemastery Guide pg. 174 A vehicles movement type is determined by the vehicle itself, while its movement each round is based on the pilots actions. Vehicles trigger reactions when they move, just like a creature does, as do the actions of the pilot and any passengers. Creatures can rotate and turn freely, so when you play a creature, you usually dont need to keep track of which way its facing. However, vehicles cant turn on a dime, so when controlling a vehicle, you need to keep track of which direction its facing. This is called the vehicles heading. When a vehicle moves, it must move in the direction of its heading—it cant move backwards or sideways, though it can turn gradually as it moves forward. Most vehicles can turn up to 90 degrees for every vehicle length they move forward. For example, a 10-foot-long carriage could turn left in only 10 feet. A 100-foot-long warship, however, would need 100 feet to make the same turn; given the warships 30-foot Speed, turning typically requires several actions worth of movement. Some rules specify that a vehicle must move in a straight line. This line is measured from the center of the vehicles front edge, and it can skew up to 45 degrees from the vehicles current heading. When using a vehicle in exploration mode, the vehicles Speed determines its travel speed just like a creature (for more information, see Table 92: Travel Speed on page 479 of the Core Rulebook ). No Drive actions or piloting checks are necessary to pilot a vehicle at these speeds. ","type":"Rules","url":"/Rules.aspx?ID=1281","weakness":{}}},{"_index":"aon18","_id":"rules-1282","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Vehicle Basics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1282","markdown":"<title level=\"1\" right=\"Rules\">[Propulsion](/Rules.aspx?ID=1282)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nVehicles typically travel over land, on water, or through the air, and their Speeds indicate their terrain and movement types. But vehicles also have a form of propulsion—the way in which their movement is powered—and this propulsion often has additional considerations.\n\n There are five main types of propulsion: alchemical, magical, pulled, rowed, and wind. A vehicle can have more than one means of propulsion, though it usually uses only one type of propulsion at a time. For instance, a galley has both the rowed and the wind propulsion traits, meaning it can sail when the winds are favorable, but the crew can also lower the sails and row the ship when necessary. The vehicles means of propulsion informs the skills a pilot can use for piloting checks (page 175), and some means of propulsion have additional rules.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Propulsion</title>\r\n\r\nThe vehicles in _Guns &amp; Gears_ use the following new means of propulsion, in addition to the forms listed in the _Gamemastery Guide_. \n\n<title level=\"2\" right=\"\">Clockwork Propulsion</title> Powered by the measured release of energy stored in springs via winding, clockwork propulsion is a fragile thing of mechanical beauty and wonderous engineering. Clockwork vehicles can often be piloted with the [Crafting](/Skills.aspx?ID=4) skill.\n\n A clockwork vehicle must be wound to remain operational. Clockwork vehicles have the Wind-Up trait, with the specifics listed in its stat block under the wind-up ability.\n\n For a clockwork vehicle to move or take other actions, it must be wound by a creature using a unique key. This takes the amount of time listed. Once wound, it remains operational for the listed amount of time, after which time it becomes inactive and immobile until it's wound again. Some clockwork vehicles' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork vehicle was last wound, most vehicles are re-wound approximately half-way through their operating time.\n\n A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity. Its operational time doesn't decrease in standby.\n\n A creature can attempt to [Disable a Device](/Actions.aspx?ID=69) to wind a clockwork vehicle down (with a DC listed in the wind-up entry). For each success, the clockwork vehicle loses 10 minutes of operational time. This can be done even if the clockwork vehicle is in standby mode.\n\n [Broken](/Conditions.aspx?ID=2) clockwork vehicles have difficulty holding energy. The first time each round a broken clockwork vehicle moves, it must make a DC 5 flat check. On a failure, it loses 10 minutes of operational time. \n\n<title level=\"2\" right=\"\">Electrical Propulsion</title> Electrical power, whether the vehicle uses magical electricity or the extremely rare new Stasian coil technology to store electricity without magic, allows for vehicles that make significantly less disturbance than some other propulsion methods. Electrical vehicles can often be piloted with the Crafting skill.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1283\" />\r\n\r\n<document level=\"2\" id=\"rules-1284\" />\r\n\r\n<document level=\"2\" id=\"rules-1285\" />\r\n\r\n<document level=\"2\" id=\"rules-1286\" />\r\n\r\n<document level=\"2\" id=\"rules-1287\" />","name":"Propulsion","next_link":{"label":"Piloting a Vehicle","url":"/Rules.aspx?ID=1288"},"previous_link":{"label":"Movement and Heading","url":"/Rules.aspx?ID=1281"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Vehicle Basics\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 174"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>","speed":{},"text":" Propulsion Source Gamemastery Guide pg. 174 Vehicles typically travel over land, on water, or through the air, and their Speeds indicate their terrain and movement types. But vehicles also have a form of propulsion—the way in which their movement is powered—and this propulsion often has additional considerations. There are five main types of propulsion: alchemical, magical, pulled, rowed, and wind. A vehicle can have more than one means of propulsion, though it usually uses only one type of propulsion at a time. For instance, a galley has both the rowed and the wind propulsion traits, meaning it can sail when the winds are favorable, but the crew can also lower the sails and row the ship when necessary. The vehicles means of propulsion informs the skills a pilot can use for piloting checks (page 175), and some means of propulsion have additional rules. Propulsion The vehicles in Guns &amp; Gears use the following new means of propulsion, in addition to the forms listed in the Gamemastery Guide . Clockwork Propulsion Powered by the measured release of energy stored in springs via winding, clockwork propulsion is a fragile thing of mechanical beauty and wonderous engineering. Clockwork vehicles can often be piloted with the Crafting skill. A clockwork vehicle must be wound to remain operational. Clockwork vehicles have the Wind-Up trait, with the specifics listed in its stat block under the wind-up ability. For a clockwork vehicle to move or take other actions, it must be wound by a creature using a unique key. This takes the amount of time listed. Once wound, it remains operational for the listed amount of time, after which time it becomes inactive and immobile until it's wound again. Some clockwork vehicles' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork vehicle was last wound, most vehicles are re-wound approximately half-way through their operating time. A clockwork vehicle can be placed into standby mode by its pilot as a 3-action activity. Its operational time doesn't decrease in standby. A creature can attempt to Disable a Device to wind a clockwork vehicle down (with a DC listed in the wind-up entry). For each success, the clockwork vehicle loses 10 minutes of operational time. This can be done even if the clockwork vehicle is in standby mode. Broken clockwork vehicles have difficulty holding energy. The first time each round a broken clockwork vehicle moves, it must make a DC 5 flat check. On a failure, it loses 10 minutes of operational time. Electrical Propulsion Electrical power, whether the vehicle uses magical electricity or the extremely rare new Stasian coil technology to store electricity without magic, allows for vehicles that make significantly less disturbance than some other propulsion methods. Electrical vehicles can often be piloted with the Crafting skill. ","type":"Rules","url":"/Rules.aspx?ID=1282","weakness":{}}},{"_index":"aon18","_id":"rules-1283","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Vehicle Basics","Propulsion"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1283","markdown":"<title level=\"1\" right=\"Rules\">[Alchemical](/Rules.aspx?ID=1283)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPowered by the reactions of alchemical reagents, controlled internal combustion, lighter-than-air gases, or steam, vehicles with alchemical propulsion tend to be powerful but have the potential to be wildly unpredictable. Alchemical vehicles can often be piloted using the Crafting skill.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alchemical","next_link":{"label":"Magical","url":"/Rules.aspx?ID=1284"},"previous_link":{"label":"Movement and Heading","url":"/Rules.aspx?ID=1281"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Vehicle Basics / Propulsion\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 174"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>","speed":{},"text":" Alchemical Source Gamemastery Guide pg. 174 Powered by the reactions of alchemical reagents, controlled internal combustion, lighter-than-air gases, or steam, vehicles with alchemical propulsion tend to be powerful but have the potential to be wildly unpredictable. Alchemical vehicles can often be piloted using the Crafting skill. ","type":"Rules","url":"/Rules.aspx?ID=1283","weakness":{}}},{"_index":"aon18","_id":"rules-1284","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Vehicle Basics","Propulsion"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1284","markdown":"<title level=\"1\" right=\"Rules\">[Magical](/Rules.aspx?ID=1284)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMagically propelled vehicles are powered by spells, magic items, or an entirely magical engine. A magical propulsion system can be targeted with counteracting effects like [_dispel magic_](/Spells.aspx?ID=66), using the vehicles level and a standard DC for that level for the counteract check. A creature can use Arcana, Nature, Occultism, or Religion (depending on the type of magic) for a magical vehicles piloting checks.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Magical","next_link":{"label":"Pulled","url":"/Rules.aspx?ID=1285"},"previous_link":{"label":"Alchemical","url":"/Rules.aspx?ID=1283"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Vehicle Basics / Propulsion\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 174"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 174</row>","speed":{},"text":" Magical Source Gamemastery Guide pg. 174 Magically propelled vehicles are powered by spells, magic items, or an entirely magical engine. A magical propulsion system can be targeted with counteracting effects like dispel magic , using the vehicles level and a standard DC for that level for the counteract check. A creature can use Arcana, Nature, Occultism, or Religion (depending on the type of magic) for a magical vehicles piloting checks. ","type":"Rules","url":"/Rules.aspx?ID=1284","weakness":{}}},{"_index":"aon18","_id":"rules-1285","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Vehicle Basics","Propulsion"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1285","markdown":"<title level=\"1\" right=\"Rules\">[Pulled](/Rules.aspx?ID=1285)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis method of propulsion is perhaps the most common, wherein a wheeled conveyance (such as a carriage or wagon) is pulled by one or more creatures. The Speed of the vehicle can never exceed that of the slowest creature pulling the vehicle. The creatures pulling the vehicle dont act on their own; they instead act as part of the vehicles actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot.\n\n When a pulled vehicle takes collision damage, so do the creatures pulling that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more pulling creatures might damage or slow the vehicle, and it might cause the pilot to lose control.\n\n For a vehicle pulled by an animal or similarly unintelligent creature, a pilot can use Nature for piloting checks; for sapient pulling creatures, the pilot can instead use Diplomacy or Intimidation for piloting checks.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Pulled","next_link":{"label":"Rowed","url":"/Rules.aspx?ID=1286"},"previous_link":{"label":"Magical","url":"/Rules.aspx?ID=1284"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Vehicle Basics / Propulsion\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 175"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>","speed":{},"text":" Pulled Source Gamemastery Guide pg. 175 This method of propulsion is perhaps the most common, wherein a wheeled conveyance (such as a carriage or wagon) is pulled by one or more creatures. The Speed of the vehicle can never exceed that of the slowest creature pulling the vehicle. The creatures pulling the vehicle dont act on their own; they instead act as part of the vehicles actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot. When a pulled vehicle takes collision damage, so do the creatures pulling that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more pulling creatures might damage or slow the vehicle, and it might cause the pilot to lose control. For a vehicle pulled by an animal or similarly unintelligent creature, a pilot can use Nature for piloting checks; for sapient pulling creatures, the pilot can instead use Diplomacy or Intimidation for piloting checks. ","type":"Rules","url":"/Rules.aspx?ID=1285","weakness":{}}},{"_index":"aon18","_id":"rules-1286","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Vehicle Basics","Propulsion"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1286","markdown":"<title level=\"1\" right=\"Rules\">[Rowed](/Rules.aspx?ID=1286)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese vehicles are propelled by the power of creatures rowing the vehicle from within. The creatures rowing the vehicle act only as part of the vehicles actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot (though rowers often have some degree of cover).\n\n When a rowed vehicle takes collision damage, so do the creatures rowing that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more creatures might cause the vehicle to go out of control or slow the vehicle, but usually doesnt damage the vehicle.\n\n A pilot on a vehicle rowed by other people can use Diplomacy or Intimidation for piloting checks.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rowed","next_link":{"label":"Wind","url":"/Rules.aspx?ID=1287"},"previous_link":{"label":"Pulled","url":"/Rules.aspx?ID=1285"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Vehicle Basics / Propulsion\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 175"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>","speed":{},"text":" Rowed Source Gamemastery Guide pg. 175 These vehicles are propelled by the power of creatures rowing the vehicle from within. The creatures rowing the vehicle act only as part of the vehicles actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot (though rowers often have some degree of cover). When a rowed vehicle takes collision damage, so do the creatures rowing that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more creatures might cause the vehicle to go out of control or slow the vehicle, but usually doesnt damage the vehicle. A pilot on a vehicle rowed by other people can use Diplomacy or Intimidation for piloting checks. ","type":"Rules","url":"/Rules.aspx?ID=1286","weakness":{}}},{"_index":"aon18","_id":"rules-1287","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Vehicle Basics","Propulsion"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1287","markdown":"<title level=\"1\" right=\"Rules\">[Wind](/Rules.aspx?ID=1287)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWind-propelled vehicles require some form of air movement to power them, and adverse wind conditions can cause them to stall or even go out of control. Wind vehicles that rely on cloth sails typically have weakness to fire. Pilots of wind-powered vehicles can use Nature for piloting checks.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Wind","next_link":{"label":"Piloting a Vehicle","url":"/Rules.aspx?ID=1288"},"previous_link":{"label":"Rowed","url":"/Rules.aspx?ID=1286"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Vehicle Basics / Propulsion\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 175"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>","speed":{},"text":" Wind Source Gamemastery Guide pg. 175 Wind-propelled vehicles require some form of air movement to power them, and adverse wind conditions can cause them to stall or even go out of control. Wind vehicles that rely on cloth sails typically have weakness to fire. Pilots of wind-powered vehicles can use Nature for piloting checks. ","type":"Rules","url":"/Rules.aspx?ID=1287","weakness":{}}},{"_index":"aon18","_id":"rules-1288","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1288","markdown":"<title level=\"1\" right=\"Rules\">[Piloting a Vehicle](/Rules.aspx?ID=1288)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn encounter mode, a vehicle moves on its pilots turn, and the pilot must use their actions to control it. A vehicle can take part in only 1 move action each round, even if multiple creatures Take Control as pilots on the same round.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1289\" />\r\n\r\n<document level=\"2\" id=\"rules-1290\" />\r\n\r\n<document level=\"2\" id=\"rules-1291\" />\r\n\r\n<document level=\"2\" id=\"rules-1292\" />\r\n\r\n<document level=\"2\" id=\"rules-1293\" />\r\n\r\n<document level=\"2\" id=\"rules-1294\" />\r\n\r\n<document level=\"2\" id=\"rules-1295\" />","name":"Piloting a Vehicle","next_link":{"label":"Vehicle Statistics","url":"/Rules.aspx?ID=1296"},"previous_link":{"label":"Vehicle Basics","url":"/Rules.aspx?ID=1279"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\nChapter 3: Subsystems / Vehicles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 175"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>","speed":{},"text":" Piloting a Vehicle Source Gamemastery Guide pg. 175 In encounter mode, a vehicle moves on its pilots turn, and the pilot must use their actions to control it. A vehicle can take part in only 1 move action each round, even if multiple creatures Take Control as pilots on the same round. ","type":"Rules","url":"/Rules.aspx?ID=1288","weakness":{}}},{"_index":"aon18","_id":"rules-1289","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Piloting a Vehicle"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1289","markdown":"<title level=\"1\" right=\"Rules\">[Vehicle Momentum](/Rules.aspx?ID=1289)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA vehicle in motion builds up momentum that keeps it in motion. Each round, if the vehicle has moved in the previous round, the pilot must either use another move action or Stop the vehicle. If the pilot does neither of these things on their turn (even if the pilot Delays), the vehicle continues to move and becomes uncontrolled, as described in Uncontrolled Vehicles on page 176.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Vehicle Momentum","next_link":{"label":"Piloting Checks","url":"/Rules.aspx?ID=1290"},"previous_link":{"label":"Vehicle Basics","url":"/Rules.aspx?ID=1279"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Piloting a Vehicle\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 175"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>","speed":{},"text":" Vehicle Momentum Source Gamemastery Guide pg. 175 A vehicle in motion builds up momentum that keeps it in motion. Each round, if the vehicle has moved in the previous round, the pilot must either use another move action or Stop the vehicle. If the pilot does neither of these things on their turn (even if the pilot Delays), the vehicle continues to move and becomes uncontrolled, as described in Uncontrolled Vehicles on page 176. ","type":"Rules","url":"/Rules.aspx?ID=1289","weakness":{}}},{"_index":"aon18","_id":"rules-1290","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Piloting a Vehicle"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1290","markdown":"<title level=\"1\" right=\"Rules\">[Piloting Checks](/Rules.aspx?ID=1290)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany actions related to vehicles call for the pilot to attempt a piloting check. The skills a pilot can use for a piloting check are listed in the vehicles stat block, but most vehicles use Driving Lore or Piloting Lore along with others determined by their propulsion. The creature piloting a vehicle when an encounter begins can usually roll an appropriate piloting skill for that vehicle for initiative.\n\n The GM sets the DC of the piloting check using a standard DC for the vehicles level, with adjustments based on the circumstances. Generally speaking, an action that would move a vehicle through difficult terrain increases the DC to a hard DC for its level, and moving through greater difficult terrain increases the DC to incredibly hard. Other factors, such as turbulent winds for a wind-powered vehicle, monsters threatening the creatures pulling a pulled vehicle, or rough seas for a water-based vehicle could all increase the DC of a vehicles piloting checks.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Piloting Checks","next_link":{"label":"Piloting Actions","url":"/Rules.aspx?ID=1291"},"previous_link":{"label":"Vehicle Momentum","url":"/Rules.aspx?ID=1289"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Piloting a Vehicle\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 175"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>","speed":{},"text":" Piloting Checks Source Gamemastery Guide pg. 175 Many actions related to vehicles call for the pilot to attempt a piloting check. The skills a pilot can use for a piloting check are listed in the vehicles stat block, but most vehicles use Driving Lore or Piloting Lore along with others determined by their propulsion. The creature piloting a vehicle when an encounter begins can usually roll an appropriate piloting skill for that vehicle for initiative. The GM sets the DC of the piloting check using a standard DC for the vehicles level, with adjustments based on the circumstances. Generally speaking, an action that would move a vehicle through difficult terrain increases the DC to a hard DC for its level, and moving through greater difficult terrain increases the DC to incredibly hard. Other factors, such as turbulent winds for a wind-powered vehicle, monsters threatening the creatures pulling a pulled vehicle, or rough seas for a water-based vehicle could all increase the DC of a vehicles piloting checks. ","type":"Rules","url":"/Rules.aspx?ID=1290","weakness":{}}},{"_index":"aon18","_id":"rules-1291","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Piloting a Vehicle"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1291","markdown":"<title level=\"1\" right=\"Rules\">[Piloting Actions](/Rules.aspx?ID=1291)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters use the actions listed below to move and interact with vehicles. The effects of the reckless trait appear on page 176.\n\n<document level=\"2\" id=\"action-482\" />\n\n<document level=\"2\" id=\"action-483\" />\n\n<document level=\"2\" id=\"action-484\" />\n\n<document level=\"2\" id=\"action-485\" />\n\n<document level=\"2\" id=\"action-486\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Piloting Actions","next_link":{"label":"Reckless Piloting","url":"/Rules.aspx?ID=1292"},"previous_link":{"label":"Piloting Checks","url":"/Rules.aspx?ID=1290"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Piloting a Vehicle\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 175"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>","speed":{},"text":" Piloting Actions Source Gamemastery Guide pg. 175 Characters use the actions listed below to move and interact with vehicles. The effects of the reckless trait appear on page 176.\n","type":"Rules","url":"/Rules.aspx?ID=1291","weakness":{}}},{"_index":"aon18","_id":"rules-1292","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Piloting a Vehicle"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1292","markdown":"<title level=\"1\" right=\"Rules\">[Reckless Piloting](/Rules.aspx?ID=1292)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nActions that have the reckless trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself.\n\n**Success** The action occurs as described.<br />\n**Failure** The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GMs discretion, and becomes uncontrolled.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Reckless Piloting","next_link":{"label":"Uncontrolled Vehicles","url":"/Rules.aspx?ID=1293"},"previous_link":{"label":"Piloting Actions","url":"/Rules.aspx?ID=1291"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Piloting a Vehicle\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 175"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>","speed":{},"text":" Reckless Piloting Source Gamemastery Guide pg. 175 Actions that have the reckless trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself. Success The action occurs as described. Failure The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GMs discretion, and becomes uncontrolled. ","type":"Rules","url":"/Rules.aspx?ID=1292","weakness":{}}},{"_index":"aon18","_id":"rules-1293","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Piloting a Vehicle"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1293","markdown":"<title level=\"1\" right=\"Rules\">[Uncontrolled Vehicles](/Rules.aspx?ID=1293)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome situations can cause a pilot to lose control of their vehicle. Most commonly, this is due to a failed piloting check for a reckless action, but it can also occur if a round passes without a pilot using a move action to control the vehicle or Stopping the vehicle. A vehicle can also become uncontrolled if the pilot becomes unable to act during a move action to control the vehicle. For example, if a vehicles movement triggers an Attack of Opportunity that knocks the pilot unconscious or paralyzes them, the vehicle becomes uncontrolled.\n\n An uncontrolled vehicle continues to move each round at its most recent pilots initiative position. The distance it moves each round is 10 feet less than on the previous round, always in a straight line at its current heading until it crashes or it comes to a stop. At your discretion, it could slow down more if its on uneven terrain, difficult terrain, on an upward slope, or facing adverse wind conditions; by the same token, it could stay at the same speed or even accelerate if its on a downward slope or being pushed by strong winds.\n\n An uncontrolled vehicle in motion interacts with obstacles, other vehicles, and creatures using the effects of the Run Over action, except that the distance it moves is dictated by the factors above instead of the Speed specified in that action.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Uncontrolled Vehicles","next_link":{"label":"Vehicles in Combat","url":"/Rules.aspx?ID=1294"},"previous_link":{"label":"Reckless Piloting","url":"/Rules.aspx?ID=1292"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Piloting a Vehicle\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 175"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>","speed":{},"text":" Uncontrolled Vehicles Source Gamemastery Guide pg. 175 Some situations can cause a pilot to lose control of their vehicle. Most commonly, this is due to a failed piloting check for a reckless action, but it can also occur if a round passes without a pilot using a move action to control the vehicle or Stopping the vehicle. A vehicle can also become uncontrolled if the pilot becomes unable to act during a move action to control the vehicle. For example, if a vehicles movement triggers an Attack of Opportunity that knocks the pilot unconscious or paralyzes them, the vehicle becomes uncontrolled. An uncontrolled vehicle continues to move each round at its most recent pilots initiative position. The distance it moves each round is 10 feet less than on the previous round, always in a straight line at its current heading until it crashes or it comes to a stop. At your discretion, it could slow down more if its on uneven terrain, difficult terrain, on an upward slope, or facing adverse wind conditions; by the same token, it could stay at the same speed or even accelerate if its on a downward slope or being pushed by strong winds. An uncontrolled vehicle in motion interacts with obstacles, other vehicles, and creatures using the effects of the Run Over action, except that the distance it moves is dictated by the factors above instead of the Speed specified in that action. ","type":"Rules","url":"/Rules.aspx?ID=1293","weakness":{}}},{"_index":"aon18","_id":"rules-1294","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Piloting a Vehicle"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1294","markdown":"<title level=\"1\" right=\"Rules\">[Vehicles in Combat](/Rules.aspx?ID=1294)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhether driving a chariot in an arena or fighting off a boarding party, characters sometimes attack from a vehicle or target other creatures aboard a vehicle. Attacks made while on a vehicle that has moved within the last round take a 2 penalty, or a 4 penalty if the vehicle is uncontrolled or any action in the last round had the reckless trait.\n\n While on a vehicle, a character might have cover from certain angles of attack. A vehicle with sides but no top, such as a chariot or a keelboat, usually provides lesser cover, or standard cover from an attacker on the ground. An enclosed vehicle, such as a carriage, provides greater cover or may prevent attacks entirely. Breaking the vehicle can reduce the cover it provides.\n\n Some vehicles have special mounted weapons that can be used by the pilot or passengers. These are typically ranged weapons, such as a crossbow, and use the same rules as any other weapon, save that they might be able to target only creatures in a certain range or direction.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Vehicles in Combat","next_link":{"label":"Broken Vehicles","url":"/Rules.aspx?ID=1295"},"previous_link":{"label":"Uncontrolled Vehicles","url":"/Rules.aspx?ID=1293"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Piloting a Vehicle\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 175"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>","speed":{},"text":" Vehicles in Combat Source Gamemastery Guide pg. 175 Whether driving a chariot in an arena or fighting off a boarding party, characters sometimes attack from a vehicle or target other creatures aboard a vehicle. Attacks made while on a vehicle that has moved within the last round take a 2 penalty, or a 4 penalty if the vehicle is uncontrolled or any action in the last round had the reckless trait. While on a vehicle, a character might have cover from certain angles of attack. A vehicle with sides but no top, such as a chariot or a keelboat, usually provides lesser cover, or standard cover from an attacker on the ground. An enclosed vehicle, such as a carriage, provides greater cover or may prevent attacks entirely. Breaking the vehicle can reduce the cover it provides. Some vehicles have special mounted weapons that can be used by the pilot or passengers. These are typically ranged weapons, such as a crossbow, and use the same rules as any other weapon, save that they might be able to target only creatures in a certain range or direction. ","type":"Rules","url":"/Rules.aspx?ID=1294","weakness":{}}},{"_index":"aon18","_id":"rules-1295","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles","Piloting a Vehicle"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1295","markdown":"<title level=\"1\" right=\"Rules\">[Broken Vehicles](/Rules.aspx?ID=1295)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen a vehicle is broken, it becomes harder to use. It takes a 2 penalty to its AC, saves, and collision DC, and the DC of all piloting checks related to the vehicle increase by 5. The broken vehicles Speeds are halved.\n\n A vehicle reduced to 0 HP is destroyed, like any other item. If the vehicle is in water when its destroyed, it sinks; if it is flying, it falls and everyone aboard takes falling damage. A pulled or rowed vehicle that becomes wrecked, regardless of which method of propulsion its using at the time, deals its collision damage (no saving throw) to the creatures pulling or rowing it, and the creatures may have to be physically freed from the wreckage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Broken Vehicles","next_link":{"label":"Vehicle Statistics","url":"/Rules.aspx?ID=1296"},"previous_link":{"label":"Vehicles in Combat","url":"/Rules.aspx?ID=1294"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\nChapter 3: Subsystems / Vehicles / Piloting a Vehicle\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 175"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>","speed":{},"text":" Broken Vehicles Source Gamemastery Guide pg. 175 When a vehicle is broken, it becomes harder to use. It takes a 2 penalty to its AC, saves, and collision DC, and the DC of all piloting checks related to the vehicle increase by 5. The broken vehicles Speeds are halved. A vehicle reduced to 0 HP is destroyed, like any other item. If the vehicle is in water when its destroyed, it sinks; if it is flying, it falls and everyone aboard takes falling damage. A pulled or rowed vehicle that becomes wrecked, regardless of which method of propulsion its using at the time, deals its collision damage (no saving throw) to the creatures pulling or rowing it, and the creatures may have to be physically freed from the wreckage. ","type":"Rules","url":"/Rules.aspx?ID=1295","weakness":{}}},{"_index":"aon18","_id":"rules-1296","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Subsystems","Vehicles"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1296","markdown":"<title level=\"1\" right=\"Rules\">[Vehicle Statistics](/Rules.aspx?ID=1296)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nVehicles can be as simple as a farmers cart, or as large and complex as an airship. Whatever the size or complexity of a vehicle, it uses the following stat block format. \n\n<title level=\"3\" right=\"Vehicle [Level]\">Vehicle Name </title> <traits><trait label=\"Size\" /> <trait label=\"Other Traits\" /></traits> **Price** This entry lists the vehicles Price. This does not include creatures for pulling a vehicle, materials needed to power the vehicle, or the cost of rowers.<br />\n\n---\n\n **Space** This entry gives the vehicles dimensions, not including any creatures pulling the vehicle.<br /> **Crew** The crew members required to operate the vehicle; **Passengers** the number of passengers the vehicle is typically configured to carry, if any.<br /> **Piloting Check** This entry lists the skills that can be used for piloting checks while operating the vehicle. Some skills may increase the DC; these list the DC adjustment in parentheses following the skill name.<br />\n\n---\n\n **AC** The vehicles AC; **Saving Throws** The vehicles saves (typically only Fortitude). If a vehicle needs to attempt a saving throw that isnt listed, the pilot attempts a piloting check at the same DC instead.<br /> **Hardness** The vehicles hardness, **HP** The vehicles Hit Points, with its Broken Threshold in parenthesis; **Immunities** The vehicles immunities; **Weaknesses** The vehicles weaknesses, if any; **Resistances** The vehicles resistances, if any.<br />\n\n---\n\n **Speed** The vehicles Speeds, each followed by the propulsion type for that Speed in parentheses. A pulled vehicle indicates the number and size of the pulling creatures.<br /> **Collision** The vehicles collision damage and the DC for saving throws to mitigate that damage. Unless otherwise stated, collisions deal bludgeoning damage. If the vehicle has any other form of attack, like mounted weaponry, they appear in their own entries below this one.<br /> **Special Abilities** Any abilities unique to the vehicle are listed at the end of the stat block.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Vehicle Statistics","next_link":{"label":"Chapter 4: Variant Rules","url":"/Rules.aspx?ID=1297"},"previous_link":{"label":"Piloting a Vehicle","url":"/Rules.aspx?ID=1288"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>\r\n\r\nChapter 3: Subsystems / Vehicles\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 175"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 175</row>","speed":{},"text":" Vehicle Statistics Source Gamemastery Guide pg. 175 Vehicles can be as simple as a farmers cart, or as large and complex as an airship. Whatever the size or complexity of a vehicle, it uses the following stat block format. Vehicle Name Price This entry lists the vehicles Price. This does not include creatures for pulling a vehicle, materials needed to power the vehicle, or the cost of rowers. --- Space This entry gives the vehicles dimensions, not including any creatures pulling the vehicle. Crew The crew members required to operate the vehicle; Passengers the number of passengers the vehicle is typically configured to carry, if any. Piloting Check This entry lists the skills that can be used for piloting checks while operating the vehicle. Some skills may increase the DC; these list the DC adjustment in parentheses following the skill name. --- AC The vehicles AC; Saving Throws The vehicles saves (typically only Fortitude). If a vehicle needs to attempt a saving throw that isnt listed, the pilot attempts a piloting check at the same DC instead. Hardness The vehicles hardness, HP The vehicles Hit Points, with its Broken Threshold in parenthesis; Immunities The vehicles immunities; Weaknesses The vehicles weaknesses, if any; Resistances The vehicles resistances, if any. --- Speed The vehicles Speeds, each followed by the propulsion type for that Speed in parentheses. A pulled vehicle indicates the number and size of the pulling creatures. Collision The vehicles collision damage and the DC for saving throws to mitigate that damage. Unless otherwise stated, collisions deal bludgeoning damage. If the vehicle has any other form of attack, like mounted weaponry, they appear in their own entries below this one. Special Abilities Any abilities unique to the vehicle are listed at the end of the stat block. ","type":"Rules","url":"/Rules.aspx?ID=1296","weakness":{}}},{"_index":"aon18","_id":"rules-1297","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1297","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 4: Variant Rules](/Rules.aspx?ID=1297)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 181</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile the rules presented in the _Core Rulebook_ are designed to give you and your group a baseline experience thats easy to learn and fun to play, sometimes youre looking for more customizable options. Thats where variant rules come in: options to alter the games rules to fit your needs. This chapter adds a collection of variant rules to your toolbox, often with additional options for how to use them. Most of the variant rules in this chapter involve characters, how they progress, and how those pieces fit together. The variants included in this chapter are divided into the following sections. \n<ul><li>[**Ability Score Variants**](/Rules.aspx?ID=1299) includes an alternate ability score system that works entirely through Ability Points, plus ways to distribute what each ability score impacts more evenly. </li><li>[**Alignment Variants**](/Rules.aspx?ID=1307) contains options for removing alignment and an incremental alignment system. </li><li>[**Deep Backgrounds**](/Rules.aspx?ID=1318) replace simply selecting a background with a series of steps that flesh out more of the characters backstory. </li><li>[**Feats and Features**](/Rules.aspx?ID=1327) shows how to build characters who gain feats and class features in different ways, from dual-classed characters with all the options of two classes to characters with a free archetype or more ancestry feats. </li><li>[**Level 0 Characters**](/Rules.aspx?ID=1344) can play through the characters adventures before they take on character classes. </li><li>[**Magic Item Variants**](/Rules.aspx?ID=1356) contains rules deconstructing the magic item bonuses, allowing you to progress them automatically or via craftsmanship to more easily run a lower-magic game. </li><li>[**Proficiency without Level**](/Rules.aspx?ID=1370) changes the fundamental math of the proficiency system to tell stories where being outnumbered by weaker foes remains a challenge and high-level characters are less superhuman. </li><li>[**Skill Points**](/Rules.aspx?ID=1373) offers a more granular system for characters to choose and hone their skills. </li><li>[**Stamina**](/Rules.aspx?ID=1378) grants characters a pool of Stamina Points that they lose before Hit Points and can recover with by resting to catch their breath.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Combining Variant Rules</title>\r\n\r\nIf your group is playing a game with themes that call for it, you might wind up combining multiple variant rules together, possibly applying several options at the same time. For instance, in a gritty, low-magic, survival-horror game, you might start the PCs as 0-level characters, remove alignment to allow more shades of gray, alter the proficiency bonus progression to remove level, and remove magic items—all at the same time. In general, the variant options in this chapter are sufficiently selfcontained, with explanations of how they change the game, that you should be able to combine them without trouble. When you design your own variant rules, be on the lookout for places where new rules might have unexpected overlapping effects on each other and the game.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1298\" />\r\n\r\n<document level=\"2\" id=\"rules-1299\" />\r\n\r\n<document level=\"2\" id=\"rules-1307\" />\r\n\r\n<document level=\"2\" id=\"rules-1318\" />\r\n\r\n<document level=\"2\" id=\"rules-1327\" />\r\n\r\n<document level=\"2\" id=\"rules-1344\" />\r\n\r\n<document level=\"2\" id=\"rules-1356\" />\r\n\r\n<document level=\"2\" id=\"rules-1370\" />\r\n\r\n<document level=\"2\" id=\"rules-1373\" />\r\n\r\n<document level=\"2\" id=\"rules-1378\" />","name":"Chapter 4: Variant Rules","next_link":{"label":"NPC Gallery","url":"/Rules.aspx?ID=1387"},"previous_link":{"label":"Chapter 3: Subsystems","url":"/Rules.aspx?ID=1187"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 181</row>\n\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 181"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 181</row>","speed":{},"text":" Chapter 4: Variant Rules Source Gamemastery Guide pg. 181 While the rules presented in the Core Rulebook are designed to give you and your group a baseline experience thats easy to learn and fun to play, sometimes youre looking for more customizable options. Thats where variant rules come in: options to alter the games rules to fit your needs. This chapter adds a collection of variant rules to your toolbox, often with additional options for how to use them. Most of the variant rules in this chapter involve characters, how they progress, and how those pieces fit together. The variants included in this chapter are divided into the following sections. Ability Score Variants includes an alternate ability score system that works entirely through Ability Points, plus ways to distribute what each ability score impacts more evenly. Alignment Variants contains options for removing alignment and an incremental alignment system. Deep Backgrounds replace simply selecting a background with a series of steps that flesh out more of the characters backstory. Feats and Features shows how to build characters who gain feats and class features in different ways, from dual-classed characters with all the options of two classes to characters with a free archetype or more ancestry feats. Level 0 Characters can play through the characters adventures before they take on character classes. Magic Item Variants contains rules deconstructing the magic item bonuses, allowing you to progress them automatically or via craftsmanship to more easily run a lower-magic game. Proficiency without Level changes the fundamental math of the proficiency system to tell stories where being outnumbered by weaker foes remains a challenge and high-level characters are less superhuman. Skill Points offers a more granular system for characters to choose and hone their skills. Stamina grants characters a pool of Stamina Points that they lose before Hit Points and can recover with by resting to catch their breath. Combining Variant Rules If your group is playing a game with themes that call for it, you might wind up combining multiple variant rules together, possibly applying several options at the same time. For instance, in a gritty, low-magic, survival-horror game, you might start the PCs as 0-level characters, remove alignment to allow more shades of gray, alter the proficiency bonus progression to remove level, and remove magic items—all at the same time. In general, the variant options in this chapter are sufficiently selfcontained, with explanations of how they change the game, that you should be able to combine them without trouble. When you design your own variant rules, be on the lookout for places where new rules might have unexpected overlapping effects on each other and the game. ","type":"Rules","url":"/Rules.aspx?ID=1297","weakness":{}}},{"_index":"aon18","_id":"rules-1298","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1298","markdown":"<title level=\"1\" right=\"Rules\">[Choosing Variant Rules](/Rules.aspx?ID=1298)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 181</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you and your group are deciding which variant rules to use, think about the types of stories you want to tell together, including the genre, themes, and characters, and use that information to choose which variant rules might be the best fit. If different players think different variant options would work best for the game, let each of them make their point, but ultimately you as the GM make the final call.\n\n You might discover that your game requires variant rules beyond those listed here—and thats okay! In fact, its to be expected. Use these options as a starting point for some of the most commonly helpful tools, but you and your group should work together to build your own variant rules whenever you want a different experience. Dont be afraid to deviate from the baseline—you and your group know what you like and what youre looking for better than a baseline rules set ever could. More about creating your own house rules can be found on page 29.\n\n If youre not sure about a variant rule, take a chance! Make sure everyone in your group understands that this is a trial run and that you might need to adjust or remove the variant rules later on if theyre causing unexpected side effects or not working as you intended. When youre playing with variant rules, be sure to let any new players who join the group know about the variant rules your group has chosen. This helps them set their expectations and ensures they dont feel ambushed by any variant rules the first time theyre encountered in the game, which is important for making sure there is a feeling of fairness among your players.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Choosing Variant Rules","next_link":{"label":"Ability Scores Variants","url":"/Rules.aspx?ID=1299"},"previous_link":{"label":"Chapter 3: Subsystems","url":"/Rules.aspx?ID=1187"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 181</row>\r\n\r\nChapter 4: Variant Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 181"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 181</row>","speed":{},"text":" Choosing Variant Rules Source Gamemastery Guide pg. 181 When you and your group are deciding which variant rules to use, think about the types of stories you want to tell together, including the genre, themes, and characters, and use that information to choose which variant rules might be the best fit. If different players think different variant options would work best for the game, let each of them make their point, but ultimately you as the GM make the final call. You might discover that your game requires variant rules beyond those listed here—and thats okay! In fact, its to be expected. Use these options as a starting point for some of the most commonly helpful tools, but you and your group should work together to build your own variant rules whenever you want a different experience. Dont be afraid to deviate from the baseline—you and your group know what you like and what youre looking for better than a baseline rules set ever could. More about creating your own house rules can be found on page 29. If youre not sure about a variant rule, take a chance! Make sure everyone in your group understands that this is a trial run and that you might need to adjust or remove the variant rules later on if theyre causing unexpected side effects or not working as you intended. When youre playing with variant rules, be sure to let any new players who join the group know about the variant rules your group has chosen. This helps them set their expectations and ensures they dont feel ambushed by any variant rules the first time theyre encountered in the game, which is important for making sure there is a feeling of fairness among your players. ","type":"Rules","url":"/Rules.aspx?ID=1298","weakness":{}}},{"_index":"aon18","_id":"rules-1299","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1299","markdown":"<title level=\"1\" right=\"Rules\">[Ability Scores Variants](/Rules.aspx?ID=1299)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe default method of generating ability scores in the Core Rulebook can help you learn your characters story along the way, while the alternative method, rolling scores, is a nod to tradition. But other ways to generate ability scores might better suit the story you want to tell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1300\" />\r\n\r\n<document level=\"2\" id=\"rules-1301\" />\r\n\r\n<document level=\"2\" id=\"rules-1306\" />","name":"Ability Scores Variants","next_link":{"label":"Alignment Variants","url":"/Rules.aspx?ID=1307"},"previous_link":{"label":"Choosing Variant Rules","url":"/Rules.aspx?ID=1298"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>\r\n\r\nChapter 4: Variant Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 182"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>","speed":{},"text":" Ability Scores Variants Source Gamemastery Guide pg. 182 The default method of generating ability scores in the Core Rulebook can help you learn your characters story along the way, while the alternative method, rolling scores, is a nod to tradition. But other ways to generate ability scores might better suit the story you want to tell. ","type":"Rules","url":"/Rules.aspx?ID=1299","weakness":{}}},{"_index":"aon18","_id":"rules-1300","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Ability Scores Variants"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1300","markdown":"<title level=\"1\" right=\"Rules\">[Gradual Ability Boosts](/Rules.aspx?ID=1300)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn this variant, a character gains ability boosts more gradually as they level up, rather than receiving four ability boosts at 5th, 10th, 15th, and 20th levels. Each character gains one ability boost when they reach each of 2nd, 3rd, 4th, and 5th levels. These are collectively a single set of ability boosts, so a character cant boost the same ability score more than once per set; players can put a dot next to each boosted ability score or otherwise mark it to keep track. PCs also receive an ability boost at 7th, 8th, 9th, and 10th level (a second set); at 12th, 13th, 14th, and 15th level (a third set); and at 17th, 18th, 19th, and 20th level (the fourth and final set).\n\n This spreads out the ability boosts, and using them earlier means a character can increase their most important ability modifiers at a lower level. This makes characters slightly more powerful on average, but it makes levels 5, 10, 15, and 20 less important since characters usually choose the least important ability boost of the set at those levels.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gradual Ability Boosts","next_link":{"label":"Point Buy","url":"/Rules.aspx?ID=1301"},"previous_link":{"label":"Choosing Variant Rules","url":"/Rules.aspx?ID=1298"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>\r\n\r\nChapter 4: Variant Rules / Ability Scores Variants\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 182"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>","speed":{},"text":" Gradual Ability Boosts Source Gamemastery Guide pg. 182 In this variant, a character gains ability boosts more gradually as they level up, rather than receiving four ability boosts at 5th, 10th, 15th, and 20th levels. Each character gains one ability boost when they reach each of 2nd, 3rd, 4th, and 5th levels. These are collectively a single set of ability boosts, so a character cant boost the same ability score more than once per set; players can put a dot next to each boosted ability score or otherwise mark it to keep track. PCs also receive an ability boost at 7th, 8th, 9th, and 10th level (a second set); at 12th, 13th, 14th, and 15th level (a third set); and at 17th, 18th, 19th, and 20th level (the fourth and final set). This spreads out the ability boosts, and using them earlier means a character can increase their most important ability modifiers at a lower level. This makes characters slightly more powerful on average, but it makes levels 5, 10, 15, and 20 less important since characters usually choose the least important ability boost of the set at those levels. ","type":"Rules","url":"/Rules.aspx?ID=1300","weakness":{}}},{"_index":"aon18","_id":"rules-1301","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Ability Scores Variants"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1301","markdown":"<title level=\"1\" right=\"Rules\">[Point Buy](/Rules.aspx?ID=1301)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis alternative ability score generation method replaces ability boosts and flaws with a number of Ability Points. Players determine their ability scores by investing Ability Points into each score, as seen in Table 41: Cost for an Ability Score. These give players more customization in their ability scores and can allow a player to really prioritize their favorite ones, but the system is significantly more complicated to use.\n\n## Table 4-1: Cost for an Ability Score\n<row gap=\"tiny\">\n<table> <tr><td>**Total Ability Points Spent**</td><td>**Ability Score**</td></tr> <tr><td>-2</td><td>8</td></tr> <tr><td>-1</td><td>9</td></tr> <tr><td>0</td><td>10</td></tr> <tr><td>1</td><td>11</td></tr> <tr><td>2</td><td>12</td></tr> <tr><td>3</td><td>13</td></tr> <tr><td>5</td><td>14</td></tr> <tr><td>7</td><td>15</td></tr> <tr><td>10</td><td>16</td></tr> <tr><td>13</td><td>17</td></tr> <tr><td>17</td><td>18</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1302\" />\r\n\r\n<document level=\"2\" id=\"rules-1303\" />\r\n\r\n<document level=\"2\" id=\"rules-1304\" />\r\n\r\n<document level=\"2\" id=\"rules-1305\" />","name":"Point Buy","next_link":{"label":"Alternative Scores","url":"/Rules.aspx?ID=1306"},"previous_link":{"label":"Gradual Ability Boosts","url":"/Rules.aspx?ID=1300"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>\r\n\r\nChapter 4: Variant Rules / Ability Scores Variants\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 182"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>","speed":{},"text":" Point Buy Source Gamemastery Guide pg. 182 This alternative ability score generation method replaces ability boosts and flaws with a number of Ability Points. Players determine their ability scores by investing Ability Points into each score, as seen in Table 41: Cost for an Ability Score. These give players more customization in their ability scores and can allow a player to really prioritize their favorite ones, but the system is significantly more complicated to use. ## Table 4-1: Cost for an Ability Score Total Ability Points Spent Ability Score -2 8 -1 9 0 10 1 11 2 12 3 13 5 14 7 15 10 16 13 17 17 18 ","type":"Rules","url":"/Rules.aspx?ID=1301","weakness":{}}},{"_index":"aon18","_id":"rules-1302","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Ability Scores Variants","Point Buy"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1302","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Decrease Starting Scores](/Rules.aspx?ID=1302)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAll of a characters ability scores start at 10. If the PCs ancestry has ability flaws, decrease those ability scores to 8. A player can also voluntarily lower any ability score to below 10 to gain more Ability Points to use in Step 2. They gain 1 Ability Point for lowering an ability score to 9, or 2 Ability Points for lowering a score to 8.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1: Decrease Starting Scores","next_link":{"label":"Step 2: Spend Points","url":"/Rules.aspx?ID=1303"},"previous_link":{"label":"Gradual Ability Boosts","url":"/Rules.aspx?ID=1300"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>\r\n\r\nChapter 4: Variant Rules / Ability Scores Variants / Point Buy\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 182"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>","speed":{},"text":" Step 1: Decrease Starting Scores Source Gamemastery Guide pg. 182 All of a characters ability scores start at 10. If the PCs ancestry has ability flaws, decrease those ability scores to 8. A player can also voluntarily lower any ability score to below 10 to gain more Ability Points to use in Step 2. They gain 1 Ability Point for lowering an ability score to 9, or 2 Ability Points for lowering a score to 8. ","type":"Rules","url":"/Rules.aspx?ID=1302","weakness":{}}},{"_index":"aon18","_id":"rules-1303","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Ability Scores Variants","Point Buy"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1303","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Spend Points](/Rules.aspx?ID=1303)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNow that each player has set their minimum scores, theyll spend Ability Points to increase their ability scores. Ability Points come in two categories: dedicated and flexible. Dedicated Ability Points can be spent only on specified ability scores, but flexible Ability Points can be used to increase any scores. These Ability Points replace all the ability boosts a character would normally get.\n\n The total number of Ability Points spent determines the characters starting ability score, as shown on Table 41: Cost for an Ability Score. The maximum score a player can buy at character creation is 18. Raising a score costs 2 points more than the listed value if the score started at an 8 after Step 1, or 1 point more if the score started at a 9. Any Ability Points not spent during character creation are lost. \n<ul><li>**Dedicated Ability Points**: A character gets 2 dedicated Ability Points for each ability score their ancestry gives predetermined ability boosts to. Human characters, or those with another ancestry that grants two free ability boosts, get 2 more flexible Ability Points instead. Each character also gets 2 dedicated Ability Points for one of their backgrounds choices of predetermined ability scores, and 2 dedicated Ability Points for their classs key ability score. </li><li>**Flexible Ability Points**: Each character gets 15 flexible Ability Points, plus any gained for voluntarily lowering ability scores below 10 in Step 1.</li></ul> \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2: Spend Points","next_link":{"label":"Increasing Scores at Higher Levels","url":"/Rules.aspx?ID=1304"},"previous_link":{"label":"Step 1: Decrease Starting Scores","url":"/Rules.aspx?ID=1302"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>\r\n\r\nChapter 4: Variant Rules / Ability Scores Variants / Point Buy\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 182"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>","speed":{},"text":" Step 2: Spend Points Source Gamemastery Guide pg. 182 Now that each player has set their minimum scores, theyll spend Ability Points to increase their ability scores. Ability Points come in two categories: dedicated and flexible. Dedicated Ability Points can be spent only on specified ability scores, but flexible Ability Points can be used to increase any scores. These Ability Points replace all the ability boosts a character would normally get. The total number of Ability Points spent determines the characters starting ability score, as shown on Table 41: Cost for an Ability Score. The maximum score a player can buy at character creation is 18. Raising a score costs 2 points more than the listed value if the score started at an 8 after Step 1, or 1 point more if the score started at a 9. Any Ability Points not spent during character creation are lost. Dedicated Ability Points : A character gets 2 dedicated Ability Points for each ability score their ancestry gives predetermined ability boosts to. Human characters, or those with another ancestry that grants two free ability boosts, get 2 more flexible Ability Points instead. Each character also gets 2 dedicated Ability Points for one of their backgrounds choices of predetermined ability scores, and 2 dedicated Ability Points for their classs key ability score. Flexible Ability Points : Each character gets 15 flexible Ability Points, plus any gained for voluntarily lowering ability scores below 10 in Step 1. ","type":"Rules","url":"/Rules.aspx?ID=1303","weakness":{}}},{"_index":"aon18","_id":"rules-1304","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Ability Scores Variants","Point Buy"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1304","markdown":"<title level=\"1\" right=\"Rules\">[Increasing Scores at Higher Levels](/Rules.aspx?ID=1304)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen a character levels up, they gain Ability Points at each level, as shown on Table 42: Ability Points Gained. Unlike the Ability Points from character creation, a player can save these to buy a more expensive increase, and they can increase ability scores to a maximum of 22. When a player is ready to increase one or more ability scores, they spend the number of Ability Points listed on Table 43: Raising an Ability Score and increase the ability score accordingly. A player can increase a score more than once at a given time, but they must pay for each increase individually, such as going from 14 to 16 by spending 2 points to increase from 14 to 15, and then 3 points to increase from 15 to 16. For most games, its best to increase scores when leveling up, between game sessions, or during downtime.\n\n [Apex items](/equipment/worn-items/apex-items) work as described in the **Core Rulebook**. They can increase an ability score to a maximum of 24.\n\n## Table 4-2: Ability Points Gained\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Ability Points Gained**</td></tr> <tr><td>1</td><td>Starting points</td></tr> <tr><td>2</td><td>2</td></tr> <tr><td>3</td><td>2</td></tr> <tr><td>4</td><td>2</td></tr> <tr><td>5</td><td>2</td></tr> <tr><td>6</td><td>3</td></tr> <tr><td>7</td><td>3</td></tr> <tr><td>8</td><td>3</td></tr> <tr><td>9</td><td>3</td></tr> <tr><td>10</td><td>3</td></tr> <tr><td>11</td><td>4</td></tr> <tr><td>12</td><td>4</td></tr> <tr><td>13</td><td>4</td></tr> <tr><td>14</td><td>4</td></tr> <tr><td>15</td><td>4</td></tr> <tr><td>16</td><td>5</td></tr> <tr><td>17</td><td>5</td></tr> <tr><td>18</td><td>5</td></tr> <tr><td>19</td><td>5</td></tr> <tr><td>20</td><td>5</td></tr> </table> \r\n</row>\n\n## Table 4-3: Raising an Ability Score\n<row gap=\"tiny\">\n<table> <tr><td>**Current Ability Score**</td><td>**Cost to Raise by 1**</td></tr> <tr><td>8</td><td>1</td></tr> <tr><td>9</td><td>1</td></tr> <tr><td>10</td><td>1</td></tr> <tr><td>11</td><td>1</td></tr> <tr><td>12</td><td>1</td></tr> <tr><td>13</td><td>2</td></tr> <tr><td>14</td><td>2</td></tr> <tr><td>15</td><td>3</td></tr> <tr><td>16</td><td>3</td></tr> <tr><td>17</td><td>4</td></tr> <tr><td>18</td><td>5</td></tr> <tr><td>19</td><td>6</td></tr> <tr><td>20</td><td>7</td></tr> <tr><td>21</td><td>8</td></tr> </table>\r\n</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Increasing Scores at Higher Levels","next_link":{"label":"Example","url":"/Rules.aspx?ID=1305"},"previous_link":{"label":"Step 2: Spend Points","url":"/Rules.aspx?ID=1303"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>\r\n\r\nChapter 4: Variant Rules / Ability Scores Variants / Point Buy\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 182"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 182</row>","speed":{},"text":" Increasing Scores at Higher Levels Source Gamemastery Guide pg. 182 When a character levels up, they gain Ability Points at each level, as shown on Table 42: Ability Points Gained. Unlike the Ability Points from character creation, a player can save these to buy a more expensive increase, and they can increase ability scores to a maximum of 22. When a player is ready to increase one or more ability scores, they spend the number of Ability Points listed on Table 43: Raising an Ability Score and increase the ability score accordingly. A player can increase a score more than once at a given time, but they must pay for each increase individually, such as going from 14 to 16 by spending 2 points to increase from 14 to 15, and then 3 points to increase from 15 to 16. For most games, its best to increase scores when leveling up, between game sessions, or during downtime. Apex items work as described in the Core Rulebook . They can increase an ability score to a maximum of 24. ## Table 4-2: Ability Points Gained Level Ability Points Gained 1 Starting points 2 2 3 2 4 2 5 2 6 3 7 3 8 3 9 3 10 3 11 4 12 4 13 4 14 4 15 4 16 5 17 5 18 5 19 5 20 5 ## Table 4-3: Raising an Ability Score Current Ability Score Cost to Raise by 1 8 1 9 1 10 1 11 1 12 1 13 2 14 2 15 3 16 3 17 4 18 5 19 6 20 7 21 8 ","type":"Rules","url":"/Rules.aspx?ID=1304","weakness":{}}},{"_index":"aon18","_id":"rules-1305","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Ability Scores Variants","Point Buy"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1305","markdown":"<title level=\"1\" right=\"Rules\">[Example](/Rules.aspx?ID=1305)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 183</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMerisiel is an elven rogue with the criminal background. She starts with 10 in all ability scores and reduces her Constitution to 8 for being an elf. She decides to voluntarily lower her Strength and Intelligence to 8 each, gaining 4 flexible Ability Points. She has now set her minimum scores: Str 8, Dex 10, Con 8, Int 8, Wis 10, and Cha 10.\n\n In Step 2, she starts by determining how many points she has to spend. She gains 2 dedicated Ability Points in Intelligence and Dexterity for being an elf, 2 in Dexterity for being a criminal, and 2 more in Dexterity for being a rogue. She also has 19 flexible points to spend: 15 plus 4 for the two ability scores she voluntarily lowered to 8.\n\n Merisiel purchases an 18 in Dexterity, which costs her the 6 dedicated Ability Points plus 11 flexible Ability Points. Spending her 2 dedicated Ability Points in Intelligence brings her to a 10, which shes happy with. She now has 8 flexible Ability Points left. Shes worried shell be too frail with a Constitution score of only 8, so she spends 4 flexible Ability Points to increase it to 12, leaving her with 4 Ability Points left over. Finally, she raises Wisdom and Charisma each to 12 because its inexpensive but still grants her bonuses; this uses all her Ability Points, leaving her with Str 8, Dex 18, Con 12, Int 10, Wis 12, Cha 12.\n\n When she reaches 2nd level, she gains 2 Ability Points. She decides to save these until 3rd level, when she gains 2 more. She then spends 3 of her 4 Ability Points to raise her Constitution from 12 to 14. She then saves up for more Dexterity, gaining 2 Ability Points each at 4th and 5th levels, then 3 each at 6th and 7th levels. She spends all 11 Ability Points at 7th level to gain a 20 in Dexterity! Unless it helps her to have an odd score (for example, to satisfy a feat prerequisite), its usually best to wait until she has enough Ability Points that increasing a score will increase her modifier—just in case she changes her mind.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Example","next_link":{"label":"Alternative Scores","url":"/Rules.aspx?ID=1306"},"previous_link":{"label":"Increasing Scores at Higher Levels","url":"/Rules.aspx?ID=1304"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 183</row>\r\n\r\nChapter 4: Variant Rules / Ability Scores Variants / Point Buy\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 183"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 183</row>","speed":{},"text":" Example Source Gamemastery Guide pg. 183 Merisiel is an elven rogue with the criminal background. She starts with 10 in all ability scores and reduces her Constitution to 8 for being an elf. She decides to voluntarily lower her Strength and Intelligence to 8 each, gaining 4 flexible Ability Points. She has now set her minimum scores: Str 8, Dex 10, Con 8, Int 8, Wis 10, and Cha 10. In Step 2, she starts by determining how many points she has to spend. She gains 2 dedicated Ability Points in Intelligence and Dexterity for being an elf, 2 in Dexterity for being a criminal, and 2 more in Dexterity for being a rogue. She also has 19 flexible points to spend: 15 plus 4 for the two ability scores she voluntarily lowered to 8. Merisiel purchases an 18 in Dexterity, which costs her the 6 dedicated Ability Points plus 11 flexible Ability Points. Spending her 2 dedicated Ability Points in Intelligence brings her to a 10, which shes happy with. She now has 8 flexible Ability Points left. Shes worried shell be too frail with a Constitution score of only 8, so she spends 4 flexible Ability Points to increase it to 12, leaving her with 4 Ability Points left over. Finally, she raises Wisdom and Charisma each to 12 because its inexpensive but still grants her bonuses; this uses all her Ability Points, leaving her with Str 8, Dex 18, Con 12, Int 10, Wis 12, Cha 12. When she reaches 2nd level, she gains 2 Ability Points. She decides to save these until 3rd level, when she gains 2 more. She then spends 3 of her 4 Ability Points to raise her Constitution from 12 to 14. She then saves up for more Dexterity, gaining 2 Ability Points each at 4th and 5th levels, then 3 each at 6th and 7th levels. She spends all 11 Ability Points at 7th level to gain a 20 in Dexterity! Unless it helps her to have an odd score (for example, to satisfy a feat prerequisite), its usually best to wait until she has enough Ability Points that increasing a score will increase her modifier—just in case she changes her mind. ","type":"Rules","url":"/Rules.aspx?ID=1305","weakness":{}}},{"_index":"aon18","_id":"rules-1306","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Ability Scores Variants"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1306","markdown":"<title level=\"1\" right=\"Rules\">[Alternative Scores](/Rules.aspx?ID=1306)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 183</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe classic ability scores aren't of equal value in the rules. Dexterity, Constitution, and Wisdom tend to be more important unless a character requires a particular ability score from among the other three for a specific purpose. If you'd prefer ability scores to all be of roughly equivalent value in character building, this variant creates six ability scores that are in much closer balance with each other. Make the following changes. \n<ul><li>**Strength** does everything that both Strength and Constitution do in the _Core Rulebook_, and Constitution is gone. A character uses their Strength for melee weapon and unarmed attack rolls, damage rolls, Athletics, Hit Points, Fortitude saves, and so on. </li><li>**Dexterity** splits into two ability scores. The first, still called Dexterity, represents manual dexterity and applies to ranged weapon and unarmed attack rolls, attack and damage rolls with finesse attacks (if better than Strength), and [Thievery](/Skills.aspx?ID=17) checks. Agility, which represents footwork, applies to Armor Class, Reflex saves, [Acrobatics](/Skills.aspx?ID=1) checks, and [Stealth](/Skills.aspx?ID=15) checks. </li><li>**Charisma** applies to Will saves instead of Wisdom. </li><li>**Wisdom** is otherwise unchanged. </li><li>**Intelligence** is unchanged.</li></ul> You'll need a small number of gameplay tweaks. [_Anklets of alacrity_](/Equipment.aspx?ID=397) become an Agility apex item, both the [_belt of giant strength_](/Equipment.aspx?ID=398) and [_belt of regeneration_](/Equipment.aspx?ID=399) become Strength apex items, and so on. The rogue's [thief racket](/Rackets.aspx?ID=3) is obsolete, so you might allow rogues to choose a different racket but still gain [Thievery](/Skills.aspx?ID=17). For anything else that references an ability score, such as feats with a Dexterity prerequisite, decide with your group whether Dexterity or Agility makes more sense as the prerequisite. For instance, Agility would make sense for [Feather Step](/Feats.aspx?ID=783) since that feat involves footwork. Prewritten NPCs and monsters can just use their Dexterity modifier when their Agility modifier is necessary.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alternative Scores","next_link":{"label":"Alignment Variants","url":"/Rules.aspx?ID=1307"},"previous_link":{"label":"Point Buy","url":"/Rules.aspx?ID=1301"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 183</row>\r\n\r\nChapter 4: Variant Rules / Ability Scores Variants\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 183"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 183</row>","speed":{},"text":" Alternative Scores Source Gamemastery Guide pg. 183 The classic ability scores aren't of equal value in the rules. Dexterity, Constitution, and Wisdom tend to be more important unless a character requires a particular ability score from among the other three for a specific purpose. If you'd prefer ability scores to all be of roughly equivalent value in character building, this variant creates six ability scores that are in much closer balance with each other. Make the following changes. Strength does everything that both Strength and Constitution do in the Core Rulebook , and Constitution is gone. A character uses their Strength for melee weapon and unarmed attack rolls, damage rolls, Athletics, Hit Points, Fortitude saves, and so on. Dexterity splits into two ability scores. The first, still called Dexterity, represents manual dexterity and applies to ranged weapon and unarmed attack rolls, attack and damage rolls with finesse attacks (if better than Strength), and Thievery checks. Agility, which represents footwork, applies to Armor Class, Reflex saves, Acrobatics checks, and Stealth checks. Charisma applies to Will saves instead of Wisdom. Wisdom is otherwise unchanged. Intelligence is unchanged. You'll need a small number of gameplay tweaks. Anklets of alacrity become an Agility apex item, both the belt of giant strength and belt of regeneration become Strength apex items, and so on. The rogue's thief racket is obsolete, so you might allow rogues to choose a different racket but still gain Thievery. For anything else that references an ability score, such as feats with a Dexterity prerequisite, decide with your group whether Dexterity or Agility makes more sense as the prerequisite. For instance, Agility would make sense for Feather Step since that feat involves footwork. Prewritten NPCs and monsters can just use their Dexterity modifier when their Agility modifier is necessary. ","type":"Rules","url":"/Rules.aspx?ID=1306","weakness":{}}},{"_index":"aon18","_id":"rules-1307","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1307","markdown":"<title level=\"1\" right=\"Rules\">[Alignment Variants](/Rules.aspx?ID=1307)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe alignment system has a long history in roleplaying games, and it helps define several aspects of Pathfinders worlds and characters. Yet it doesnt work well for all games or groups. Altering or removing it offers new opportunities for your game.\n\n Pathfinders alignment system summarizes a characters ideals, signals that some of the players opponents are despicable villains, and establishes that truly evil monsters exist. The alignment system can trouble some players because it doesnt simulate the nuance and complexity of realworld moral issues, which are often not so easily categorized. What is considered “good” may be heavily influenced by societal norms or religious beliefs. Its not hard to find two kind, generous people who hold starkly differing interpretations of what good is in specific situations. The variant alignment ideas below provide examples of other options and can serve as inspiration for your own games.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1308\" />\r\n\r\n<document level=\"2\" id=\"rules-1311\" />","name":"Alignment Variants","next_link":{"label":"Deep Backgrounds","url":"/Rules.aspx?ID=1318"},"previous_link":{"label":"Ability Scores Variants","url":"/Rules.aspx?ID=1299"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\nChapter 4: Variant Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 184"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>","speed":{},"text":" Alignment Variants Source Gamemastery Guide pg. 184 The alignment system has a long history in roleplaying games, and it helps define several aspects of Pathfinders worlds and characters. Yet it doesnt work well for all games or groups. Altering or removing it offers new opportunities for your game. Pathfinders alignment system summarizes a characters ideals, signals that some of the players opponents are despicable villains, and establishes that truly evil monsters exist. The alignment system can trouble some players because it doesnt simulate the nuance and complexity of realworld moral issues, which are often not so easily categorized. What is considered “good” may be heavily influenced by societal norms or religious beliefs. Its not hard to find two kind, generous people who hold starkly differing interpretations of what good is in specific situations. The variant alignment ideas below provide examples of other options and can serve as inspiration for your own games. ","type":"Rules","url":"/Rules.aspx?ID=1307","weakness":{}}},{"_index":"aon18","_id":"rules-1308","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Alignment Variants"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1308","markdown":"<title level=\"1\" right=\"Rules\">[Minor Changes](/Rules.aspx?ID=1308)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you want to keep parts of the existing alignment system, you can use either of the following variants to make changes without entirely removing or replacing alignment. Alignment-based effects still exist in both of these variants, but they might not be as useful as in standard Pathfinder.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1309\" />\r\n\r\n<document level=\"2\" id=\"rules-1310\" />","name":"Minor Changes","next_link":{"label":"Major Changes","url":"/Rules.aspx?ID=1311"},"previous_link":{"label":"Ability Scores Variants","url":"/Rules.aspx?ID=1299"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\nChapter 4: Variant Rules / Alignment Variants\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 184"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>","speed":{},"text":" Minor Changes Source Gamemastery Guide pg. 184 If you want to keep parts of the existing alignment system, you can use either of the following variants to make changes without entirely removing or replacing alignment. Alignment-based effects still exist in both of these variants, but they might not be as useful as in standard Pathfinder. ","type":"Rules","url":"/Rules.aspx?ID=1308","weakness":{}}},{"_index":"aon18","_id":"rules-1309","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Alignment Variants","Minor Changes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1309","markdown":"<title level=\"1\" right=\"Rules\">[Extreme Good and Evil](/Rules.aspx?ID=1309)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn this variant, some creatures exemplify the concepts of extreme good and evil by their very nature. Only [fiends](/Traits.aspx?ID=70), [celestials](/Traits.aspx?ID=23), and other residents of aligned Outer Sphere planes have an alignment. Remove most alignment restrictions— such as the [cleric](/Classes.aspx?ID=5) and [champion](/Classes.aspx?ID=4) restrictions—but not ones related to those extraplanar creatures. Replace the removed restrictions with appropriate anathema if necessary.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Extreme Good and Evil","next_link":{"label":"Incremental Alignment","url":"/Rules.aspx?ID=1310"},"previous_link":{"label":"Ability Scores Variants","url":"/Rules.aspx?ID=1299"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\nChapter 4: Variant Rules / Alignment Variants / Minor Changes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 184"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>","speed":{},"text":" Extreme Good and Evil Source Gamemastery Guide pg. 184 In this variant, some creatures exemplify the concepts of extreme good and evil by their very nature. Only fiends, celestials, and other residents of aligned Outer Sphere planes have an alignment. Remove most alignment restrictions— such as the cleric and champion restrictions—but not ones related to those extraplanar creatures. Replace the removed restrictions with appropriate anathema if necessary. ","type":"Rules","url":"/Rules.aspx?ID=1309","weakness":{}}},{"_index":"aon18","_id":"rules-1310","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Alignment Variants","Minor Changes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1310","markdown":"<title level=\"1\" right=\"Rules\">[Incremental Alignment](/Rules.aspx?ID=1310)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nChanging character alignment can be extremely dramatic under the _Core Rulebook_ rules. Sometimes, this comes as a surprise to the player, as they find out they and the GM had differing ideas on how their acts impact alignment. The incremental alignment variant breaks each axis of alignment into seven steps that reflect how close a character is to shifting alignments.\n\n This lets you and the player better understand where the character falls, and it allows a player who wants to play a character living on the edge between alignments to see that represented in the rules. This is not meant to be a highly granular system or one a player can exploit by repeatedly making trivial gestures toward a given alignment. Its meant to indicate the trends of a characters behavior and foreshadow any alignment change that might occur over time. Its typically harder to reach the ends of the scale through minor acts, especially for the evil versus good axis. A character who commits multiple minor acts toward an alignment might shift one step, but it would take a truly reprehensible act to shift them fully to evil all at once— and to recover it could take a long-term atonement and commitment to good.\n\n If a rule depends on a characters alignment, disregard the “fully” and “somewhat” distinctions. A [_protection_](/Spells.aspx?ID=238) spell keyed against evil works against both somewhat and fully evil characters. However, some spells, like [_detect alignment_](/Spells.aspx?ID=65), might give more precise information.\n\n## Table 4-4: Changing Alignment\n<row gap=\"tiny\">\n<table> <tr><td bgcolor=\"#64542F\">**1**</td><td>**2**</td><td bgcolor=\"#64542F\">**3**</td><td>**4**</td><td bgcolor=\"#64542F\">**5**</td><td>**6**</td><td bgcolor=\"#64542F\">**7**</td></tr> <tr><td>Fully Lawful</td><td>Somewhat Lawful</td><td>Somewhat Neutral</td><td>Fully Neutral</td><td>Somewhat Neutral</td><td>Somewhat Chaotic</td><td>Fully Chaotic</td></tr> <tr><td bgcolor=\"#64542F\">**1**</td><td>**2**</td><td bgcolor=\"#64542F\">**3**</td><td>**4**</td><td bgcolor=\"#64542F\">**5**</td><td>**6**</td><td bgcolor=\"#64542F\">**7**</td></tr> <tr><td>Fully Good</td><td>Somewhat Good</td><td>Somewhat Neutral</td><td>Fully Neutral</td><td>Somewhat Neutral</td><td>Somewhat Evil</td><td>Fully Evil</td></tr> </table>\r\n</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Incremental Alignment","next_link":{"label":"Major Changes","url":"/Rules.aspx?ID=1311"},"previous_link":{"label":"Extreme Good and Evil","url":"/Rules.aspx?ID=1309"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\nChapter 4: Variant Rules / Alignment Variants / Minor Changes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 184"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>","speed":{},"text":" Incremental Alignment Source Gamemastery Guide pg. 184 Changing character alignment can be extremely dramatic under the Core Rulebook rules. Sometimes, this comes as a surprise to the player, as they find out they and the GM had differing ideas on how their acts impact alignment. The incremental alignment variant breaks each axis of alignment into seven steps that reflect how close a character is to shifting alignments. This lets you and the player better understand where the character falls, and it allows a player who wants to play a character living on the edge between alignments to see that represented in the rules. This is not meant to be a highly granular system or one a player can exploit by repeatedly making trivial gestures toward a given alignment. Its meant to indicate the trends of a characters behavior and foreshadow any alignment change that might occur over time. Its typically harder to reach the ends of the scale through minor acts, especially for the evil versus good axis. A character who commits multiple minor acts toward an alignment might shift one step, but it would take a truly reprehensible act to shift them fully to evil all at once— and to recover it could take a long-term atonement and commitment to good. If a rule depends on a characters alignment, disregard the “fully” and “somewhat” distinctions. A protection spell keyed against evil works against both somewhat and fully evil characters. However, some spells, like detect alignment , might give more precise information. ## Table 4-4: Changing Alignment 1 2 3 4 5 6 7 Fully Lawful Somewhat Lawful Somewhat Neutral Fully Neutral Somewhat Neutral Somewhat Chaotic Fully Chaotic 1 2 3 4 5 6 7 Fully Good Somewhat Good Somewhat Neutral Fully Neutral Somewhat Neutral Somewhat Evil Fully Evil ","type":"Rules","url":"/Rules.aspx?ID=1310","weakness":{}}},{"_index":"aon18","_id":"rules-1311","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Alignment Variants"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1311","markdown":"<title level=\"1\" right=\"Rules\">[Major Changes](/Rules.aspx?ID=1311)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese two variants massively change how the alignment system works. In fact, one removes it entirely!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1312\" />\r\n\r\n<document level=\"2\" id=\"rules-1313\" />\r\n\r\n<document level=\"2\" id=\"rules-1314\" />","name":"Major Changes","next_link":{"label":"Deep Backgrounds","url":"/Rules.aspx?ID=1318"},"previous_link":{"label":"Minor Changes","url":"/Rules.aspx?ID=1308"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\nChapter 4: Variant Rules / Alignment Variants\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 184"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>","speed":{},"text":" Major Changes Source Gamemastery Guide pg. 184 These two variants massively change how the alignment system works. In fact, one removes it entirely! ","type":"Rules","url":"/Rules.aspx?ID=1311","weakness":{}}},{"_index":"aon18","_id":"rules-1312","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Alignment Variants","Major Changes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1312","markdown":"<title level=\"1\" right=\"Rules\">[No Alignment](/Rules.aspx?ID=1312)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe simplest variant is to not use the alignment system at all. To many players, this feels like the variant closest to real-world morality. Creatures, NPCs, and players have complex and many-layered beliefs and motivations, just like humans in the real world. Not using the alignment system simultaneously embraces complexity and variance in what is seen as moral behavior. For example, worshippers of a powerful sun god might feel that spreading their deitys light is virtuous behavior. Some might go so far as to say this means they should conquer their neighbors in order to achieve this. Another example might be a large and powerful government placing safety and security as its foremost concern, drawing the conclusion that its acceptable to sacrifice some individual liberties in favor of increasing the safety of its citizens.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"No Alignment","next_link":{"label":"Moral Intentions","url":"/Rules.aspx?ID=1313"},"previous_link":{"label":"Minor Changes","url":"/Rules.aspx?ID=1308"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>\r\n\r\nChapter 4: Variant Rules / Alignment Variants / Major Changes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 184"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 184</row>","speed":{},"text":" No Alignment Source Gamemastery Guide pg. 184 The simplest variant is to not use the alignment system at all. To many players, this feels like the variant closest to real-world morality. Creatures, NPCs, and players have complex and many-layered beliefs and motivations, just like humans in the real world. Not using the alignment system simultaneously embraces complexity and variance in what is seen as moral behavior. For example, worshippers of a powerful sun god might feel that spreading their deitys light is virtuous behavior. Some might go so far as to say this means they should conquer their neighbors in order to achieve this. Another example might be a large and powerful government placing safety and security as its foremost concern, drawing the conclusion that its acceptable to sacrifice some individual liberties in favor of increasing the safety of its citizens. ","type":"Rules","url":"/Rules.aspx?ID=1312","weakness":{}}},{"_index":"aon18","_id":"rules-1313","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Alignment Variants","Major Changes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1313","markdown":"<title level=\"1\" right=\"Rules\">[Moral Intentions](/Rules.aspx?ID=1313)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn this variant, every character, NPC, and monster selects one or more closely held beliefs, intentions, or loyalties. Simple statements about a characters intentions, like the examples listed in the sidebar, flesh out characters and enliven roleplaying scenes. This system requires some back-and-forth between the GM and the other players, and more thought on the part of everyone at the table.\n\n Typically, specifying three intentions or loyalties works well to define a character. These personal intentions cover broad spectra of behavior and in large part define the subjective definition of good for that individual. Intentions could be as abstract as acting with honor or as concrete as devotion to the characters mother. A person following their core beliefs or intentions feels like they are acting in a good manner, and they are likely to view actions against or restrictions to these beliefs as evil. For example, a character who believes strongly in the law would see allowing a crime to go unpunished as evil.\n\n A specific individual will likely have different levels of commitment for each of their intentions. Determine a relative order of commitment by considering what the character would do if these intentions came into conflict.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Example Moral Intentions</title>\n\n<ul><li>I will never let my companions down.</li> <li>I will avenge my family.</li> <li>I will protect the natural world.</li> <li>I will achieve great wealth.</li> <li>I will spread the word of my deity.</li> <li>I will help others in need.</li> <li>I will spread the rule of the rightful government.</li></ul>\r\n</aside>","name":"Moral Intentions","next_link":{"label":"Rules Adjustments","url":"/Rules.aspx?ID=1314"},"previous_link":{"label":"No Alignment","url":"/Rules.aspx?ID=1312"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>\r\n\r\nChapter 4: Variant Rules / Alignment Variants / Major Changes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 185"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>","speed":{},"text":" Moral Intentions Source Gamemastery Guide pg. 185 In this variant, every character, NPC, and monster selects one or more closely held beliefs, intentions, or loyalties. Simple statements about a characters intentions, like the examples listed in the sidebar, flesh out characters and enliven roleplaying scenes. This system requires some back-and-forth between the GM and the other players, and more thought on the part of everyone at the table. Typically, specifying three intentions or loyalties works well to define a character. These personal intentions cover broad spectra of behavior and in large part define the subjective definition of good for that individual. Intentions could be as abstract as acting with honor or as concrete as devotion to the characters mother. A person following their core beliefs or intentions feels like they are acting in a good manner, and they are likely to view actions against or restrictions to these beliefs as evil. For example, a character who believes strongly in the law would see allowing a crime to go unpunished as evil. A specific individual will likely have different levels of commitment for each of their intentions. Determine a relative order of commitment by considering what the character would do if these intentions came into conflict. Example Moral Intentions I will never let my companions down. I will avenge my family. I will protect the natural world. I will achieve great wealth. I will spread the word of my deity. I will help others in need. I will spread the rule of the rightful government. ","type":"Rules","url":"/Rules.aspx?ID=1313","weakness":{}}},{"_index":"aon18","_id":"rules-1314","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Alignment Variants","Major Changes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1314","markdown":"<title level=\"1\" right=\"Rules\">[Rules Adjustments](/Rules.aspx?ID=1314)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlignment restrictions no longer exist in either major variant. You can replace them with edicts and anathema, if necessary, and make the following other adjustments.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1315\" />\r\n\r\n<document level=\"2\" id=\"rules-1316\" />\r\n\r\n<document level=\"2\" id=\"rules-1317\" />","name":"Rules Adjustments","next_link":{"label":"Deep Backgrounds","url":"/Rules.aspx?ID=1318"},"previous_link":{"label":"Moral Intentions","url":"/Rules.aspx?ID=1313"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>\r\n\r\nChapter 4: Variant Rules / Alignment Variants / Major Changes\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 185"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>","speed":{},"text":" Rules Adjustments Source Gamemastery Guide pg. 185 Alignment restrictions no longer exist in either major variant. You can replace them with edicts and anathema, if necessary, and make the following other adjustments. ","type":"Rules","url":"/Rules.aspx?ID=1314","weakness":{}}},{"_index":"aon18","_id":"rules-1315","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Alignment Variants","Major Changes","Rules Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1315","markdown":"<title level=\"1\" right=\"Rules\">[Aligned Damage](/Rules.aspx?ID=1315)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf youre using the no alignment variant, remove or replace aligned damage (chaotic, evil, good, and lawful damage), which requires significant adjustments for creatures like angels and devils that were built with a weakness to aligned damage. One option is to replace them one-for-one with new damage types like “radiant” and “shadow” that dont have any moral assumptions. Another option is to simply change the damage type needed for creature weaknesses to some other damage type on a case-by-case basis. A third option is to remove the weaknesses, reduce the monsters maximum Hit Points, and call it good. No matter what you do with creatures, youll also have to replace abilities like the champions that deal aligned damage in a similar way, or remove those abilities.\n\n If youre using the moral intentions variant, you can replace chaotic, evil, good, and lawful damage with a single type of damage called aligned damage, which harms those with intentions directly opposed to those held by the character, as determined by you as GM.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Aligned Damage","next_link":{"label":"Detection","url":"/Rules.aspx?ID=1316"},"previous_link":{"label":"Moral Intentions","url":"/Rules.aspx?ID=1313"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>\r\n\r\nChapter 4: Variant Rules / Alignment Variants / Major Changes / Rules Adjustments\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 185"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>","speed":{},"text":" Aligned Damage Source Gamemastery Guide pg. 185 If youre using the no alignment variant, remove or replace aligned damage (chaotic, evil, good, and lawful damage), which requires significant adjustments for creatures like angels and devils that were built with a weakness to aligned damage. One option is to replace them one-for-one with new damage types like “radiant” and “shadow” that dont have any moral assumptions. Another option is to simply change the damage type needed for creature weaknesses to some other damage type on a case-by-case basis. A third option is to remove the weaknesses, reduce the monsters maximum Hit Points, and call it good. No matter what you do with creatures, youll also have to replace abilities like the champions that deal aligned damage in a similar way, or remove those abilities. If youre using the moral intentions variant, you can replace chaotic, evil, good, and lawful damage with a single type of damage called aligned damage, which harms those with intentions directly opposed to those held by the character, as determined by you as GM. ","type":"Rules","url":"/Rules.aspx?ID=1315","weakness":{}}},{"_index":"aon18","_id":"rules-1316","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Alignment Variants","Major Changes","Rules Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1316","markdown":"<title level=\"1\" right=\"Rules\">[Detection](/Rules.aspx?ID=1316)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlignment-detecting effects dont exist. In the moral intentions variant, you might replace such an ability with one that detects whether a creature is following its own intentions, or to detect others with similar intentions to the creature using the ability.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Detection","next_link":{"label":"Traits","url":"/Rules.aspx?ID=1317"},"previous_link":{"label":"Aligned Damage","url":"/Rules.aspx?ID=1315"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>\r\n\r\nChapter 4: Variant Rules / Alignment Variants / Major Changes / Rules Adjustments\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 185"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>","speed":{},"text":" Detection Source Gamemastery Guide pg. 185 Alignment-detecting effects dont exist. In the moral intentions variant, you might replace such an ability with one that detects whether a creature is following its own intentions, or to detect others with similar intentions to the creature using the ability. ","type":"Rules","url":"/Rules.aspx?ID=1316","weakness":{}}},{"_index":"aon18","_id":"rules-1317","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Alignment Variants","Major Changes","Rules Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1317","markdown":"<title level=\"1\" right=\"Rules\">[Traits](/Rules.aspx?ID=1317)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlignment traits dont exist, and anything that has those traits loses them. Effects that require the traits to function, like [_protection_](/Spells.aspx?ID=238), dont exist.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Traits","next_link":{"label":"Deep Backgrounds","url":"/Rules.aspx?ID=1318"},"previous_link":{"label":"Detection","url":"/Rules.aspx?ID=1316"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>\r\n\r\nChapter 4: Variant Rules / Alignment Variants / Major Changes / Rules Adjustments\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 185"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 185</row>","speed":{},"text":" Traits Source Gamemastery Guide pg. 185 Alignment traits dont exist, and anything that has those traits loses them. Effects that require the traits to function, like protection , dont exist. ","type":"Rules","url":"/Rules.aspx?ID=1317","weakness":{}}},{"_index":"aon18","_id":"rules-1318","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1318","markdown":"<title level=\"1\" right=\"Rules\">[Deep Backgrounds](/Rules.aspx?ID=1318)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe decision of a character background is not necessarily a complicated one; the player simply selects from the available background options to reflect their characters life before adventuring. While this is a good method for determining a characters backstory, some players might want more insight into their characters early life or family.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1319\" />\r\n\r\n<document level=\"2\" id=\"rules-1321\" />","name":"Deep Backgrounds","next_link":{"label":"Feats and Features","url":"/Rules.aspx?ID=1327"},"previous_link":{"label":"Alignment Variants","url":"/Rules.aspx?ID=1307"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>\r\n\r\nChapter 4: Variant Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 186"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>","speed":{},"text":" Deep Backgrounds Source Gamemastery Guide pg. 186 The decision of a character background is not necessarily a complicated one; the player simply selects from the available background options to reflect their characters life before adventuring. While this is a good method for determining a characters backstory, some players might want more insight into their characters early life or family. ","type":"Rules","url":"/Rules.aspx?ID=1318","weakness":{}}},{"_index":"aon18","_id":"rules-1319","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Deep Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1319","markdown":"<title level=\"1\" right=\"Rules\">[Using Deep Backgrounds](/Rules.aspx?ID=1319)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis variant replaces [Step 4 of Character Creation](/Rules.aspx?ID=84). The player rolls on the tables in this section to determine their characters family background, homeland, major childhood event, influential associate, relationships, and drawbacks. Each element of the players background adds options to the final list of ability boosts, skills, feats, and other options that their background can grant. The player writes these options down as they build their characters background. At the end of the process, they select the following from among the options written down. \n<ul><li>Two ability boosts, each to a different ability score. </li><li>Training in a [Lore](/Skills.aspx?ID=8) skill. </li><li>One skill feat (or possibly another feat or piece of equipment). If the player chooses a skill feat, they become trained in its prerequisite skill, or one of its possible prerequisite skills if it has multiple (such as [Quick Identification](/Feats.aspx?ID=824)). If the random results include a feat that isnt a skill feat and the player selects that feat, they dont gain training in a skill. If they choose a piece of equipment instead of a skill feat, the entry indicates what skill training, if any, they receive.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1320\" />","name":"Using Deep Backgrounds","next_link":{"label":"Generating Deep Backgrounds","url":"/Rules.aspx?ID=1321"},"previous_link":{"label":"Alignment Variants","url":"/Rules.aspx?ID=1307"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>\r\n\r\nChapter 4: Variant Rules / Deep Backgrounds\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 186"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>","speed":{},"text":" Using Deep Backgrounds Source Gamemastery Guide pg. 186 This variant replaces Step 4 of Character Creation. The player rolls on the tables in this section to determine their characters family background, homeland, major childhood event, influential associate, relationships, and drawbacks. Each element of the players background adds options to the final list of ability boosts, skills, feats, and other options that their background can grant. The player writes these options down as they build their characters background. At the end of the process, they select the following from among the options written down. Two ability boosts, each to a different ability score. Training in a Lore skill. One skill feat (or possibly another feat or piece of equipment). If the player chooses a skill feat, they become trained in its prerequisite skill, or one of its possible prerequisite skills if it has multiple (such as Quick Identification). If the random results include a feat that isnt a skill feat and the player selects that feat, they dont gain training in a skill. If they choose a piece of equipment instead of a skill feat, the entry indicates what skill training, if any, they receive. ","type":"Rules","url":"/Rules.aspx?ID=1319","weakness":{}}},{"_index":"aon18","_id":"rules-1320","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Deep Backgrounds","Using Deep Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1320","markdown":"<title level=\"1\" right=\"Rules\">[Rerolling and Selecting](/Rules.aspx?ID=1320)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt your discretion, the players dont have to be bound by any results from the following tables. Depending on how your group wants to use deep backgrounds, players can reroll any result they dont like, or even select a specific option from a table that fits their emerging vision of their character. However, if you allow players to reroll or directly select options (and potentially even if you dont), you might want to exclude options that grant feats other than skill feats; these options are unusual enough that they might put too much pressure on players to select only these options. Note that the following tables reflect the _Core Rulebook_ and the Age of Lost Omens setting—if your game takes place in a different setting, feel free to adjust the tables or allow players to select the options that best fit your setting.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rerolling and Selecting","next_link":{"label":"Generating Deep Backgrounds","url":"/Rules.aspx?ID=1321"},"previous_link":{"label":"Alignment Variants","url":"/Rules.aspx?ID=1307"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>\r\n\r\nChapter 4: Variant Rules / Deep Backgrounds / Using Deep Backgrounds\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 186"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>","speed":{},"text":" Rerolling and Selecting Source Gamemastery Guide pg. 186 At your discretion, the players dont have to be bound by any results from the following tables. Depending on how your group wants to use deep backgrounds, players can reroll any result they dont like, or even select a specific option from a table that fits their emerging vision of their character. However, if you allow players to reroll or directly select options (and potentially even if you dont), you might want to exclude options that grant feats other than skill feats; these options are unusual enough that they might put too much pressure on players to select only these options. Note that the following tables reflect the Core Rulebook and the Age of Lost Omens setting—if your game takes place in a different setting, feel free to adjust the tables or allow players to select the options that best fit your setting. ","type":"Rules","url":"/Rules.aspx?ID=1320","weakness":{}}},{"_index":"aon18","_id":"rules-1321","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Deep Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1321","markdown":"<title level=\"1\" right=\"Rules\">[Generating Deep Backgrounds](/Rules.aspx?ID=1321)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs a player, follow the steps below to generate your characters deep background.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1322\" />\r\n\r\n<document level=\"2\" id=\"rules-1323\" />\r\n\r\n<document level=\"2\" id=\"rules-1324\" />\r\n\r\n<document level=\"2\" id=\"rules-1325\" />\r\n\r\n<document level=\"2\" id=\"rules-1326\" />","name":"Generating Deep Backgrounds","next_link":{"label":"Feats and Features","url":"/Rules.aspx?ID=1327"},"previous_link":{"label":"Using Deep Backgrounds","url":"/Rules.aspx?ID=1319"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>\r\n\r\nChapter 4: Variant Rules / Deep Backgrounds\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 186"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>","speed":{},"text":" Generating Deep Backgrounds Source Gamemastery Guide pg. 186 As a player, follow the steps below to generate your characters deep background. ","type":"Rules","url":"/Rules.aspx?ID=1321","weakness":{}}},{"_index":"aon18","_id":"rules-1322","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Deep Backgrounds","Generating Deep Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1322","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Family Background](/Rules.aspx?ID=1322)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe word family means something different to everyone. You might have a biological family, adopted family, stepfamily, or any other kind and combination you choose; family bonds come in all types. To determine the number of family members you grew up with as an active part of your life, roll 1d% on the following table. Use the medium family for most ancestries, small if youre a [half-elf](/Ancestries.aspx?ID=7) or [half-orc](/Ancestries.aspx?ID=8), and large if youre a [goblin](/MonsterFamilies.aspx?ID=55) or [halfling](/Ancestries.aspx?ID=5). For ancestries other than those in the _Core Rulebook_, use the column that best suits the ancestry. Its up to you whether these family members are parents, siblings, grandparents, or other close relatives. \n\n## Table 4-5: Family Size\n<row gap=\"tiny\">\n<table> <tr><td>**d%**</td><td>**Small Family**</td><td>**Medium Family**</td><td>**Large Family**</td></tr> <tr><td>14</td><td>0</td><td>0</td><td>0</td></tr> <tr><td>58</td><td>0</td><td>0</td><td>1</td></tr> <tr><td>920</td><td>0</td><td>0</td><td>2</td></tr> <tr><td>2134</td><td>0</td><td>1</td><td>3</td></tr> <tr><td>3539</td><td>1</td><td>2</td><td>3</td></tr> <tr><td>4050</td><td>1</td><td>2</td><td>4</td></tr> <tr><td>5160</td><td>2</td><td>3</td><td>4</td></tr> <tr><td>6165</td><td>2</td><td>3</td><td>5</td></tr> <tr><td>6669</td><td>2</td><td>4</td><td>5</td></tr> <tr><td>7078</td><td>3</td><td>4</td><td>5</td></tr> <tr><td>7980</td><td>4</td><td>4</td><td>6</td></tr> <tr><td>8187</td><td>4</td><td>5</td><td>6</td></tr> <tr><td>8890</td><td>5</td><td>5</td><td>6</td></tr> <tr><td>9193</td><td>5</td><td>6</td><td>7</td></tr> <tr><td>9495</td><td>6</td><td>6</td><td>7</td></tr> <tr><td>9697</td><td>6</td><td>7</td><td>7</td></tr> <tr><td>9899</td><td>7</td><td>7</td><td>8+</td></tr> <tr><td>100</td><td>8+</td><td>8+</td><td>8+</td></tr> </table> </row> \n<ul><li>If you grew up with no family, you had to learn to survive on your own. Add a Strength ability boost and a Constitution ability boost to your options. </li><li>If you grew up with one or two family members, your closeness to them made you highly aware of their feelings, and you. Add an Intelligence ability boost and a Wisdom ability boost to your options. </li><li>If you grew up with three or more family members, you had to mediate family conflicts and negotiate a crowded home. Add a Charisma ability boost and a Dexterity ability boost to your options.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1: Family Background","next_link":{"label":"Step 2: Homeland","url":"/Rules.aspx?ID=1323"},"previous_link":{"label":"Using Deep Backgrounds","url":"/Rules.aspx?ID=1319"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>\r\n\r\nChapter 4: Variant Rules / Deep Backgrounds / Generating Deep Backgrounds\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 186"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 186</row>","speed":{},"text":" Step 1: Family Background Source Gamemastery Guide pg. 186 The word family means something different to everyone. You might have a biological family, adopted family, stepfamily, or any other kind and combination you choose; family bonds come in all types. To determine the number of family members you grew up with as an active part of your life, roll 1d% on the following table. Use the medium family for most ancestries, small if youre a half-elf or half-orc, and large if youre a goblin or halfling. For ancestries other than those in the Core Rulebook , use the column that best suits the ancestry. Its up to you whether these family members are parents, siblings, grandparents, or other close relatives. ## Table 4-5: Family Size d% Small Family Medium Family Large Family 14 0 0 0 58 0 0 1 920 0 0 2 2134 0 1 3 3539 1 2 3 4050 1 2 4 5160 2 3 4 6165 2 3 5 6669 2 4 5 7078 3 4 5 7980 4 4 6 8187 4 5 6 8890 5 5 6 9193 5 6 7 9495 6 6 7 9697 6 7 7 9899 7 7 8+ 100 8+ 8+ 8+ If you grew up with no family, you had to learn to survive on your own. Add a Strength ability boost and a Constitution ability boost to your options. If you grew up with one or two family members, your closeness to them made you highly aware of their feelings, and you. Add an Intelligence ability boost and a Wisdom ability boost to your options. If you grew up with three or more family members, you had to mediate family conflicts and negotiate a crowded home. Add a Charisma ability boost and a Dexterity ability boost to your options. ","type":"Rules","url":"/Rules.aspx?ID=1322","weakness":{}}},{"_index":"aon18","_id":"rules-1323","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Deep Backgrounds","Generating Deep Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1323","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Homeland](/Rules.aspx?ID=1323)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 187</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhere you grew up is highly formative. Roll on the following table to determine the nature of your homeland. If your character is a dwarf, subtract 3; if an elf, add 2; if a goblin, subtract 4. For ancestries other than those in the Core Rulebook, apply a modifier that best suits the ancestry, if needed. Work with your GM to flesh your homeland out in further detail. With any of these options, you add a [Lore](/Skills.aspx?ID=8) skill based on your homelands terrain to your background options, such as Forest Lore for a wooded frontier or Absalom Lore if you grew up in that city. \n\n## Table 4-6: Homeland\n<row gap=\"tiny\">\n<table> <tr><td>**1d20**</td><td>**Result**</td></tr> <tr><td>1 or less</td><td>**Underground** You grew up in a partly or wholly underground region, such as a human mining town, a goblin warren, or a dwarf-held cavern. Add Engineering Lore, Labor Lore, and Mining Lore to your background options.</td></tr> <tr><td>23</td><td>**Frontier** You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add Farming Lore, Fishing Lore, Hunting Lore, Scouting Lore, and Lore pertaining to a type of creature that threatened your homeland regularly (such as Giant Lore) to your background options.</td></tr> <tr><td>45</td><td>**Trade Town** People frequently passed through your homeland. You might have been raised near a major thoroughfare or crossroads, or in a small trade town. Add Accounting Lore, Guild Lore, Mercantile Lore, Stabling Lore, and Lore of a common ancestry (such as Dwarf Lore) to your background options.</td></tr> <tr><td>67</td><td>**Simple Village** You were raised in a sleepy village such as a bucolic gnome hamlet, a close-knit human town, or an established goblin fort. Add Herbalism Lore, Midwifery Lore, Milling Lore, Tanning Lore, and Lore of a type of food, drink, or product the village was known for producing (such as Alcohol Lore or Wagon Lore) to your background options.</td></tr> <tr><td>89</td><td>**Cosmopolitan City** You were raised in a community where no single ancestry predominated. This might have created tensions, but the community might also have pulled together from diverse foundations. Add Art Lore, Guild Lore, Legal Lore, and Underworld Lore to your background options.</td></tr> <tr><td>1011</td><td>**Metropolis** You grew up in one of the largest cities in the world, such as Absalom or Westcrown. Add Architecture Lore, Gladiatorial Lore, Guild Lore, Legal Lore, and Theater Lore to your background options.</td></tr> <tr><td>12</td><td>**Front Lines** You grew up in a homeland torn by war. Even if you didn't personally participate, it was never far away. Add Heraldry Lore, Scouting Lore, and Warfare Lore to your background options.</td></tr> <tr><td>1314</td><td>**Itinerant** You never had a single place to call home. You might have been part of a nomadic caravan, a traveling group of entertainers, or a smuggling ring. Add Circus Lore, Fortune-Telling Lore, Games Lore, Labor Lore, and Underworld Lore to your background options.</td></tr> <tr><td>15</td><td>**Another Ancestry's Settlement** Randomly determine another common ancestry; you grew up surrounded by that ancestry. Reroll on this table (with a modifier for the new ancestry, if applicable) to determine the type of community in which you grew up (for example, if your gnome grew up among dwarves and rolls a 3, they grew up underground). Add the [Adopted Ancestry](/Feats.aspx?ID=751) feat and the Lore skill related to your adopted ancestry (such as Dwarf Lore) to your background options. If you select this feat instead of a skill feat, you aren't trained in a background skill.</td></tr> <tr><td>16</td><td>**Coastal Community** You grew up along a wide river, in a wetland, beside an ocean, or on an island. Add Fishing Lore, Sailing Lore, and Lore of a specific type of sea creature (such as Shark Lore) to your background options.</td></tr> <tr><td>1718</td><td>**Religious Community** You were raised in a community of religious scholars, such as the town around an abbey, a remote elven forest shrine, or a dwarven temple-city. Add Art Lore, Scribing Lore, Lore about a deity that was the focus or enemy of your community (such as [Pharasma](/Deities.aspx?ID=14) Lore), and Lore about a plane (other than the Material Plane) where that deity resides to your background options.</td></tr> <tr><td>19+</td><td>**Academic Community** You were raised in or near a university, academy, or other center of learning. Add Academia Lore, Genealogy Lore, Library Lore, and Scribing Lore to your background options.</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2: Homeland","next_link":{"label":"Step 3: Major Childhood Event","url":"/Rules.aspx?ID=1324"},"previous_link":{"label":"Step 1: Family Background","url":"/Rules.aspx?ID=1322"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 187</row>\r\n\r\nChapter 4: Variant Rules / Deep Backgrounds / Generating Deep Backgrounds\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 187"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 187</row>","speed":{},"text":" Step 2: Homeland Source Gamemastery Guide pg. 187 Where you grew up is highly formative. Roll on the following table to determine the nature of your homeland. If your character is a dwarf, subtract 3; if an elf, add 2; if a goblin, subtract 4. For ancestries other than those in the Core Rulebook, apply a modifier that best suits the ancestry, if needed. Work with your GM to flesh your homeland out in further detail. With any of these options, you add a Lore skill based on your homelands terrain to your background options, such as Forest Lore for a wooded frontier or Absalom Lore if you grew up in that city. ## Table 4-6: Homeland 1d20 Result 1 or less Underground You grew up in a partly or wholly underground region, such as a human mining town, a goblin warren, or a dwarf-held cavern. Add Engineering Lore, Labor Lore, and Mining Lore to your background options. 23 Frontier You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add Farming Lore, Fishing Lore, Hunting Lore, Scouting Lore, and Lore pertaining to a type of creature that threatened your homeland regularly (such as Giant Lore) to your background options. 45 Trade Town People frequently passed through your homeland. You might have been raised near a major thoroughfare or crossroads, or in a small trade town. Add Accounting Lore, Guild Lore, Mercantile Lore, Stabling Lore, and Lore of a common ancestry (such as Dwarf Lore) to your background options. 67 Simple Village You were raised in a sleepy village such as a bucolic gnome hamlet, a close-knit human town, or an established goblin fort. Add Herbalism Lore, Midwifery Lore, Milling Lore, Tanning Lore, and Lore of a type of food, drink, or product the village was known for producing (such as Alcohol Lore or Wagon Lore) to your background options. 89 Cosmopolitan City You were raised in a community where no single ancestry predominated. This might have created tensions, but the community might also have pulled together from diverse foundations. Add Art Lore, Guild Lore, Legal Lore, and Underworld Lore to your background options. 1011 Metropolis You grew up in one of the largest cities in the world, such as Absalom or Westcrown. Add Architecture Lore, Gladiatorial Lore, Guild Lore, Legal Lore, and Theater Lore to your background options. 12 Front Lines You grew up in a homeland torn by war. Even if you didn't personally participate, it was never far away. Add Heraldry Lore, Scouting Lore, and Warfare Lore to your background options. 1314 Itinerant You never had a single place to call home. You might have been part of a nomadic caravan, a traveling group of entertainers, or a smuggling ring. Add Circus Lore, Fortune-Telling Lore, Games Lore, Labor Lore, and Underworld Lore to your background options. 15 Another Ancestry's Settlement Randomly determine another common ancestry; you grew up surrounded by that ancestry. Reroll on this table (with a modifier for the new ancestry, if applicable) to determine the type of community in which you grew up (for example, if your gnome grew up among dwarves and rolls a 3, they grew up underground). Add the Adopted Ancestry feat and the Lore skill related to your adopted ancestry (such as Dwarf Lore) to your background options. If you select this feat instead of a skill feat, you aren't trained in a background skill. 16 Coastal Community You grew up along a wide river, in a wetland, beside an ocean, or on an island. Add Fishing Lore, Sailing Lore, and Lore of a specific type of sea creature (such as Shark Lore) to your background options. 1718 Religious Community You were raised in a community of religious scholars, such as the town around an abbey, a remote elven forest shrine, or a dwarven temple-city. Add Art Lore, Scribing Lore, Lore about a deity that was the focus or enemy of your community (such as Pharasma Lore), and Lore about a plane (other than the Material Plane) where that deity resides to your background options. 19+ Academic Community You were raised in or near a university, academy, or other center of learning. Add Academia Lore, Genealogy Lore, Library Lore, and Scribing Lore to your background options. ","type":"Rules","url":"/Rules.aspx?ID=1323","weakness":{}}},{"_index":"aon18","_id":"rules-1324","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Deep Backgrounds","Generating Deep Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1324","markdown":"<title level=\"1\" right=\"Rules\">[Step 3: Major Childhood Event](/Rules.aspx?ID=1324)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 188</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDuring your childhood, you were influenced by a significant event that helped shape the person you became. Roll on the table below to determine the type of event that shaped you.\n\n## Table 4-7: Major Childhood Event\n<row gap=\"tiny\">\n<table> <tr><td>**1d20**</td><td>**Result**</td></tr> <tr><td>1</td><td>**Abandoned in a Distant Land** Due to some mischance (such as wandering off while on a trip or being press-ganged onto a seagoing ship), you had to survive in a distant land for a while. Add the [Multilingual](/Feats.aspx?ID=814) skill feat to your background options.</td></tr> <tr><td>2</td><td>**Academy Trained** You attended an academy where you studied a number of topics and skills. Whether you were a studious pupil or a dropout, the academy was your home for a good portion of your formative years. Add the [Additional Lore](/Feats.aspx?ID=750) skill feat to your background options. If you select Additional Lore as your skill feat, instead of becoming trained in [Lore](/Skills.aspx?ID=8), you become trained in your choice of [Arcana](/Skills.aspx?ID=2), [Occultism](/Skills.aspx?ID=11), or [Society](/Skills.aspx?ID=14).</td></tr> <tr><td>3</td><td>**Attained a Magical Gift** When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. Add the [Arcane Sense](/Feats.aspx?ID=754) skill feat to your background options.</td></tr> <tr><td>4</td><td>**Betrayed** A friend or family member whom you trusted more than anyone else betrayed you. Add the [Lie to Me](/Feats.aspx?ID=811) skill feat to your background options.</td></tr> <tr><td>5</td><td>**Bullied** In your early life, you were often picked on. The callousness of bullies sharpened your resolve to stand up for yourself and others. Add the [Intimidating Glare](/Feats.aspx?ID=796) skill feat to your background options.</td></tr> <tr><td>6</td><td>**Captured by Giants** You were captured by marauding giants and fought your way free. Add the [Titan Wrestler](/Feats.aspx?ID=854) skill feat to your background options.</td></tr> <tr><td>7</td><td>**Claimed an Inheritance** You were bequeathed great wealth or property at an early age. You retained some of it; add a piece of common adventuring gear worth 15 gp or less to your background options. If you select it instead of a skill feat, you are trained in [Society](/Skills.aspx?ID=14).</td></tr> <tr><td>8</td><td>**Died** You died or came so close that you walked the boundary between life and death. Add the [Diehard](/Feats.aspx?ID=774) feat to your background options. If you select it instead of a skill feat, you aren't trained in a background skill.</td></tr> <tr><td>9</td><td>**Fell In with a Bad Crowd** In your youth, you ran with a criminal element: a gang, thieves' guild, or similar organization. Add the [Experienced Smuggler](/Feats.aspx?ID=779) skill feat to your background options.</td></tr> <tr><td>10</td><td> **Had an Ordinary Childhood** Your childhood was fairly ordinary, with no major catastrophe—a stark contrast to most adventurers. Add the [Assurance](/Feats.aspx?ID=756) skill feat for a skill of your choice to your background options.</td></tr> <tr><td>11</td><td>**Had Your First Kill** You've had blood on your hands since your youth, when you first took the life of another. You still have the weapon you used for the deed; add a common weapon worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in [Athletics](/Skills.aspx?ID=3).</td></tr> <tr><td>12</td><td>**Kidnapped** You were kidnapped at some point in your childhood and had to escape, perhaps by pirates, slavers, a cult, or someone else. Add the [Quick Squeeze](/Feats.aspx?ID=828) skill feat to your background options.</td></tr> <tr><td>13</td><td>**Lost in the Wilderness** Whether lured to the wilderness by a malevolent force or simply lost, you had to survive on your own for a while. Add the [Survey Wildlife](/Feats.aspx?ID=849) skill feat to your background options.</td></tr> <tr><td>14</td><td>**Met a Fantastic Creature** When you were a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. Add the [Recognize Spell](/Feats.aspx?ID=834) skill feat to your background options.</td></tr> <tr><td>15</td><td>**Raided** A horde of raiders attacked your settlement and killed and wounded several of your people. This could have been a band of highway robbers or a conquering army. You have a relic from those times; add an armor or shield worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in [Medicine](/Skills.aspx?ID=9).</td></tr> <tr><td>16</td><td>**Robbed** Your family's possessions were stolen, and you vowed to catch the next burglar in the act. Add the [Snare Crafting](/Feats.aspx?ID=843) skill feat to your background options.</td></tr> <tr><td>17</td><td>**Survived a Disaster** You witnessed and survived a major disaster in your childhood years—such as a great fire, flood, earthquake, volcano, or storm—by relying on what was at hand. Add the [Quick Repair](/Feats.aspx?ID=827) skill feat to your background options.</td></tr> <tr><td>18</td><td>**Trained by a Mentor** A mentor or patron took an interest in your development and volunteered to train or sponsor you. Add the [Experienced Professional](/Feats.aspx?ID=778) skill feat to your background options.</td></tr> <tr><td>19</td><td>**Witnessed War** You grew up against the backdrop of a major military conflict that affected much of your childhood world. Add the [Battle Medicine](/Feats.aspx?ID=760) skill feat to your background options.</td></tr> <tr><td>20</td><td>**Won a Competition** You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high-stakes gambling, or something more mundane, like an eating contest. Add the [Fascinating Performance](/Feats.aspx?ID=781) skill feat to your background options.</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 3: Major Childhood Event","next_link":{"label":"Step 4: Influential Associate","url":"/Rules.aspx?ID=1325"},"previous_link":{"label":"Step 2: Homeland","url":"/Rules.aspx?ID=1323"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 188</row>\r\n\r\nChapter 4: Variant Rules / Deep Backgrounds / Generating Deep Backgrounds\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 188"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 188</row>","speed":{},"text":" Step 3: Major Childhood Event Source Gamemastery Guide pg. 188 During your childhood, you were influenced by a significant event that helped shape the person you became. Roll on the table below to determine the type of event that shaped you. ## Table 4-7: Major Childhood Event 1d20 Result 1 Abandoned in a Distant Land Due to some mischance (such as wandering off while on a trip or being press-ganged onto a seagoing ship), you had to survive in a distant land for a while. Add the Multilingual skill feat to your background options. 2 Academy Trained You attended an academy where you studied a number of topics and skills. Whether you were a studious pupil or a dropout, the academy was your home for a good portion of your formative years. Add the Additional Lore skill feat to your background options. If you select Additional Lore as your skill feat, instead of becoming trained in Lore, you become trained in your choice of Arcana, Occultism, or Society. 3 Attained a Magical Gift When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. Add the Arcane Sense skill feat to your background options. 4 Betrayed A friend or family member whom you trusted more than anyone else betrayed you. Add the Lie to Me skill feat to your background options. 5 Bullied In your early life, you were often picked on. The callousness of bullies sharpened your resolve to stand up for yourself and others. Add the Intimidating Glare skill feat to your background options. 6 Captured by Giants You were captured by marauding giants and fought your way free. Add the Titan Wrestler skill feat to your background options. 7 Claimed an Inheritance You were bequeathed great wealth or property at an early age. You retained some of it; add a piece of common adventuring gear worth 15 gp or less to your background options. If you select it instead of a skill feat, you are trained in Society. 8 Died You died or came so close that you walked the boundary between life and death. Add the Diehard feat to your background options. If you select it instead of a skill feat, you aren't trained in a background skill. 9 Fell In with a Bad Crowd In your youth, you ran with a criminal element: a gang, thieves' guild, or similar organization. Add the Experienced Smuggler skill feat to your background options. 10 Had an Ordinary Childhood Your childhood was fairly ordinary, with no major catastrophe—a stark contrast to most adventurers. Add the Assurance skill feat for a skill of your choice to your background options. 11 Had Your First Kill You've had blood on your hands since your youth, when you first took the life of another. You still have the weapon you used for the deed; add a common weapon worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in Athletics. 12 Kidnapped You were kidnapped at some point in your childhood and had to escape, perhaps by pirates, slavers, a cult, or someone else. Add the Quick Squeeze skill feat to your background options. 13 Lost in the Wilderness Whether lured to the wilderness by a malevolent force or simply lost, you had to survive on your own for a while. Add the Survey Wildlife skill feat to your background options. 14 Met a Fantastic Creature When you were a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. Add the Recognize Spell skill feat to your background options. 15 Raided A horde of raiders attacked your settlement and killed and wounded several of your people. This could have been a band of highway robbers or a conquering army. You have a relic from those times; add an armor or shield worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in Medicine. 16 Robbed Your family's possessions were stolen, and you vowed to catch the next burglar in the act. Add the Snare Crafting skill feat to your background options. 17 Survived a Disaster You witnessed and survived a major disaster in your childhood years—such as a great fire, flood, earthquake, volcano, or storm—by relying on what was at hand. Add the Quick Repair skill feat to your background options. 18 Trained by a Mentor A mentor or patron took an interest in your development and volunteered to train or sponsor you. Add the Experienced Professional skill feat to your background options. 19 Witnessed War You grew up against the backdrop of a major military conflict that affected much of your childhood world. Add the Battle Medicine skill feat to your background options. 20 Won a Competition You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high-stakes gambling, or something more mundane, like an eating contest. Add the Fascinating Performance skill feat to your background options. ","type":"Rules","url":"/Rules.aspx?ID=1324","weakness":{}}},{"_index":"aon18","_id":"rules-1325","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Deep Backgrounds","Generating Deep Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1325","markdown":"<title level=\"1\" right=\"Rules\">[Step 4: Influential Associate](/Rules.aspx?ID=1325)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 189</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou may have had several people who played key roles in developing their skills and personality, but one likely stands out as the most influential. Use one of the results below as a template to develop an NPC in deeper detail. Work with your GM to determine the current fate of this NPC and whether you can still call upon the NPC for aid.\n\n## Table 4-8: Influential Associate\n<row gap=\"tiny\">\n<table> <tr><td>**1d20**</td><td>**Result**</td></tr> <tr><td>1</td><td>**The Academic** One of your associates had a thirst for knowledge that could never be satisfied with simple answers. Through this association, you developed a keen appreciation for numbers, geometry, logic, hard study, and problem-solving. Add an Intelligence ability boost to your background options.</td></tr> <tr><td>2</td><td>**The Boss** You once gained employment under a powerful individual with far-reaching influence. When the boss spoke up, everyone listened. This could have been a military commander, village leader, guild head, or gang boss. From the boss, you learned how to make people listen and keep them in line. Add a Charisma ability boost to your background options.</td></tr> <tr><td>3</td><td>**The Champion** You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed a competitive spirit that continues to drive you in everything you do. Add a Strength ability boost to your background options.</td></tr> <tr><td>4</td><td>**The Confidante** You could tell this person anything. They know your deepest secrets and vulnerabilities just as you know theirs, and thinking critically about anothers perspective became second nature to you. Add an Intelligence ability boost to your background options.</td></tr> <tr><td>5</td><td>**The Crafter** One of your major influences cherished perfection through art. From this person, you developed a disciplined mind, a solitary focus, and the ability to create something useful and beautiful. Add an Intelligence ability boost to your background options.</td></tr> <tr><td>6</td><td>**The Criminal** One of your associates committed crimes regularly. They regaled you with many stories of daring robberies and break-ins—perhaps even murders. You learned what you know of the criminal element from this friend. Add a Dexterity ability boost to your background options.</td></tr> <tr><td>7</td><td>**The Dead One** One of your greatest influences was a sapient undead creature, such as a ghost, lich, graveknight, or vampire. Through this strange relationship, you learned of its mortal life, giving you perspective on your own life. Add a Constitution ability boost to your background options.</td></tr> <tr><td>8</td><td>**The Fiend** You dealt with, or were possessed by, a fiend who lent you power at a time of great need. Some part of it remains inside you, influencing you toward destructive ends. Add a Strength ability boost to your background options.</td></tr> <tr><td>9</td><td>**The Fool** One of your close associates mocked propriety and custom, engaging in wild and somewhat random actions from time to time. After a while, you learned there was simple wisdom to this foolery—a careless worldview that taught you to cast off concern. Add a Wisdom ability boost to your background options.</td></tr> <tr><td>10</td><td>**The Hunter** This person was a lone wolf who cautiously allowed you to become a member of their solitary pack. They taught you how to remain quick and thrive on your own in spite of natural dangers. Add a Dexterity ability boost to your background options.</td></tr> <tr><td>11</td><td>**The Liege Lord** You became close with someone you were bound to serve, be it an employer, minor lord or lady, or even a king or queen. Though this person held power over you, they held you closer than a subject or servant. As a result, youre used to dealing with and being close to power. Add a Charisma ability boost to your background options.</td></tr> <tr><td>12</td><td>**The Lover** You had a romantic connection in your past, and this person deeply influenced your personality. Perhaps this was a first love, a casual partner you grew close to, or the one who got away. The experience bolstered your confidence in romantic interactions, even though your thoughts still stray toward that special someone from long ago. Add a Charisma ability boost to your background options.</td></tr> <tr><td>13</td><td>**The Mentor** You had a mentor who taught you everything worth knowing about life. This could have been the person who taught you your heroic abilities, or simply a kindred spirit who helped form your worldview. Add a Constitution ability boost to your background options.</td></tr> <tr><td>14</td><td>**The Mercenary** With this person, there was always a cost. No deed came without a trade for something of equal or greater value. You respected their cynical but fair dealings, and they influenced your philosophy. Add a Strength ability boost to your background options.</td></tr> <tr><td>15</td><td>**The Mystic** You were especially close to a holy person in your community who fundamentally changed your life, opening your eyes to the incredible powers that exist beyond the natural world. Regardless of whether you now follow a faith, certain religious artifacts, rituals, and texts played a large part in making you the person you are. Add a Wisdom ability boost to your background options.</td></tr> <tr><td>16</td><td>**The Pariah** You met a disgraced exile and found in their words something that spoke to you. What once seemed true in your religion, society, or family began to appear false, and you quickly learned not to trust everyone you meet. Add a Wisdom ability boost to your background options.</td></tr> <tr><td>17</td><td>**The Relative** You were especially close to a specific relative growing up. To you, this person was the meaning of family. They helped shepherd you into adulthood, teaching you everything you know about the world. You resolutely strive to keep a promise, vow, or oath that you made to them. Add a Constitution ability boost to your background options.</td></tr> <tr><td>18</td><td>**The Seer** You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. The seers influence either made you into an optimist with a drive to fulfill that future or a fatalist resigned to accept it. Add a Wisdom ability boost to your background options.</td></tr> <tr><td>19</td><td>**The Wanderer** You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, merchant, outcast, mercenary, or sailor. This person brought you wondrous mementos and inspired a wanderlust within you. Add a Dexterity ability boost to your background options.</td></tr> <tr><td>20</td><td>**The Well-Connected Friend** In your circle of associates, there was someone everyone knew. This person had contacts in every social circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. Add a Charisma ability boost to your background options.</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 4: Influential Associate","next_link":{"label":"Step 5: Relationships","url":"/Rules.aspx?ID=1326"},"previous_link":{"label":"Step 3: Major Childhood Event","url":"/Rules.aspx?ID=1324"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 189</row>\r\n\r\nChapter 4: Variant Rules / Deep Backgrounds / Generating Deep Backgrounds\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 189"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 189</row>","speed":{},"text":" Step 4: Influential Associate Source Gamemastery Guide pg. 189 You may have had several people who played key roles in developing their skills and personality, but one likely stands out as the most influential. Use one of the results below as a template to develop an NPC in deeper detail. Work with your GM to determine the current fate of this NPC and whether you can still call upon the NPC for aid. ## Table 4-8: Influential Associate 1d20 Result 1 The Academic One of your associates had a thirst for knowledge that could never be satisfied with simple answers. Through this association, you developed a keen appreciation for numbers, geometry, logic, hard study, and problem-solving. Add an Intelligence ability boost to your background options. 2 The Boss You once gained employment under a powerful individual with far-reaching influence. When the boss spoke up, everyone listened. This could have been a military commander, village leader, guild head, or gang boss. From the boss, you learned how to make people listen and keep them in line. Add a Charisma ability boost to your background options. 3 The Champion You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed a competitive spirit that continues to drive you in everything you do. Add a Strength ability boost to your background options. 4 The Confidante You could tell this person anything. They know your deepest secrets and vulnerabilities just as you know theirs, and thinking critically about anothers perspective became second nature to you. Add an Intelligence ability boost to your background options. 5 The Crafter One of your major influences cherished perfection through art. From this person, you developed a disciplined mind, a solitary focus, and the ability to create something useful and beautiful. Add an Intelligence ability boost to your background options. 6 The Criminal One of your associates committed crimes regularly. They regaled you with many stories of daring robberies and break-ins—perhaps even murders. You learned what you know of the criminal element from this friend. Add a Dexterity ability boost to your background options. 7 The Dead One One of your greatest influences was a sapient undead creature, such as a ghost, lich, graveknight, or vampire. Through this strange relationship, you learned of its mortal life, giving you perspective on your own life. Add a Constitution ability boost to your background options. 8 The Fiend You dealt with, or were possessed by, a fiend who lent you power at a time of great need. Some part of it remains inside you, influencing you toward destructive ends. Add a Strength ability boost to your background options. 9 The Fool One of your close associates mocked propriety and custom, engaging in wild and somewhat random actions from time to time. After a while, you learned there was simple wisdom to this foolery—a careless worldview that taught you to cast off concern. Add a Wisdom ability boost to your background options. 10 The Hunter This person was a lone wolf who cautiously allowed you to become a member of their solitary pack. They taught you how to remain quick and thrive on your own in spite of natural dangers. Add a Dexterity ability boost to your background options. 11 The Liege Lord You became close with someone you were bound to serve, be it an employer, minor lord or lady, or even a king or queen. Though this person held power over you, they held you closer than a subject or servant. As a result, youre used to dealing with and being close to power. Add a Charisma ability boost to your background options. 12 The Lover You had a romantic connection in your past, and this person deeply influenced your personality. Perhaps this was a first love, a casual partner you grew close to, or the one who got away. The experience bolstered your confidence in romantic interactions, even though your thoughts still stray toward that special someone from long ago. Add a Charisma ability boost to your background options. 13 The Mentor You had a mentor who taught you everything worth knowing about life. This could have been the person who taught you your heroic abilities, or simply a kindred spirit who helped form your worldview. Add a Constitution ability boost to your background options. 14 The Mercenary With this person, there was always a cost. No deed came without a trade for something of equal or greater value. You respected their cynical but fair dealings, and they influenced your philosophy. Add a Strength ability boost to your background options. 15 The Mystic You were especially close to a holy person in your community who fundamentally changed your life, opening your eyes to the incredible powers that exist beyond the natural world. Regardless of whether you now follow a faith, certain religious artifacts, rituals, and texts played a large part in making you the person you are. Add a Wisdom ability boost to your background options. 16 The Pariah You met a disgraced exile and found in their words something that spoke to you. What once seemed true in your religion, society, or family began to appear false, and you quickly learned not to trust everyone you meet. Add a Wisdom ability boost to your background options. 17 The Relative You were especially close to a specific relative growing up. To you, this person was the meaning of family. They helped shepherd you into adulthood, teaching you everything you know about the world. You resolutely strive to keep a promise, vow, or oath that you made to them. Add a Constitution ability boost to your background options. 18 The Seer You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. The seers influence either made you into an optimist with a drive to fulfill that future or a fatalist resigned to accept it. Add a Wisdom ability boost to your background options. 19 The Wanderer You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, merchant, outcast, mercenary, or sailor. This person brought you wondrous mementos and inspired a wanderlust within you. Add a Dexterity ability boost to your background options. 20 The Well-Connected Friend In your circle of associates, there was someone everyone knew. This person had contacts in every social circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. Add a Charisma ability boost to your background options. ","type":"Rules","url":"/Rules.aspx?ID=1325","weakness":{}}},{"_index":"aon18","_id":"rules-1326","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Deep Backgrounds","Generating Deep Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1326","markdown":"<title level=\"1\" right=\"Rules\">[Step 5: Relationships](/Rules.aspx?ID=1326)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 190</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis aspect of background generation determines the relationships you have with the other PCs and why your character might choose to adventure with them. This step is best performed when the entire group is sitting together and can generate and discuss these connections with each other. You should select another character and roll on the first table to generate an inspiring connection, then determine a different character and roll on the second table to generate a challenging connection. You might choose these characters randomly, or the group might decide that each character has an inspiring connection with the character of the player sitting to the left and a challenging connection with the character of the player sitting to the right.\n\nOther players can reject a relationship connection they dont feel fits with their vision of their own character; in this case, pick another character or a different relationship. Even though you and the other characters share a connection, only you add the skill feats from the relationships you roll to your background options.\n\n## Table 4-9: Inspiring Relationship\n<row gap=\"tiny\">\n<table><tr><td>**1d12**</td> <td>**Result**</td></tr> <tr><td>1</td><td>**Animal Helpers** When you and this character were younger, you worked together to nurse sick animals back to health. Add the [Train Animal](/Feats.aspx?ID=856) skill feat to your background options.</td></tr> <tr><td>2</td><td>**Comrade-in-Arms** You and this character were once comrades in military service, and you trained yourself and this character to improve your physical fitness. Add the [Assurance](/Feats.aspx?ID=756) skill feat for [Athletics](/Skills.aspx?ID=3) to your background options.</td></tr> <tr><td>3</td><td>**Desperate Intimidation** You had to frighten off pirates or slavers looking to capture you and this character. Add the [Group Coercion](/Feats.aspx?ID=788) skill feat to your background options.</td></tr> <tr><td>4</td><td>**Homelessness** At a time when you were both living on the streets, you taught this character valuable pointers to survive. Add the [Streetwise](/Feats.aspx?ID=846) skill feat to your background options.</td></tr> <tr><td>5</td><td>**Kindly Witch** This character connected you to a kindly but reclusive person who was living at the edge of civilization but had expansive knowledge to share. Add the [Natural Medicine](/Feats.aspx?ID=815) skill feat to your background options.</td></tr> <tr><td>6</td><td>**Liberators** You and this character worked together to free some captives—including one of your friends or relatives—from a gang of slavers. Add the [Lengthy Diversion](/Feats.aspx?ID=810) skill feat to your background options.</td></tr> <tr><td>7</td><td>**Magician** This character supported your brief dalliance with stage magic, which you took up as a precursor to learning actual magic or simply to keep your fingers nimble. Add the [Subtle Theft](/Feats.aspx?ID=848) skill feat to your background options.</td></tr> <tr><td>8</td><td>**Missing Child** When a young relative disappeared in a busy market, this character helped you question merchants and shoppers and find the child before they came to any harm. Add the [Hobnobber](/Feats.aspx?ID=791) skill feat to your background options.</td></tr> <tr><td>9</td><td>**Patron of the Arts** This character encouraged you to excel at a type of performance you loved, even going so far as to support you in lean times. Add the [Virtuosic Performer](/Feats.aspx?ID=862) skill feat to your background options.</td></tr> <tr><td>10</td><td>**Religious Students** You and this character shared some religious training in the past, even if you didnt stick with it, and you admired their piety. Add the [Student of the Canon](/Feats.aspx?ID=847) skill feat to your background options.</td></tr> <tr><td>11</td><td>**Timely Cure** When a family member of yours was dying and there didnt seem to be much hope, this character brought a simple but effective alchemical cure. You are determined to pay this favor forward. Add the [Alchemical Crafting](/Feats.aspx?ID=752) skill feat to your background options.</td></tr> <tr><td>12</td><td>**Wasteland Survivors** You and this character were lost in a dangerous wasteland together and depended upon each other for survival; youre still not certain that either of you would have survived the ordeal without the others aid. Add the [Forager](/Feats.aspx?ID=786) skill feat to your background options.</td></tr></table></row>\n\n## Table 4-10: Challenging Relationship\n<row gap=\"tiny\">\n<table><tr><td>**1d12**</td> <td>**Result**</td></tr> <tr><td>1</td><td>**Accidental Fall** This character once inadvertently shoved you off a ledge or balcony. Youre mostly certain it was a mistake, but the fall was terrifying, and youve resolved to never be caught unaware like that again. Add the [Cat Fall](/Feats.aspx?ID=765) skill feat to your background options.</td></tr> <tr><td>2</td><td>**Accusation of Theft** You were once secretly certain that this character stole a cherished valuable from you. You were determined to steal it back, until you learned that this character wasnt in fact to blame and youd only misplaced the item. Add the [Pickpocket](/Feats.aspx?ID=818) skill feat to your background options.</td></tr> <tr><td>3</td><td>**Called Before Judges** Information provided by this character—either intentionally or inadvertently given—required you to justify yourself in front of a group of bureaucrats or magistrates. Add the [Group Impression](/Feats.aspx?ID=789) skill feat to your background options.</td></tr> <tr><td>4</td><td>**Matter of Might** You have long considered this character your rival in a question of strength. You are determined to prove yourself to be mightier, perhaps by intelligent application of force if you arent physically imposing. Add the [Hefty Hauler](/Feats.aspx?ID=790) skill feat to your background options.</td></tr> <tr><td>5</td><td>**Mercantile Expertise** To encourage an employer to hire you instead of this character, you worked hard to demonstrate your keen mercantile sense. It didnt work; the employer hired this character anyway. Add the [Bargain Hunter](/Feats.aspx?ID=758) skill feat to your background options.</td></tr> <tr><td>6</td><td>**Privileged Position** You once sought the favor of a powerful spellcaster as a mentor, but this character was plainly the mentors favorite, no matter how hard you tried. Add the [Quick Identification](/Feats.aspx?ID=824) skill feat to your background options.</td></tr> <tr><td>7</td><td>**Relationship Ender** You once warned off an admirer seeking this characters affections. You still maintain that the match would have been a poor one and that you did this character a favor. Add the [Quick Coercion](/Feats.aspx?ID=822) skill feat to your background options.</td></tr> <tr><td>8</td><td>**Rival Trackers** You and this character worked for a time as rival hunters, whether tracking animals or escaped criminals. Add the [Experienced Tracker](/Feats.aspx?ID=780) skill feat to your background options.</td></tr> <tr><td>9</td><td>**Seeking Accolades** You never seemed to capture the attention of the crowds at the tavern as easily as this character did, so you worked hard to practice your showmanship. Add the [Impressive Performance](/Feats.aspx?ID=793) skill feat to your background options.</td></tr> <tr><td>10</td><td>**Slander** You and this character were rivals for the same persons affections, and you stooped to spreading vicious lies before the whole situation fell apart. Add the [Charming Liar](/Feats.aspx?ID=766) skill feat to your background options.</td></tr> <tr><td>11</td><td>**Social Maneuvering** You have always wanted to prove yourself better than this character in a fancy social situation but have yet to decisively do so. Add the [Courtly Graces](/Feats.aspx?ID=772) skill feat to your background options.</td></tr> <tr><td>12</td><td>**Spy** You spied upon this character in the past, either at the behest of someone else or because of your own suspicions. Add the [Read Lips](/Feats.aspx?ID=833) skill feat to your background options.</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 5: Relationships","next_link":{"label":"Feats and Features","url":"/Rules.aspx?ID=1327"},"previous_link":{"label":"Step 4: Influential Associate","url":"/Rules.aspx?ID=1325"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 190</row>\r\n\r\nChapter 4: Variant Rules / Deep Backgrounds / Generating Deep Backgrounds\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 190"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 190</row>","speed":{},"text":" Step 5: Relationships Source Gamemastery Guide pg. 190 This aspect of background generation determines the relationships you have with the other PCs and why your character might choose to adventure with them. This step is best performed when the entire group is sitting together and can generate and discuss these connections with each other. You should select another character and roll on the first table to generate an inspiring connection, then determine a different character and roll on the second table to generate a challenging connection. You might choose these characters randomly, or the group might decide that each character has an inspiring connection with the character of the player sitting to the left and a challenging connection with the character of the player sitting to the right. Other players can reject a relationship connection they dont feel fits with their vision of their own character; in this case, pick another character or a different relationship. Even though you and the other characters share a connection, only you add the skill feats from the relationships you roll to your background options. ## Table 4-9: Inspiring Relationship 1d12 Result 1 Animal Helpers When you and this character were younger, you worked together to nurse sick animals back to health. Add the Train Animal skill feat to your background options. 2 Comrade-in-Arms You and this character were once comrades in military service, and you trained yourself and this character to improve your physical fitness. Add the Assurance skill feat for Athletics to your background options. 3 Desperate Intimidation You had to frighten off pirates or slavers looking to capture you and this character. Add the Group Coercion skill feat to your background options. 4 Homelessness At a time when you were both living on the streets, you taught this character valuable pointers to survive. Add the Streetwise skill feat to your background options. 5 Kindly Witch This character connected you to a kindly but reclusive person who was living at the edge of civilization but had expansive knowledge to share. Add the Natural Medicine skill feat to your background options. 6 Liberators You and this character worked together to free some captives—including one of your friends or relatives—from a gang of slavers. Add the Lengthy Diversion skill feat to your background options. 7 Magician This character supported your brief dalliance with stage magic, which you took up as a precursor to learning actual magic or simply to keep your fingers nimble. Add the Subtle Theft skill feat to your background options. 8 Missing Child When a young relative disappeared in a busy market, this character helped you question merchants and shoppers and find the child before they came to any harm. Add the Hobnobber skill feat to your background options. 9 Patron of the Arts This character encouraged you to excel at a type of performance you loved, even going so far as to support you in lean times. Add the Virtuosic Performer skill feat to your background options. 10 Religious Students You and this character shared some religious training in the past, even if you didnt stick with it, and you admired their piety. Add the Student of the Canon skill feat to your background options. 11 Timely Cure When a family member of yours was dying and there didnt seem to be much hope, this character brought a simple but effective alchemical cure. You are determined to pay this favor forward. Add the Alchemical Crafting skill feat to your background options. 12 Wasteland Survivors You and this character were lost in a dangerous wasteland together and depended upon each other for survival; youre still not certain that either of you would have survived the ordeal without the others aid. Add the Forager skill feat to your background options. ## Table 4-10: Challenging Relationship 1d12 Result 1 Accidental Fall This character once inadvertently shoved you off a ledge or balcony. Youre mostly certain it was a mistake, but the fall was terrifying, and youve resolved to never be caught unaware like that again. Add the Cat Fall skill feat to your background options. 2 Accusation of Theft You were once secretly certain that this character stole a cherished valuable from you. You were determined to steal it back, until you learned that this character wasnt in fact to blame and youd only misplaced the item. Add the Pickpocket skill feat to your background options. 3 Called Before Judges Information provided by this character—either intentionally or inadvertently given—required you to justify yourself in front of a group of bureaucrats or magistrates. Add the Group Impression skill feat to your background options. 4 Matter of Might You have long considered this character your rival in a question of strength. You are determined to prove yourself to be mightier, perhaps by intelligent application of force if you arent physically imposing. Add the Hefty Hauler skill feat to your background options. 5 Mercantile Expertise To encourage an employer to hire you instead of this character, you worked hard to demonstrate your keen mercantile sense. It didnt work; the employer hired this character anyway. Add the Bargain Hunter skill feat to your background options. 6 Privileged Position You once sought the favor of a powerful spellcaster as a mentor, but this character was plainly the mentors favorite, no matter how hard you tried. Add the Quick Identification skill feat to your background options. 7 Relationship Ender You once warned off an admirer seeking this characters affections. You still maintain that the match would have been a poor one and that you did this character a favor. Add the Quick Coercion skill feat to your background options. 8 Rival Trackers You and this character worked for a time as rival hunters, whether tracking animals or escaped criminals. Add the Experienced Tracker skill feat to your background options. 9 Seeking Accolades You never seemed to capture the attention of the crowds at the tavern as easily as this character did, so you worked hard to practice your showmanship. Add the Impressive Performance skill feat to your background options. 10 Slander You and this character were rivals for the same persons affections, and you stooped to spreading vicious lies before the whole situation fell apart. Add the Charming Liar skill feat to your background options. 11 Social Maneuvering You have always wanted to prove yourself better than this character in a fancy social situation but have yet to decisively do so. Add the Courtly Graces skill feat to your background options. 12 Spy You spied upon this character in the past, either at the behest of someone else or because of your own suspicions. Add the Read Lips skill feat to your background options. ","type":"Rules","url":"/Rules.aspx?ID=1326","weakness":{}}},{"_index":"aon18","_id":"rules-1327","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1327","markdown":"<title level=\"1\" right=\"Rules\">[Feats and Features](/Rules.aspx?ID=1327)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 192</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe _Core Rulebook_ presents a character progression carefully designed to offer plenty of options and depth without overwhelming players with too many choices at once. However, you can use the Pathfinder rules to create an infinite number of variant progressions. If your group wants more powerful characters, specific themes for all characters, or the like, you can implement these variants.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1328\" />\r\n\r\n<document level=\"2\" id=\"rules-1333\" />\r\n\r\n<document level=\"2\" id=\"rules-1336\" />\r\n\r\n<document level=\"2\" id=\"rules-1339\" />\r\n\r\n<document level=\"2\" id=\"rules-1341\" />","name":"Feats and Features","next_link":{"label":"Level 0 Characters","url":"/Rules.aspx?ID=1344"},"previous_link":{"label":"Deep Backgrounds","url":"/Rules.aspx?ID=1318"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 192</row>\r\n\r\nChapter 4: Variant Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 192"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 192</row>","speed":{},"text":" Feats and Features Source Gamemastery Guide pg. 192 The Core Rulebook presents a character progression carefully designed to offer plenty of options and depth without overwhelming players with too many choices at once. However, you can use the Pathfinder rules to create an infinite number of variant progressions. If your group wants more powerful characters, specific themes for all characters, or the like, you can implement these variants. ","type":"Rules","url":"/Rules.aspx?ID=1327","weakness":{}}},{"_index":"aon18","_id":"rules-1328","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1328","markdown":"<title level=\"1\" right=\"Rules\">[Dual-Class PCs](/Rules.aspx?ID=1328)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 192</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes, especially when you have a particularly small play group or want to play incredibly versatile characters, you might want to allow dual-class characters that have the full benefits of two different classes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1329\" />\r\n\r\n<document level=\"2\" id=\"rules-1332\" />","name":"Dual-Class PCs","next_link":{"label":"Free Archetype","url":"/Rules.aspx?ID=1333"},"previous_link":{"label":"Deep Backgrounds","url":"/Rules.aspx?ID=1318"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 192</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 192"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 192</row>","speed":{},"text":" Dual-Class PCs Source Gamemastery Guide pg. 192 Sometimes, especially when you have a particularly small play group or want to play incredibly versatile characters, you might want to allow dual-class characters that have the full benefits of two different classes. ","type":"Rules","url":"/Rules.aspx?ID=1328","weakness":{}}},{"_index":"aon18","_id":"rules-1329","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features","Dual-Class PCs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1329","markdown":"<title level=\"1\" right=\"Rules\">[Building a Dual-Class Character](/Rules.aspx?ID=1329)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 192</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen building a dual-class character, the primary changes to the character creation process are fairly straightforward. Choose and implement your characters ancestry and background as normal. Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills: initial proficiencies, class features, class feats, extra skill feats and skill increases for rogues, and so on. As always, use the highest proficiency granted for a given statistic. For instance, if one class gave you expert proficiency in Will saves and the other gave you master proficiency in Will saves, you would be a master in Will saves.\n\n Use only the higher Hit Points per level from the two classes. For starting skills, apply the skills automatically granted by each class, and then apply the larger number of additional skills. For instance, a [cleric](/Classes.aspx?ID=5) of [Shelyn](/Deities.aspx?ID=17)/[ranger](/Classes.aspx?ID=9) would gain Hit Points equal to 10 + their Constitution modifier per level, start with the trained proficiency rank in [Nature](/Skills.aspx?ID=10) and [Survival](/Skills.aspx?ID=16) from ranger and [Religion](/Skills.aspx?ID=13) and either [Crafting](/Skills.aspx?ID=4) or [Performance](/Skills.aspx?ID=12) from cleric, and then gain a number of additional skills of their choice equal to 4 + their Intelligence modifier, since the ranger provides the trained proficiency rank in more additional skills than the cleric does (this example doesnt include any skills they gained from their background or other sources). This character would also have the deity, divine spellcasting, divine font, and doctrine class features from cleric plus the Hunt Prey, hunters edge, and ranger feat class features from ranger.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1330\" />\r\n\r\n<document level=\"2\" id=\"rules-1331\" />","name":"Building a Dual-Class Character","next_link":{"label":"Playing with Dual-Class Characters","url":"/Rules.aspx?ID=1332"},"previous_link":{"label":"Deep Backgrounds","url":"/Rules.aspx?ID=1318"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 192</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features / Dual-Class PCs\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 192"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 192</row>","speed":{},"text":" Building a Dual-Class Character Source Gamemastery Guide pg. 192 When building a dual-class character, the primary changes to the character creation process are fairly straightforward. Choose and implement your characters ancestry and background as normal. Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills: initial proficiencies, class features, class feats, extra skill feats and skill increases for rogues, and so on. As always, use the highest proficiency granted for a given statistic. For instance, if one class gave you expert proficiency in Will saves and the other gave you master proficiency in Will saves, you would be a master in Will saves. Use only the higher Hit Points per level from the two classes. For starting skills, apply the skills automatically granted by each class, and then apply the larger number of additional skills. For instance, a cleric of Shelyn/ranger would gain Hit Points equal to 10 + their Constitution modifier per level, start with the trained proficiency rank in Nature and Survival from ranger and Religion and either Crafting or Performance from cleric, and then gain a number of additional skills of their choice equal to 4 + their Intelligence modifier, since the ranger provides the trained proficiency rank in more additional skills than the cleric does (this example doesnt include any skills they gained from their background or other sources). This character would also have the deity, divine spellcasting, divine font, and doctrine class features from cleric plus the Hunt Prey, hunters edge, and ranger feat class features from ranger. ","type":"Rules","url":"/Rules.aspx?ID=1329","weakness":{}}},{"_index":"aon18","_id":"rules-1330","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features","Dual-Class PCs","Building a Dual-Class Character"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1330","markdown":"<title level=\"1\" right=\"Rules\">[Spells](/Rules.aspx?ID=1330)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 192</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDual-class spellcasters get full access to all the spells of any spellcasting classes they have. For instance, a [sorcerer](/Classes.aspx?ID=11)/[wizard](/Classes.aspx?ID=12) gets five cantrips in their spell repertoire from sorcerer, five prepared cantrips from wizard, three spontaneous 1st-level spell slots from the sorcerer (with three 1st-level spells in their repertoire), and three 1st-level prepared spell slots from wizard (or four, for a specialist). They keep these spells entirely separate and get the full benefits of both spellcasting class features, even if both classes use the same tradition.\n\n Classes with focus pools get all the Focus Points granted by all of them. These share one focus pool as normal, with the standard cap of 3 maximum Focus Points.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spells","next_link":{"label":"Character Advancement","url":"/Rules.aspx?ID=1331"},"previous_link":{"label":"Deep Backgrounds","url":"/Rules.aspx?ID=1318"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 192</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features / Dual-Class PCs / Building a Dual-Class Character\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 192"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 192</row>","speed":{},"text":" Spells Source Gamemastery Guide pg. 192 Dual-class spellcasters get full access to all the spells of any spellcasting classes they have. For instance, a sorcerer/wizard gets five cantrips in their spell repertoire from sorcerer, five prepared cantrips from wizard, three spontaneous 1st-level spell slots from the sorcerer (with three 1st-level spells in their repertoire), and three 1st-level prepared spell slots from wizard (or four, for a specialist). They keep these spells entirely separate and get the full benefits of both spellcasting class features, even if both classes use the same tradition. Classes with focus pools get all the Focus Points granted by all of them. These share one focus pool as normal, with the standard cap of 3 maximum Focus Points. ","type":"Rules","url":"/Rules.aspx?ID=1330","weakness":{}}},{"_index":"aon18","_id":"rules-1331","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features","Dual-Class PCs","Building a Dual-Class Character"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1331","markdown":"<title level=\"1\" right=\"Rules\">[Character Advancement](/Rules.aspx?ID=1331)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 193</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA dual-class character gains the class feats and class features for both classes at each level as they advance, with the exception of ability boosts, general feats, skill feats, and skill increases—the character gets each of these benefits only once per level, since both classes would provide the same benefit. (A dual-class [rogue](/Classes.aspx?ID=10)/[ranger](/Classes.aspx?ID=9) still gets the extra skill feat and skill increase at levels where the other class doesnt provide them.)\n\n If a character gains the same proficiency rank in a statistic more than once, they still use only the highest rank. In the example above, when the [cleric](/Classes.aspx?ID=5) gets Alertness at 5th level, they wouldnt change their Perception rank, since it was already expert due to the rangers initial proficiencies.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Character Advancement","next_link":{"label":"Playing with Dual-Class Characters","url":"/Rules.aspx?ID=1332"},"previous_link":{"label":"Spells","url":"/Rules.aspx?ID=1330"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 193</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features / Dual-Class PCs / Building a Dual-Class Character\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 193"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 193</row>","speed":{},"text":" Character Advancement Source Gamemastery Guide pg. 193 A dual-class character gains the class feats and class features for both classes at each level as they advance, with the exception of ability boosts, general feats, skill feats, and skill increases—the character gets each of these benefits only once per level, since both classes would provide the same benefit. (A dual-class rogue/ranger still gets the extra skill feat and skill increase at levels where the other class doesnt provide them.) If a character gains the same proficiency rank in a statistic more than once, they still use only the highest rank. In the example above, when the cleric gets Alertness at 5th level, they wouldnt change their Perception rank, since it was already expert due to the rangers initial proficiencies. ","type":"Rules","url":"/Rules.aspx?ID=1331","weakness":{}}},{"_index":"aon18","_id":"rules-1332","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features","Dual-Class PCs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1332","markdown":"<title level=\"1\" right=\"Rules\">[Playing with Dual-Class Characters](/Rules.aspx?ID=1332)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 193</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPlaying a dual-class character certainly gives a character more options, and adding additional spellcasting classes can result in a significantly wider variety of powerful spell effects available to each character. Nonetheless, this sort of dual-classing is more likely to increase the partys longevity than it is to drastically adjust the level of opponents a dual-class character should be fighting. The increases to saving throw proficiencies and Hit Points make characters somewhat sturdier and able to take on slightly higher challenges, but not every fight should be harder, nor should encounters exceed extreme-threat difficulty.\n\n Dual-classing in two similar martial classes to double up on their advantages can result in characters who, instead of increasing their flexibility, become drastically more powerful in one focus. For instance, a [fighter](/Classes.aspx?ID=7)/[ranger](/Classes.aspx?ID=9) with the flurry hunters edge gains access to incredibly accurate press actions, and a [barbarian](/Classes.aspx?ID=2)/fighter has the barbarians high damage plus the fighters high accuracy. One way around this is to simply disallow combinations that double down on a narrow ability, and instead encourage dual-class characters that open up narrative options and increase the characters flexibility. The other solution is to raise the challenge from the opposition, treating the party as if the characters were a level higher. However, this is a choice that affects the whole group, even if only one character is built to mow down foes.\n\n Due to the increased number of class feats a dual-class character has, you should limit how much of a benefit a character gets from feats that scale based on the number of feats you have, such as Resiliency feats from multiclass archetypes. Typically, the limit should be half the number of total class feats the character has.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Playing with Dual-Class Characters","next_link":{"label":"Free Archetype","url":"/Rules.aspx?ID=1333"},"previous_link":{"label":"Building a Dual-Class Character","url":"/Rules.aspx?ID=1329"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 193</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features / Dual-Class PCs\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 193"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 193</row>","speed":{},"text":" Playing with Dual-Class Characters Source Gamemastery Guide pg. 193 Playing a dual-class character certainly gives a character more options, and adding additional spellcasting classes can result in a significantly wider variety of powerful spell effects available to each character. Nonetheless, this sort of dual-classing is more likely to increase the partys longevity than it is to drastically adjust the level of opponents a dual-class character should be fighting. The increases to saving throw proficiencies and Hit Points make characters somewhat sturdier and able to take on slightly higher challenges, but not every fight should be harder, nor should encounters exceed extreme-threat difficulty. Dual-classing in two similar martial classes to double up on their advantages can result in characters who, instead of increasing their flexibility, become drastically more powerful in one focus. For instance, a fighter/ranger with the flurry hunters edge gains access to incredibly accurate press actions, and a barbarian/fighter has the barbarians high damage plus the fighters high accuracy. One way around this is to simply disallow combinations that double down on a narrow ability, and instead encourage dual-class characters that open up narrative options and increase the characters flexibility. The other solution is to raise the challenge from the opposition, treating the party as if the characters were a level higher. However, this is a choice that affects the whole group, even if only one character is built to mow down foes. Due to the increased number of class feats a dual-class character has, you should limit how much of a benefit a character gets from feats that scale based on the number of feats you have, such as Resiliency feats from multiclass archetypes. Typically, the limit should be half the number of total class feats the character has. ","type":"Rules","url":"/Rules.aspx?ID=1332","weakness":{}}},{"_index":"aon18","_id":"rules-1333","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1333","markdown":"<title level=\"1\" right=\"Rules\">[Free Archetype](/Rules.aspx?ID=1333)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes the story of your game calls for a group where everyone is a pirate or an apprentice at a magic school. The free archetype variant introduces a shared aspect to every character without taking away any of that characters existing choices. It can also provide a lighter version of dual-class characters by giving everyone a free multiclass archetype.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1334\" />\r\n\r\n<document level=\"2\" id=\"rules-1335\" />","name":"Free Archetype","next_link":{"label":"Ancestry Paragon","url":"/Rules.aspx?ID=1336"},"previous_link":{"label":"Dual-Class PCs","url":"/Rules.aspx?ID=1328"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>","speed":{},"text":" Free Archetype Source Gamemastery Guide pg. 194 Sometimes the story of your game calls for a group where everyone is a pirate or an apprentice at a magic school. The free archetype variant introduces a shared aspect to every character without taking away any of that characters existing choices. It can also provide a lighter version of dual-class characters by giving everyone a free multiclass archetype. ","type":"Rules","url":"/Rules.aspx?ID=1333","weakness":{}}},{"_index":"aon18","_id":"rules-1334","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features","Free Archetype"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1334","markdown":"<title level=\"1\" right=\"Rules\">[Building a Character](/Rules.aspx?ID=1334)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe only difference between a normal character and a free-archetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats. Depending on the needs of the group and the theme of the game, you might restrict the free feats to those of a single archetype each character in the group has (for a shared backstory), those of archetypes fitting a certain theme (such as only ones from magical archetypes in a game set in a magic school), or entirely unrestricted if you just want a higher-powered game.\n\n If the group all has the same archetype or draws from a limited list, you might want to ignore the free archetypes normal restriction of selecting a certain number of feats before taking a new archetype. That way a character can still pursue another archetype that also fits their character.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Building a Character","next_link":{"label":"Playing with Free Archetypes","url":"/Rules.aspx?ID=1335"},"previous_link":{"label":"Dual-Class PCs","url":"/Rules.aspx?ID=1328"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features / Free Archetype\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>","speed":{},"text":" Building a Character Source Gamemastery Guide pg. 194 The only difference between a normal character and a free-archetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats. Depending on the needs of the group and the theme of the game, you might restrict the free feats to those of a single archetype each character in the group has (for a shared backstory), those of archetypes fitting a certain theme (such as only ones from magical archetypes in a game set in a magic school), or entirely unrestricted if you just want a higher-powered game. If the group all has the same archetype or draws from a limited list, you might want to ignore the free archetypes normal restriction of selecting a certain number of feats before taking a new archetype. That way a character can still pursue another archetype that also fits their character. ","type":"Rules","url":"/Rules.aspx?ID=1334","weakness":{}}},{"_index":"aon18","_id":"rules-1335","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features","Free Archetype"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1335","markdown":"<title level=\"1\" right=\"Rules\">[Playing with Free Archetypes](/Rules.aspx?ID=1335)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFree-archetype characters are a bit more versatile and powerful than normal, but usually not so much that they unbalance your game. However, due to the characters increased access to archetype feats, you should place a limit on the number of feats that scale based on a characters number of archetype feats (mainly multiclass Resiliency feats). Allowing a character to benefit from a number of these feats equal to half their level is appropriate, as this is the maximum number of feats you could use to take archetype feats without this variant.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Playing with Free Archetypes","next_link":{"label":"Ancestry Paragon","url":"/Rules.aspx?ID=1336"},"previous_link":{"label":"Building a Character","url":"/Rules.aspx?ID=1334"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features / Free Archetype\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>","speed":{},"text":" Playing with Free Archetypes Source Gamemastery Guide pg. 194 Free-archetype characters are a bit more versatile and powerful than normal, but usually not so much that they unbalance your game. However, due to the characters increased access to archetype feats, you should place a limit on the number of feats that scale based on a characters number of archetype feats (mainly multiclass Resiliency feats). Allowing a character to benefit from a number of these feats equal to half their level is appropriate, as this is the maximum number of feats you could use to take archetype feats without this variant. ","type":"Rules","url":"/Rules.aspx?ID=1335","weakness":{}}},{"_index":"aon18","_id":"rules-1336","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1336","markdown":"<title level=\"1\" right=\"Rules\">[Ancestry Paragon](/Rules.aspx?ID=1336)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost characters have some elements that connect them to their ancestry but identify more strongly with their class or unique personality. Sometimes, though, a character is the embodiment of their ancestry to the point that its of equal importance to their class. For a game where an ancestral background is a major theme and such characters are the norm, your group might consider using the ancestry paragon variant.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1337\" />\r\n\r\n<document level=\"2\" id=\"rules-1338\" />","name":"Ancestry Paragon","next_link":{"label":"Simplified Ancestries","url":"/Rules.aspx?ID=1339"},"previous_link":{"label":"Free Archetype","url":"/Rules.aspx?ID=1333"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>","speed":{},"text":" Ancestry Paragon Source Gamemastery Guide pg. 194 Most characters have some elements that connect them to their ancestry but identify more strongly with their class or unique personality. Sometimes, though, a character is the embodiment of their ancestry to the point that its of equal importance to their class. For a game where an ancestral background is a major theme and such characters are the norm, your group might consider using the ancestry paragon variant. ","type":"Rules","url":"/Rules.aspx?ID=1336","weakness":{}}},{"_index":"aon18","_id":"rules-1337","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features","Ancestry Paragon"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1337","markdown":"<title level=\"1\" right=\"Rules\">[Building an Ancestry Paragon Character](/Rules.aspx?ID=1337)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen creating an ancestry paragon character, instead of starting with one ancestry feat and gaining another at 5th, 9th, 13th, and 17th levels, the character starts with two ancestry feats and gains another at every odd level thereafter (3rd, 5th, 7th, 9th, and so on) for a total of 11 ancestry feats.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Building an Ancestry Paragon Character","next_link":{"label":"Playing with Ancestry Paragon Characters","url":"/Rules.aspx?ID=1338"},"previous_link":{"label":"Free Archetype","url":"/Rules.aspx?ID=1333"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features / Ancestry Paragon\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>","speed":{},"text":" Building an Ancestry Paragon Character Source Gamemastery Guide pg. 194 When creating an ancestry paragon character, instead of starting with one ancestry feat and gaining another at 5th, 9th, 13th, and 17th levels, the character starts with two ancestry feats and gains another at every odd level thereafter (3rd, 5th, 7th, 9th, and so on) for a total of 11 ancestry feats. ","type":"Rules","url":"/Rules.aspx?ID=1337","weakness":{}}},{"_index":"aon18","_id":"rules-1338","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features","Ancestry Paragon"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1338","markdown":"<title level=\"1\" right=\"Rules\">[Playing with Ancestry Paragon Characters](/Rules.aspx?ID=1338)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAncestry paragon characters have a bit more versatility and power than other characters, though their extra abilities are usually limited to themes the ancestry already was suited for. Its unlikely to affect the game balance of combat encounters, but it might make exploration and social challenges easier for the heroes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Playing with Ancestry Paragon Characters","next_link":{"label":"Simplified Ancestries","url":"/Rules.aspx?ID=1339"},"previous_link":{"label":"Building an Ancestry Paragon Character","url":"/Rules.aspx?ID=1337"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features / Ancestry Paragon\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>","speed":{},"text":" Playing with Ancestry Paragon Characters Source Gamemastery Guide pg. 194 Ancestry paragon characters have a bit more versatility and power than other characters, though their extra abilities are usually limited to themes the ancestry already was suited for. Its unlikely to affect the game balance of combat encounters, but it might make exploration and social challenges easier for the heroes. ","type":"Rules","url":"/Rules.aspx?ID=1338","weakness":{}}},{"_index":"aon18","_id":"rules-1339","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1339","markdown":"<title level=\"1\" right=\"Rules\">[Simplified Ancestries](/Rules.aspx?ID=1339)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe variants presented so far have mostly been aimed at groups looking to increase their nuance in exchange for greater character complexity. However, sometimes players are looking for something a little simpler instead, or want to increase the complexity in one area and decrease it elsewhere, keeping a rough balance. In games where a characters ancestry is only incidental and each PC is more defined by their class and individual characteristics, simplified ancestries allows your group to pick an ancestry and go.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1340\" />","name":"Simplified Ancestries","next_link":{"label":"Simplified Skill Feats","url":"/Rules.aspx?ID=1341"},"previous_link":{"label":"Ancestry Paragon","url":"/Rules.aspx?ID=1336"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>","speed":{},"text":" Simplified Ancestries Source Gamemastery Guide pg. 194 The variants presented so far have mostly been aimed at groups looking to increase their nuance in exchange for greater character complexity. However, sometimes players are looking for something a little simpler instead, or want to increase the complexity in one area and decrease it elsewhere, keeping a rough balance. In games where a characters ancestry is only incidental and each PC is more defined by their class and individual characteristics, simplified ancestries allows your group to pick an ancestry and go. ","type":"Rules","url":"/Rules.aspx?ID=1339","weakness":{}}},{"_index":"aon18","_id":"rules-1340","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features","Simplified Ancestries"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1340","markdown":"<title level=\"1\" right=\"Rules\">[Building a Simplified Ancestry Character](/Rules.aspx?ID=1340)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen choosing an ancestry for a simplified ancestry character, you gain the ancestrys normal abilities at 1st level, choose a heritage, and gain the appropriate lore feat (Dwarven [Lore](/Skills.aspx?ID=8) for dwarves, for example) as your ancestry feat. Simplified ancestry characters never gain ancestry feats beyond that first lore feat. If you want to keep the power level of your game consistent, you can replace the ancestry feats gained at higher levels with general feats.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Building a Simplified Ancestry Character","next_link":{"label":"Simplified Skill Feats","url":"/Rules.aspx?ID=1341"},"previous_link":{"label":"Ancestry Paragon","url":"/Rules.aspx?ID=1336"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features / Simplified Ancestries\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>","speed":{},"text":" Building a Simplified Ancestry Character Source Gamemastery Guide pg. 194 When choosing an ancestry for a simplified ancestry character, you gain the ancestrys normal abilities at 1st level, choose a heritage, and gain the appropriate lore feat (Dwarven Lore for dwarves, for example) as your ancestry feat. Simplified ancestry characters never gain ancestry feats beyond that first lore feat. If you want to keep the power level of your game consistent, you can replace the ancestry feats gained at higher levels with general feats. ","type":"Rules","url":"/Rules.aspx?ID=1340","weakness":{}}},{"_index":"aon18","_id":"rules-1341","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1341","markdown":"<title level=\"1\" right=\"Rules\">[Simplified Skill Feats](/Rules.aspx?ID=1341)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe standard system gives feats specifically to spend on skills to let PCs gain fun, skill-based options without feeling like they had to sacrifice a feat that could have improved their classs core specialties. In some games, especially those focused on combat with little exploration, downtime, or social interaction, the PCs might have more skill feats than they need. The simplified skill feats variant allows you to reduce this aspect of decision-making.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1342\" />\r\n\r\n<document level=\"2\" id=\"rules-1343\" />","name":"Simplified Skill Feats","next_link":{"label":"Level 0 Characters","url":"/Rules.aspx?ID=1344"},"previous_link":{"label":"Simplified Ancestries","url":"/Rules.aspx?ID=1339"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>","speed":{},"text":" Simplified Skill Feats Source Gamemastery Guide pg. 194 The standard system gives feats specifically to spend on skills to let PCs gain fun, skill-based options without feeling like they had to sacrifice a feat that could have improved their classs core specialties. In some games, especially those focused on combat with little exploration, downtime, or social interaction, the PCs might have more skill feats than they need. The simplified skill feats variant allows you to reduce this aspect of decision-making. ","type":"Rules","url":"/Rules.aspx?ID=1341","weakness":{}}},{"_index":"aon18","_id":"rules-1342","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features","Simplified Skill Feats"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1342","markdown":"<title level=\"1\" right=\"Rules\">[Building a Simplified Skill Feat Character](/Rules.aspx?ID=1342)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSimplified skill feat characters dont receive any skill feats, even from their backgrounds. They still gain general feats and can use those to select skill feats if they want a crucial ability. You may want to allow rogues to gain skill feats, but at the normal advancement most characters have, instead of their usual double advancement.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Building a Simplified Skill Feat Character","next_link":{"label":"Playing with a Simplified Skill Feat Character","url":"/Rules.aspx?ID=1343"},"previous_link":{"label":"Simplified Ancestries","url":"/Rules.aspx?ID=1339"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features / Simplified Skill Feats\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>","speed":{},"text":" Building a Simplified Skill Feat Character Source Gamemastery Guide pg. 194 Simplified skill feat characters dont receive any skill feats, even from their backgrounds. They still gain general feats and can use those to select skill feats if they want a crucial ability. You may want to allow rogues to gain skill feats, but at the normal advancement most characters have, instead of their usual double advancement. ","type":"Rules","url":"/Rules.aspx?ID=1342","weakness":{}}},{"_index":"aon18","_id":"rules-1343","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Feats and Features","Simplified Skill Feats"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1343","markdown":"<title level=\"1\" right=\"Rules\">[Playing with a Simplified Skill Feat Character](/Rules.aspx?ID=1343)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile you probably wont need to adjust combat challenges at all for simplified skill feat characters, skill-based challenges—especially social challenges—will be tougher, especially at higher levels where its expected characters will have more efficient skill-based abilities due to skill feats. If you prefer more baseline difficulty, you could adjust the expectations down slightly.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Playing with a Simplified Skill Feat Character","next_link":{"label":"Level 0 Characters","url":"/Rules.aspx?ID=1344"},"previous_link":{"label":"Building a Simplified Skill Feat Character","url":"/Rules.aspx?ID=1342"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>\r\n\r\nChapter 4: Variant Rules / Feats and Features / Simplified Skill Feats\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 194</row>","speed":{},"text":" Playing with a Simplified Skill Feat Character Source Gamemastery Guide pg. 194 While you probably wont need to adjust combat challenges at all for simplified skill feat characters, skill-based challenges—especially social challenges—will be tougher, especially at higher levels where its expected characters will have more efficient skill-based abilities due to skill feats. If you prefer more baseline difficulty, you could adjust the expectations down slightly. ","type":"Rules","url":"/Rules.aspx?ID=1343","weakness":{}}},{"_index":"aon18","_id":"rules-1344","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1344","markdown":"<title level=\"1\" right=\"Rules\">[Level 0 Characters](/Rules.aspx?ID=1344)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBefore they were heroes, every PC came from somewhere, whether they worked on a farm like Valeros or picked pockets on the streets like Seelah. Sometimes, it can be a lot of fun to play a prequel game years before the PCs first adventure as heroes, or you may have an idea for a low-powered adventure that calls for commoners and apprentices. The rules below provide ways to easily build and use level 0 PCs in your games.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1345\" />\r\n\r\n<document level=\"2\" id=\"rules-1354\" />","name":"Level 0 Characters","next_link":{"label":"Magic Item Variants","url":"/Rules.aspx?ID=1356"},"previous_link":{"label":"Feats and Features","url":"/Rules.aspx?ID=1327"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\nChapter 4: Variant Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 195"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>","speed":{},"text":" Level 0 Characters Source Gamemastery Guide pg. 195 Before they were heroes, every PC came from somewhere, whether they worked on a farm like Valeros or picked pockets on the streets like Seelah. Sometimes, it can be a lot of fun to play a prequel game years before the PCs first adventure as heroes, or you may have an idea for a low-powered adventure that calls for commoners and apprentices. The rules below provide ways to easily build and use level 0 PCs in your games. ","type":"Rules","url":"/Rules.aspx?ID=1344","weakness":{}}},{"_index":"aon18","_id":"rules-1345","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Level 0 Characters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1345","markdown":"<title level=\"1\" right=\"Rules\">[Building Characters](/Rules.aspx?ID=1345)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBuilding a level 0 character is similar to building a 1st-level character, but you stop after choosing your ancestry and background. A level 0 character still gets the four free ability boosts from Step 6 of the normal character creation process, but not the class ability boost.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1346\" />\r\n\r\n<document level=\"2\" id=\"rules-1347\" />\r\n\r\n<document level=\"2\" id=\"rules-1348\" />\r\n\r\n<document level=\"2\" id=\"rules-1349\" />","name":"Building Characters","next_link":{"label":"Gameplay","url":"/Rules.aspx?ID=1354"},"previous_link":{"label":"Feats and Features","url":"/Rules.aspx?ID=1327"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\nChapter 4: Variant Rules / Level 0 Characters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 195"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>","speed":{},"text":" Building Characters Source Gamemastery Guide pg. 195 Building a level 0 character is similar to building a 1st-level character, but you stop after choosing your ancestry and background. A level 0 character still gets the four free ability boosts from Step 6 of the normal character creation process, but not the class ability boost. ","type":"Rules","url":"/Rules.aspx?ID=1345","weakness":{}}},{"_index":"aon18","_id":"rules-1346","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Level 0 Characters","Building Characters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1346","markdown":"<title level=\"1\" right=\"Rules\">[Initial Proficiencies](/Rules.aspx?ID=1346)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA level 0 character is trained in Perception, all saving throws, unarmed attacks, unarmored defense, and one simple weapon of their choice. Additionally, they are trained in a number of skills equal to 2 + their Intelligence modifier. The proficiency bonus for a level 0 character works the same way as normal, but since the level is 0, the total proficiency bonus for being trained is +2.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Initial Proficiencies","next_link":{"label":"Hit Points","url":"/Rules.aspx?ID=1347"},"previous_link":{"label":"Feats and Features","url":"/Rules.aspx?ID=1327"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\nChapter 4: Variant Rules / Level 0 Characters / Building Characters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 195"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>","speed":{},"text":" Initial Proficiencies Source Gamemastery Guide pg. 195 A level 0 character is trained in Perception, all saving throws, unarmed attacks, unarmored defense, and one simple weapon of their choice. Additionally, they are trained in a number of skills equal to 2 + their Intelligence modifier. The proficiency bonus for a level 0 character works the same way as normal, but since the level is 0, the total proficiency bonus for being trained is +2. ","type":"Rules","url":"/Rules.aspx?ID=1346","weakness":{}}},{"_index":"aon18","_id":"rules-1347","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Level 0 Characters","Building Characters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1347","markdown":"<title level=\"1\" right=\"Rules\">[Hit Points](/Rules.aspx?ID=1347)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA level 0 character adds their Constitution modifier to their ancestry Hit Points to determine their starting Hit Points.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hit Points","next_link":{"label":"Starting Money","url":"/Rules.aspx?ID=1348"},"previous_link":{"label":"Initial Proficiencies","url":"/Rules.aspx?ID=1346"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\nChapter 4: Variant Rules / Level 0 Characters / Building Characters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 195"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>","speed":{},"text":" Hit Points Source Gamemastery Guide pg. 195 A level 0 character adds their Constitution modifier to their ancestry Hit Points to determine their starting Hit Points. ","type":"Rules","url":"/Rules.aspx?ID=1347","weakness":{}}},{"_index":"aon18","_id":"rules-1348","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Level 0 Characters","Building Characters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1348","markdown":"<title level=\"1\" right=\"Rules\">[Starting Money](/Rules.aspx?ID=1348)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA level 0 character starts with 5 gp (50 sp) to spend on equipment.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Starting Money","next_link":{"label":"Apprentice Option","url":"/Rules.aspx?ID=1349"},"previous_link":{"label":"Hit Points","url":"/Rules.aspx?ID=1347"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\nChapter 4: Variant Rules / Level 0 Characters / Building Characters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 195"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>","speed":{},"text":" Starting Money Source Gamemastery Guide pg. 195 A level 0 character starts with 5 gp (50 sp) to spend on equipment. ","type":"Rules","url":"/Rules.aspx?ID=1348","weakness":{}}},{"_index":"aon18","_id":"rules-1349","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Level 0 Characters","Building Characters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1349","markdown":"<title level=\"1\" right=\"Rules\">[Apprentice Option](/Rules.aspx?ID=1349)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf the story you want to tell is about characters who have started training to become a particular class, you can grant them a small number of additional abilities. An apprentice character is trained in the skill or skills specified for their chosen class (such as [Occultism](/Skills.aspx?ID=11) and [Performance](/Skills.aspx?ID=12) for a bard) in addition to the skills they gain through their initial proficiencies. They also gain benefits based on the class.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1350\" />\r\n\r\n<document level=\"2\" id=\"rules-1351\" />\r\n\r\n<document level=\"2\" id=\"rules-1352\" />\r\n\r\n<document level=\"2\" id=\"rules-1353\" />","name":"Apprentice Option","next_link":{"label":"Gameplay","url":"/Rules.aspx?ID=1354"},"previous_link":{"label":"Starting Money","url":"/Rules.aspx?ID=1348"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\nChapter 4: Variant Rules / Level 0 Characters / Building Characters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 195"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>","speed":{},"text":" Apprentice Option Source Gamemastery Guide pg. 195 If the story you want to tell is about characters who have started training to become a particular class, you can grant them a small number of additional abilities. An apprentice character is trained in the skill or skills specified for their chosen class (such as Occultism and Performance for a bard) in addition to the skills they gain through their initial proficiencies. They also gain benefits based on the class. ","type":"Rules","url":"/Rules.aspx?ID=1349","weakness":{}}},{"_index":"aon18","_id":"rules-1350","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Level 0 Characters","Building Characters","Apprentice Option"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1350","markdown":"<title level=\"1\" right=\"Rules\">[Alchemist](/Rules.aspx?ID=1350)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn apprentice [alchemist](/Classes.aspx?ID=1) gains the advanced alchemy ability of the alchemy class feature. Their advanced alchemy level is 1, and they have one batch of infused reagents each day. They can make only infused alchemical items.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alchemist","next_link":{"label":"Monk","url":"/Rules.aspx?ID=1351"},"previous_link":{"label":"Starting Money","url":"/Rules.aspx?ID=1348"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\nChapter 4: Variant Rules / Level 0 Characters / Building Characters / Apprentice Option\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 195"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>","speed":{},"text":" Alchemist Source Gamemastery Guide pg. 195 An apprentice alchemist gains the advanced alchemy ability of the alchemy class feature. Their advanced alchemy level is 1, and they have one batch of infused reagents each day. They can make only infused alchemical items. ","type":"Rules","url":"/Rules.aspx?ID=1350","weakness":{}}},{"_index":"aon18","_id":"rules-1351","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Level 0 Characters","Building Characters","Apprentice Option"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1351","markdown":"<title level=\"1\" right=\"Rules\">[Monk](/Rules.aspx?ID=1351)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn apprentice [monk](/Classes.aspx?ID=8) gains the powerful fist class feature.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Monk","next_link":{"label":"Other Martial Class","url":"/Rules.aspx?ID=1352"},"previous_link":{"label":"Alchemist","url":"/Rules.aspx?ID=1350"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\nChapter 4: Variant Rules / Level 0 Characters / Building Characters / Apprentice Option\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 195"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>","speed":{},"text":" Monk Source Gamemastery Guide pg. 195 An apprentice monk gains the powerful fist class feature. ","type":"Rules","url":"/Rules.aspx?ID=1351","weakness":{}}},{"_index":"aon18","_id":"rules-1352","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Level 0 Characters","Building Characters","Apprentice Option"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1352","markdown":"<title level=\"1\" right=\"Rules\">[Other Martial Class](/Rules.aspx?ID=1352)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn apprentice of another martial class ([barbarian](/Classes.aspx?ID=2), [champion](/Classes.aspx?ID=4), [fighter](/Classes.aspx?ID=7), [ranger](/Classes.aspx?ID=9), or [rogue](/Classes.aspx?ID=10)) is trained in light armor, all simple weapons, and one martial weapon listed in the classs initial proficiencies. If a martial class not listed here lacks light armor or martial weapon training (as the monk does), give it a different ability as well.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Other Martial Class","next_link":{"label":"Spellcaster","url":"/Rules.aspx?ID=1353"},"previous_link":{"label":"Monk","url":"/Rules.aspx?ID=1351"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\nChapter 4: Variant Rules / Level 0 Characters / Building Characters / Apprentice Option\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 195"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>","speed":{},"text":" Other Martial Class Source Gamemastery Guide pg. 195 An apprentice of another martial class (barbarian, champion, fighter, ranger, or rogue) is trained in light armor, all simple weapons, and one martial weapon listed in the classs initial proficiencies. If a martial class not listed here lacks light armor or martial weapon training (as the monk does), give it a different ability as well. ","type":"Rules","url":"/Rules.aspx?ID=1352","weakness":{}}},{"_index":"aon18","_id":"rules-1353","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Level 0 Characters","Building Characters","Apprentice Option"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1353","markdown":"<title level=\"1\" right=\"Rules\">[Spellcaster](/Rules.aspx?ID=1353)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn apprentice spellcaster is trained in the appropriate magic tradition and gains two cantrips from their class. A prepared caster cant change these cantrips each day.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spellcaster","next_link":{"label":"Gameplay","url":"/Rules.aspx?ID=1354"},"previous_link":{"label":"Other Martial Class","url":"/Rules.aspx?ID=1352"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\nChapter 4: Variant Rules / Level 0 Characters / Building Characters / Apprentice Option\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 195"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>","speed":{},"text":" Spellcaster Source Gamemastery Guide pg. 195 An apprentice spellcaster is trained in the appropriate magic tradition and gains two cantrips from their class. A prepared caster cant change these cantrips each day. ","type":"Rules","url":"/Rules.aspx?ID=1353","weakness":{}}},{"_index":"aon18","_id":"rules-1354","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Level 0 Characters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1354","markdown":"<title level=\"1\" right=\"Rules\">[Gameplay](/Rules.aspx?ID=1354)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCombat can be especially dangerous for level 0 characters. For safetys sake, you might treat the characters as level 1 when determining what combat encounters are appropriate. For skill checks, they can still accomplish tasks with a simple trained DC using their trained skills, but success is less certain. Since they have fewer skills, the party might not have anyone trained for a given task.\n\n If youre playing these characters for more than a few sessions, consider advancing them to 1st level using the fast advancement speed (800 XP). If your group wants a longer experience at level 0, start the group without the apprentice benefits, then level up to apprentice (gaining those benefits and the apprentice adjustments for their class), and then level up to 1st level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1355\" />","name":"Gameplay","next_link":{"label":"Magic Item Variants","url":"/Rules.aspx?ID=1356"},"previous_link":{"label":"Building Characters","url":"/Rules.aspx?ID=1345"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\nChapter 4: Variant Rules / Level 0 Characters\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 195"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>","speed":{},"text":" Gameplay Source Gamemastery Guide pg. 195 Combat can be especially dangerous for level 0 characters. For safetys sake, you might treat the characters as level 1 when determining what combat encounters are appropriate. For skill checks, they can still accomplish tasks with a simple trained DC using their trained skills, but success is less certain. Since they have fewer skills, the party might not have anyone trained for a given task. If youre playing these characters for more than a few sessions, consider advancing them to 1st level using the fast advancement speed (800 XP). If your group wants a longer experience at level 0, start the group without the apprentice benefits, then level up to apprentice (gaining those benefits and the apprentice adjustments for their class), and then level up to 1st level. ","type":"Rules","url":"/Rules.aspx?ID=1354","weakness":{}}},{"_index":"aon18","_id":"rules-1355","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Level 0 Characters","Gameplay"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1355","markdown":"<title level=\"1\" right=\"Rules\">[Treasure](/Rules.aspx?ID=1355)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs the characters start with 5 gp, their adventures up to 1st level should account for the rest of a 1st-level characters starting money. That means youll distribute treasure worth 10 gp × the number of PCs, a large percentage of which should be in currency.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Treasure","next_link":{"label":"Magic Item Variants","url":"/Rules.aspx?ID=1356"},"previous_link":{"label":"Building Characters","url":"/Rules.aspx?ID=1345"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>\r\n\r\nChapter 4: Variant Rules / Level 0 Characters / Gameplay\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 195"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 195</row>","speed":{},"text":" Treasure Source Gamemastery Guide pg. 195 As the characters start with 5 gp, their adventures up to 1st level should account for the rest of a 1st-level characters starting money. That means youll distribute treasure worth 10 gp × the number of PCs, a large percentage of which should be in currency. ","type":"Rules","url":"/Rules.aspx?ID=1355","weakness":{}}},{"_index":"aon18","_id":"rules-1356","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1356","markdown":"<title level=\"1\" right=\"Rules\">[Magic Item Variants](/Rules.aspx?ID=1356)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPathfinders magic item system is calibrated for a high-fantasy world like Golarion, with plenty of access to magic. However, not all settings, games, or subgenres match those assumptions. Varying from the default magic item system can help your group build games in low-magic settings, where the availability of magic items is unreliable, or where most or all of the power comes from the character and not their gear.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1357\" />\r\n\r\n<document level=\"2\" id=\"rules-1367\" />","name":"Magic Item Variants","next_link":{"label":"Proficiency without Level","url":"/Rules.aspx?ID=1370"},"previous_link":{"label":"Level 0 Characters","url":"/Rules.aspx?ID=1344"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\nChapter 4: Variant Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 196"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>","speed":{},"text":" Magic Item Variants Source Gamemastery Guide pg. 196 Pathfinders magic item system is calibrated for a high-fantasy world like Golarion, with plenty of access to magic. However, not all settings, games, or subgenres match those assumptions. Varying from the default magic item system can help your group build games in low-magic settings, where the availability of magic items is unreliable, or where most or all of the power comes from the character and not their gear. ","type":"Rules","url":"/Rules.aspx?ID=1356","weakness":{}}},{"_index":"aon18","_id":"rules-1357","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Magic Item Variants"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1357","markdown":"<title level=\"1\" right=\"Rules\">[Automatic Bonus Progression](/Rules.aspx?ID=1357)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armors item bonus) and replaces it with a new kind of bonus—potency—to reflect a characters innate ability instead. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1358\" />\r\n\r\n<document level=\"2\" id=\"rules-1366\" />","name":"Automatic Bonus Progression","next_link":{"label":"High-Quality","url":"/Rules.aspx?ID=1367"},"previous_link":{"label":"Level 0 Characters","url":"/Rules.aspx?ID=1344"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\nChapter 4: Variant Rules / Magic Item Variants\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 196"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>","speed":{},"text":" Automatic Bonus Progression Source Gamemastery Guide pg. 196 This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armors item bonus) and replaces it with a new kind of bonus—potency—to reflect a characters innate ability instead. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases. ","type":"Rules","url":"/Rules.aspx?ID=1357","weakness":{}}},{"_index":"aon18","_id":"rules-1358","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Magic Item Variants","Automatic Bonus Progression"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1358","markdown":"<title level=\"1\" right=\"Rules\">[Special Class Features](/Rules.aspx?ID=1358)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEvery character automatically gains the class features on Table 411: Automatic Bonus Progression.\n\n## Table 4-11: Automatic Bonus Progression\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Benefits**</td></tr> <tr><td>1</td><td>—</td></tr> <tr><td>2</td><td>Attack potency +1</td></tr> <tr><td>3</td><td>Skill potency (one at +1)</td></tr> <tr><td>4</td><td>Devastating attacks (two dice)</td></tr> <tr><td>5</td><td>Defense potency +1</td></tr> <tr><td>6</td><td>Skill potency (two at +1 each)</td></tr> <tr><td>7</td><td>Perception potency +1</td></tr> <tr><td>8</td><td>Saving throw potency +1</td></tr> <tr><td>9</td><td>Skill potency (one at +2, one at +1)</td></tr> <tr><td>10</td><td>Attack potency +2</td></tr> <tr><td>11</td><td>Defense potency +2</td></tr> <tr><td>12</td><td>Devastating attacks (three dice)</td></tr> <tr><td>13</td><td>Perception potency +2; skill potency (two at +2 each, one at +1)</td></tr> <tr><td>14</td><td>Saving throw potency +2</td></tr> <tr><td>15</td><td>Skill potency (three at +2 each, one at +1)</td></tr> <tr><td>16</td><td>Attack potency +3</td></tr> <tr><td>17</td><td>Ability apex; skill potency (one at +3, two at +2 each, two at +1 each)</td></tr> <tr><td>18</td><td>Defense potency +3</td></tr> <tr><td>19</td><td>Devastating attacks (four dice), Perception potency +3</td></tr> <tr><td>20</td><td>Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each)</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1359\" />\r\n\r\n<document level=\"2\" id=\"rules-1360\" />\r\n\r\n<document level=\"2\" id=\"rules-1361\" />\r\n\r\n<document level=\"2\" id=\"rules-1362\" />\r\n\r\n<document level=\"2\" id=\"rules-1363\" />\r\n\r\n<document level=\"2\" id=\"rules-1364\" />\r\n\r\n<document level=\"2\" id=\"rules-1365\" />","name":"Special Class Features","next_link":{"label":"Adjusting Items and Treasure","url":"/Rules.aspx?ID=1366"},"previous_link":{"label":"Level 0 Characters","url":"/Rules.aspx?ID=1344"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\nChapter 4: Variant Rules / Magic Item Variants / Automatic Bonus Progression\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 196"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>","speed":{},"text":" Special Class Features Source Gamemastery Guide pg. 196 Every character automatically gains the class features on Table 411: Automatic Bonus Progression. ## Table 4-11: Automatic Bonus Progression Level Benefits 1 — 2 Attack potency +1 3 Skill potency (one at +1) 4 Devastating attacks (two dice) 5 Defense potency +1 6 Skill potency (two at +1 each) 7 Perception potency +1 8 Saving throw potency +1 9 Skill potency (one at +2, one at +1) 10 Attack potency +2 11 Defense potency +2 12 Devastating attacks (three dice) 13 Perception potency +2; skill potency (two at +2 each, one at +1) 14 Saving throw potency +2 15 Skill potency (three at +2 each, one at +1) 16 Attack potency +3 17 Ability apex; skill potency (one at +3, two at +2 each, two at +1 each) 18 Defense potency +3 19 Devastating attacks (four dice), Perception potency +3 20 Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each) ","type":"Rules","url":"/Rules.aspx?ID=1358","weakness":{}}},{"_index":"aon18","_id":"rules-1359","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Magic Item Variants","Automatic Bonus Progression","Special Class Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1359","markdown":"<title level=\"1\" right=\"Rules\">[Attack Potency](/Rules.aspx?ID=1359)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStarting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Attack Potency","next_link":{"label":"Skill Potency","url":"/Rules.aspx?ID=1360"},"previous_link":{"label":"Level 0 Characters","url":"/Rules.aspx?ID=1344"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\nChapter 4: Variant Rules / Magic Item Variants / Automatic Bonus Progression / Special Class Features\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 196"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>","speed":{},"text":" Attack Potency Source Gamemastery Guide pg. 196 Starting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level. ","type":"Rules","url":"/Rules.aspx?ID=1359","weakness":{}}},{"_index":"aon18","_id":"rules-1360","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Magic Item Variants","Automatic Bonus Progression","Special Class Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1360","markdown":"<title level=\"1\" right=\"Rules\">[Skill Potency](/Rules.aspx?ID=1360)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skills potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill Potency","next_link":{"label":"Devastating Attacks","url":"/Rules.aspx?ID=1361"},"previous_link":{"label":"Attack Potency","url":"/Rules.aspx?ID=1359"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\nChapter 4: Variant Rules / Magic Item Variants / Automatic Bonus Progression / Special Class Features\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 196"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>","speed":{},"text":" Skill Potency Source Gamemastery Guide pg. 196 At 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skills potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time. ","type":"Rules","url":"/Rules.aspx?ID=1360","weakness":{}}},{"_index":"aon18","_id":"rules-1361","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Magic Item Variants","Automatic Bonus Progression","Special Class Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1361","markdown":"<title level=\"1\" right=\"Rules\">[Devastating Attacks](/Rules.aspx?ID=1361)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Devastating Attacks","next_link":{"label":"Defense Potency","url":"/Rules.aspx?ID=1362"},"previous_link":{"label":"Skill Potency","url":"/Rules.aspx?ID=1360"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\nChapter 4: Variant Rules / Magic Item Variants / Automatic Bonus Progression / Special Class Features\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 196"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>","speed":{},"text":" Devastating Attacks Source Gamemastery Guide pg. 196 At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level. ","type":"Rules","url":"/Rules.aspx?ID=1361","weakness":{}}},{"_index":"aon18","_id":"rules-1362","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Magic Item Variants","Automatic Bonus Progression","Special Class Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1362","markdown":"<title level=\"1\" right=\"Rules\">[Defense Potency](/Rules.aspx?ID=1362)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Defense Potency","next_link":{"label":"Perception Potency","url":"/Rules.aspx?ID=1363"},"previous_link":{"label":"Devastating Attacks","url":"/Rules.aspx?ID=1361"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\nChapter 4: Variant Rules / Magic Item Variants / Automatic Bonus Progression / Special Class Features\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 196"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>","speed":{},"text":" Defense Potency Source Gamemastery Guide pg. 196 At 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3. ","type":"Rules","url":"/Rules.aspx?ID=1362","weakness":{}}},{"_index":"aon18","_id":"rules-1363","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Magic Item Variants","Automatic Bonus Progression","Special Class Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1363","markdown":"<title level=\"1\" right=\"Rules\">[Perception Potency](/Rules.aspx?ID=1363)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Perception Potency","next_link":{"label":"Saving Throw Potency","url":"/Rules.aspx?ID=1364"},"previous_link":{"label":"Defense Potency","url":"/Rules.aspx?ID=1362"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\nChapter 4: Variant Rules / Magic Item Variants / Automatic Bonus Progression / Special Class Features\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 196"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>","speed":{},"text":" Perception Potency Source Gamemastery Guide pg. 196 At 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19. ","type":"Rules","url":"/Rules.aspx?ID=1363","weakness":{}}},{"_index":"aon18","_id":"rules-1364","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Magic Item Variants","Automatic Bonus Progression","Special Class Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1364","markdown":"<title level=\"1\" right=\"Rules\">[Saving Throw Potency](/Rules.aspx?ID=1364)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Saving Throw Potency","next_link":{"label":"Ability Apex","url":"/Rules.aspx?ID=1365"},"previous_link":{"label":"Perception Potency","url":"/Rules.aspx?ID=1363"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\nChapter 4: Variant Rules / Magic Item Variants / Automatic Bonus Progression / Special Class Features\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 196"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>","speed":{},"text":" Saving Throw Potency Source Gamemastery Guide pg. 196 At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20. ","type":"Rules","url":"/Rules.aspx?ID=1364","weakness":{}}},{"_index":"aon18","_id":"rules-1365","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Magic Item Variants","Automatic Bonus Progression","Special Class Features"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1365","markdown":"<title level=\"1\" right=\"Rules\">[Ability Apex](/Rules.aspx?ID=1365)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 17th level, choose one ability score to either increase by 2 or increase to 18 (whichever grants the higher score).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Apex","next_link":{"label":"Adjusting Items and Treasure","url":"/Rules.aspx?ID=1366"},"previous_link":{"label":"Saving Throw Potency","url":"/Rules.aspx?ID=1364"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>\r\n\r\nChapter 4: Variant Rules / Magic Item Variants / Automatic Bonus Progression / Special Class Features\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 196"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 196</row>","speed":{},"text":" Ability Apex Source Gamemastery Guide pg. 196 At 17th level, choose one ability score to either increase by 2 or increase to 18 (whichever grants the higher score). ","type":"Rules","url":"/Rules.aspx?ID=1365","weakness":{}}},{"_index":"aon18","_id":"rules-1366","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Magic Item Variants","Automatic Bonus Progression"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1366","markdown":"<title level=\"1\" right=\"Rules\">[Adjusting Items and Treasure](/Rules.aspx?ID=1366)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 197</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWith this variant, you can ignore as much of Table 109: Party Treasure by Level from the _Core Rulebook_ as you want, though youll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands.\n\n Remove all _potency runes_, _striking runes_, and _resilient runes_. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. [Apex items](/equipment/worn-items/apex-items) do not increase ability scores. If your world still includes magic items, a safe bet is to continue to give out consumable items at roughly the rate on Table 109 of the Core Rulebook.\n\n If you choose to eliminate runes entirely, this can reduce the PCs damage since they wont have runes like [_flaming_](/Equipment.aspx?ID=295) or [_holy_](/Equipment.aspx?ID=299). If youve removed nearly all treasure, challenges might become more difficult, even with automatic bonuses.\n\n## Table 10-9: Party Treasure by Level\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Total Value**</td><td>**Permanent Items (By Item Level)**</td><td>**Consumables (By Item Level)**</td><td>**Party Currency**</td><td>**Currency per Additional PC**</td></tr> <tr><td>1</td><td>175 gp</td><td>**2nd**: 2, **1st**: 2</td><td>**2nd**: 2, **1st**: 3</td><td>40 gp</td><td>10 gp</td></tr> <tr><td>2</td><td>300 gp</td><td>**3rd**: 2, **2nd**: 2</td><td>**3rd**: 2, **2nd**: 2, **1st**: 2</td><td>70 gp</td><td>18 gp</td></tr> <tr><td>3</td><td>500 gp</td><td>**4th**: 2, **3rd**: 2</td><td>**4th**: 2, **3rd**: 2, **2nd**: 2</td><td>120 gp</td><td>30 gp</td></tr> <tr><td>4</td><td>850 gp</td><td>**5th**: 2, **4th**: 2</td><td>**5th**: 2, **4th**: 2, **3rd**: 2</td><td>200 gp</td><td>50 gp</td></tr> <tr><td>5</td><td>1,350 gp</td><td>**6th**: 2, **5th**: 2</td><td>**6th**: 2, **5th**: 2, **4th**: 2</td><td>320 gp</td><td>80 gp</td></tr> <tr><td>6</td><td>2,000 gp</td><td>**7th**: 2, **6th**: 2</td><td>**7th**: 2, **6th**: 2, **5th**: 2</td><td>500 gp</td><td>125 gp</td></tr> <tr><td>7</td><td>2,900 gp</td><td>**8th**: 2, **7th**: 2</td><td>**8th**: 2, **7th**: 2, **6th**: 2</td><td>720 gp</td><td>180 gp</td></tr> <tr><td>8</td><td>4,000 gp</td><td>**9th**: 2, **8th**: 2</td><td>**9th**: 2, **8th**: 2, **7th**: 2</td><td>1,000 gp</td><td>250 gp</td></tr> <tr><td>9</td><td>5,700 gp</td><td>**10th**: 2, **9th**: 2</td><td>**10th**: 2, **9th**: 2, **8th**: 2</td><td>1,400 gp</td><td>350 gp</td></tr> <tr><td>10</td><td>8,000 gp</td><td>**11th**: 2, **10th**: 2</td><td>**11th**: 2, **10th**: 2, **9th**: 2</td><td>2,000 gp</td><td>500 gp</td></tr> <tr><td>11</td><td>11,500 gp</td><td>**12th**: 2, **11th**: 2</td><td>**12th**: 2, **11th**: 2, **10th**: 2</td><td>2,800 gp</td><td>700 gp</td></tr> <tr><td>12</td><td>16,500 gp</td><td>**13th**: 2, **12th**: 2</td><td>**13th**: 2, **12th**: 2, **11th**: 2</td><td>4,000 gp</td><td>1,000 gp</td></tr> <tr><td>13</td><td>25,000 gp</td><td>**14th**: 2, **13th**: 2</td><td>**14th**: 2, **13th**: 2, **12th**: 2</td><td>6,000 gp</td><td>1,500 gp</td></tr> <tr><td>14</td><td>36,500 gp</td><td>**15th**: 2, **14th**: 2</td><td>**15th**: 2, **14th**: 2, **13th**: 2</td><td>9,000 gp</td><td>2,250 gp</td></tr> <tr><td>15</td><td>54,500 gp</td><td>**16th**: 2, **15th**: 2</td><td>**16th**: 2, **15th**: 2, **14th**: 2</td><td>13,000 gp</td><td>3,250 gp</td></tr> <tr><td>16</td><td>82,500 gp</td><td>**17th**: 2, **16th**: 2</td><td>**17th**: 2, **16th**: 2, **15th**: 2</td><td>20,000 gp</td><td>5,000 gp</td></tr> <tr><td>17</td><td>128,000 gp</td><td>**18th**: 2, **17th**: 2</td><td>**18th**: 2, **17th**: 2, **16th**: 2</td><td>30,000 gp</td><td>7,500 gp</td></tr> <tr><td>18</td><td>208,000 gp</td><td>**19th**: 2, **18th**: 2</td><td>**19th**: 2, **18th**: 2, **17th**: 2</td><td>48,000 gp</td><td>12,000 gp</td></tr> <tr><td>19</td><td>355,000 gp</td><td>**20th**: 2, **19th**: 2</td><td>**20th**: 2, **19th**: 2, **18th**: 2</td><td>80,000 gp</td><td>20,000 gp</td></tr> <tr><td>20</td><td>490,000 gp</td><td>**20th**: 4</td><td>**20th**: 4, **19th**: 2</td><td>140,000 gp</td><td>35,000 gp</td></tr> </table></row>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adjusting Items and Treasure","next_link":{"label":"High-Quality","url":"/Rules.aspx?ID=1367"},"previous_link":{"label":"Special Class Features","url":"/Rules.aspx?ID=1358"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 197</row>\r\n\r\nChapter 4: Variant Rules / Magic Item Variants / Automatic Bonus Progression\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 197"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 197</row>","speed":{},"text":" Adjusting Items and Treasure Source Gamemastery Guide pg. 197 With this variant, you can ignore as much of Table 109: Party Treasure by Level from the Core Rulebook as you want, though youll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands. Remove all potency runes , striking runes , and resilient runes . Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items do not increase ability scores. If your world still includes magic items, a safe bet is to continue to give out consumable items at roughly the rate on Table 109 of the Core Rulebook. If you choose to eliminate runes entirely, this can reduce the PCs damage since they wont have runes like flaming or holy . If youve removed nearly all treasure, challenges might become more difficult, even with automatic bonuses. ## Table 10-9: Party Treasure by Level Level Total Value Permanent Items (By Item Level) Consumables (By Item Level) Party Currency Currency per Additional PC 1 175 gp 2nd : 2, 1st : 2 2nd : 2, 1st : 3 40 gp 10 gp 2 300 gp 3rd : 2, 2nd : 2 3rd : 2, 2nd : 2, 1st : 2 70 gp 18 gp 3 500 gp 4th : 2, 3rd : 2 4th : 2, 3rd : 2, 2nd : 2 120 gp 30 gp 4 850 gp 5th : 2, 4th : 2 5th : 2, 4th : 2, 3rd : 2 200 gp 50 gp 5 1,350 gp 6th : 2, 5th : 2 6th : 2, 5th : 2, 4th : 2 320 gp 80 gp 6 2,000 gp 7th : 2, 6th : 2 7th : 2, 6th : 2, 5th : 2 500 gp 125 gp 7 2,900 gp 8th : 2, 7th : 2 8th : 2, 7th : 2, 6th : 2 720 gp 180 gp 8 4,000 gp 9th : 2, 8th : 2 9th : 2, 8th : 2, 7th : 2 1,000 gp 250 gp 9 5,700 gp 10th : 2, 9th : 2 10th : 2, 9th : 2, 8th : 2 1,400 gp 350 gp 10 8,000 gp 11th : 2, 10th : 2 11th : 2, 10th : 2, 9th : 2 2,000 gp 500 gp 11 11,500 gp 12th : 2, 11th : 2 12th : 2, 11th : 2, 10th : 2 2,800 gp 700 gp 12 16,500 gp 13th : 2, 12th : 2 13th : 2, 12th : 2, 11th : 2 4,000 gp 1,000 gp 13 25,000 gp 14th : 2, 13th : 2 14th : 2, 13th : 2, 12th : 2 6,000 gp 1,500 gp 14 36,500 gp 15th : 2, 14th : 2 15th : 2, 14th : 2, 13th : 2 9,000 gp 2,250 gp 15 54,500 gp 16th : 2, 15th : 2 16th : 2, 15th : 2, 14th : 2 13,000 gp 3,250 gp 16 82,500 gp 17th : 2, 16th : 2 17th : 2, 16th : 2, 15th : 2 20,000 gp 5,000 gp 17 128,000 gp 18th : 2, 17th : 2 18th : 2, 17th : 2, 16th : 2 30,000 gp 7,500 gp 18 208,000 gp 19th : 2, 18th : 2 19th : 2, 18th : 2, 17th : 2 48,000 gp 12,000 gp 19 355,000 gp 20th : 2, 19th : 2 20th : 2, 19th : 2, 18th : 2 80,000 gp 20,000 gp 20 490,000 gp 20th : 4 20th : 4, 19th : 2 140,000 gp 35,000 gp ","type":"Rules","url":"/Rules.aspx?ID=1366","weakness":{}}},{"_index":"aon18","_id":"rules-1367","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Magic Item Variants"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1367","markdown":"<title level=\"1\" right=\"Rules\">[High-Quality](/Rules.aspx?ID=1367)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 197</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn this variant, gear can provide bonuses even if its not magical. This is useful for games and settings that set out to give fine, non-magical items the same prominence as magic items. High-quality gear requires the corresponding proficiency rank in [Crafting](/Skills.aspx?ID=4) to [Craft](/Actions.aspx?ID=43).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1368\" />\r\n\r\n<document level=\"2\" id=\"rules-1369\" />","name":"High-Quality","next_link":{"label":"Proficiency without Level","url":"/Rules.aspx?ID=1370"},"previous_link":{"label":"Automatic Bonus Progression","url":"/Rules.aspx?ID=1357"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 197</row>\r\n\r\nChapter 4: Variant Rules / Magic Item Variants\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 197"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 197</row>","speed":{},"text":" High-Quality Source Gamemastery Guide pg. 197 In this variant, gear can provide bonuses even if its not magical. This is useful for games and settings that set out to give fine, non-magical items the same prominence as magic items. High-quality gear requires the corresponding proficiency rank in Crafting to Craft. ","type":"Rules","url":"/Rules.aspx?ID=1367","weakness":{}}},{"_index":"aon18","_id":"rules-1368","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Magic Item Variants","High-Quality"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1368","markdown":"<title level=\"1\" right=\"Rules\">[High-Quality Weapons and Armor](/Rules.aspx?ID=1368)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 197</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHigh-quality weapons and armor give the same benefits as weapon and armor potency runes (Tables 412 and 413). To remove magic from weapons and armor, you can use the devastating attacks and saving throw potency entries from the automatic bonus progression variant, or you can have quality also provide the effects of striking and resilient runes, using Table 414 and Table 415. If you choose to still have magic weapons and armor, the effects dont stack with quality.\n\n## Table 4-12: High-Quality Weapons\n<row gap=\"tiny\">\n<table> <tr><td>**Quality**</td><td>**Item Bonus**</td><td>**Property Rune Slots**</td><td>**Item Level**</td><td>**Price**</td></tr> <tr><td>Expert</td><td>+1</td><td>1</td><td>2</td><td>35 gp</td></tr> <tr><td>Master</td><td>+2</td><td>2</td><td>10</td><td>935 gp</td></tr> <tr><td>Legendary</td><td>+3</td><td>3</td><td>16</td><td>8,935 gp</td></tr></table>\r\n</row>\n\n## Table 4-13: High-Quality Armor\n<row gap=\"tiny\">\n<table> <tr><td>**Quality**</td><td>**Bonus Increase**</td><td>**Property Rune Slots**</td><td>**Item Level**</td><td>**Price**</td></tr> <tr><td>Expert</td><td>+1</td><td>1</td><td>5</td><td>160 gp</td></tr> <tr><td>Master</td><td>+2</td><td>2</td><td>11</td><td>1,060 gp</td></tr> <tr><td>Legendary</td><td>+3</td><td>3</td><td>18</td><td>20,560 gp</td></tr></table>\r\n</row>\n\n## Table 4-14: Devastating Weapons\n<row gap=\"tiny\">\n<table> <tr><td>**Quality**</td><td>**Item Bonus**</td><td>**Damage Dice**</td><td>**Property Rune Slots**</td><td>**Item Level**</td><td>**Price**</td></tr> <tr><td>Expert</td><td>+1</td><td>1</td><td>1</td><td>2</td><td>35 gp</td></tr> <tr><td>Expert devastating</td><td>+1</td><td>2</td><td>1</td><td>4</td><td>100 gp</td></tr> <tr><td>Master</td><td>+2</td><td>2</td><td>2</td><td>10</td><td>1,000 gp</td></tr> <tr><td>Master devastating</td><td>+2</td><td>3</td><td>2</td><td>12</td><td>2,000 gp</td></tr> <tr><td>Legendary</td><td>+3</td><td>3</td><td>3</td><td>16</td><td>10,000 gp</td></tr> <tr><td>Legendary devastating</td><td>+3</td><td>4</td><td>3</td><td>19</td><td>40,000 gp</td></tr></table>\r\n</row>\n\n## Table 4-15: Resilient Armor\n<row gap=\"tiny\">\n<table> <tr><td>**Quality**</td><td>**Bonus Increase**</td><td>**Save Bonus**</td><td>**Property Rune Slots**</td><td>**Item Level**</td><td>**Price**</td></tr> <tr><td>Expert</td><td>+1</td><td>—</td><td>1</td><td>5</td><td>160 gp</td></tr> <tr><td>Expert resilient</td><td>+1</td><td>+1</td><td>1</td><td>8</td><td>500 gp</td></tr> <tr><td>Master</td><td>+2</td><td>+1</td><td>2</td><td>11</td><td>1,400 gp</td></tr> <tr><td>Master resilient</td><td>+2</td><td>+2</td><td>2</td><td>14</td><td>4,500 gp</td></tr> <tr><td>Legendary</td><td>+3</td><td>+2</td><td>3</td><td>18</td><td>24,000 gp</td></tr> <tr><td>Legendary resilient</td><td>+3</td><td>+3</td><td>3</td><td>20</td><td>70,000 gp</td></tr></table>\r\n</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"High-Quality Weapons and Armor","next_link":{"label":"High-Quality Skill Items","url":"/Rules.aspx?ID=1369"},"previous_link":{"label":"Automatic Bonus Progression","url":"/Rules.aspx?ID=1357"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 197</row>\r\n\r\nChapter 4: Variant Rules / Magic Item Variants / High-Quality\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 197"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 197</row>","speed":{},"text":" High-Quality Weapons and Armor Source Gamemastery Guide pg. 197 High-quality weapons and armor give the same benefits as weapon and armor potency runes (Tables 412 and 413). To remove magic from weapons and armor, you can use the devastating attacks and saving throw potency entries from the automatic bonus progression variant, or you can have quality also provide the effects of striking and resilient runes, using Table 414 and Table 415. If you choose to still have magic weapons and armor, the effects dont stack with quality. ## Table 4-12: High-Quality Weapons Quality Item Bonus Property Rune Slots Item Level Price Expert +1 1 2 35 gp Master +2 2 10 935 gp Legendary +3 3 16 8,935 gp ## Table 4-13: High-Quality Armor Quality Bonus Increase Property Rune Slots Item Level Price Expert +1 1 5 160 gp Master +2 2 11 1,060 gp Legendary +3 3 18 20,560 gp ## Table 4-14: Devastating Weapons Quality Item Bonus Damage Dice Property Rune Slots Item Level Price Expert +1 1 1 2 35 gp Expert devastating +1 2 1 4 100 gp Master +2 2 2 10 1,000 gp Master devastating +2 3 2 12 2,000 gp Legendary +3 3 3 16 10,000 gp Legendary devastating +3 4 3 19 40,000 gp ## Table 4-15: Resilient Armor Quality Bonus Increase Save Bonus Property Rune Slots Item Level Price Expert +1 — 1 5 160 gp Expert resilient +1 +1 1 8 500 gp Master +2 +1 2 11 1,400 gp Master resilient +2 +2 2 14 4,500 gp Legendary +3 +2 3 18 24,000 gp Legendary resilient +3 +3 3 20 70,000 gp ","type":"Rules","url":"/Rules.aspx?ID=1368","weakness":{}}},{"_index":"aon18","_id":"rules-1369","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Magic Item Variants","High-Quality"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1369","markdown":"<title level=\"1\" right=\"Rules\">[High-Quality Skill Items](/Rules.aspx?ID=1369)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 197</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nItems with skill or Perception bonuses dont have fundamental runes. If an existing skill bonus item costs less than the listed Price for a high-quality skill item or has a lower level, it likely has a feature such as a limitation, so adjust accordingly. A character in a game with this variant can [Craft](/Actions.aspx?ID=43) or buy a non-magical item to boost Perception or a skill using the table below.\n\n## Table 4-16: High-Quality Skill Item\n<row gap=\"tiny\">\n<table><tr><td>**Quality**</td><td>**Item Bonus**</td><td>**Item Level**</td><td>**Price**</td></tr> <tr><td>Expert</td><td>+1</td><td>3</td><td>40 gp</td></tr> <tr><td>Master</td><td>+2</td><td>9</td><td>550 gp</td></tr> <tr><td>Legendary</td><td>+3</td><td>17</td><td>11,000 gp</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"High-Quality Skill Items","next_link":{"label":"Proficiency without Level","url":"/Rules.aspx?ID=1370"},"previous_link":{"label":"High-Quality Weapons and Armor","url":"/Rules.aspx?ID=1368"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 197</row>\r\n\r\nChapter 4: Variant Rules / Magic Item Variants / High-Quality\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 197"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 197</row>","speed":{},"text":" High-Quality Skill Items Source Gamemastery Guide pg. 197 Items with skill or Perception bonuses dont have fundamental runes. If an existing skill bonus item costs less than the listed Price for a high-quality skill item or has a lower level, it likely has a feature such as a limitation, so adjust accordingly. A character in a game with this variant can Craft or buy a non-magical item to boost Perception or a skill using the table below. ## Table 4-16: High-Quality Skill Item Quality Item Bonus Item Level Price Expert +1 3 40 gp Master +2 9 550 gp Legendary +3 17 11,000 gp ","type":"Rules","url":"/Rules.aspx?ID=1369","weakness":{}}},{"_index":"aon18","_id":"rules-1370","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1370","markdown":"<title level=\"1\" right=\"Rules\">[Proficiency without Level](/Rules.aspx?ID=1370)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 198</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis variant presents a change to the proficiency bonus system, scaling it differently for a style of game thats outside the norm. This is a significant change to the system.\n\n The proficiency rank progression in the _Core Rulebook_ is designed for heroic fantasy games where heroes rise from humble origins to world-shattering strength. For some games, this narrative arc doesnt fit. Such games are about hedging bets in an uncertain and gritty world, in which even the worlds best fighter cant guarantee a win against a large group of moderately skilled brigands. In games like these, your group might want to consider removing the characters level from the proficiency bonus.\n\n The initial implementation is fairly straightforward: the proficiency bonus just becomes +2 for trained, +4 for expert, +6 for master, and +8 for legendary. We recommend giving an untrained character a 2 proficiency modifier instead of a +0 proficiency bonus.\n\n Additionally, for creatures, hazards, magic items, and so on, reduce each statistic that would include a proficiency bonus by the level of the creature or other rules element. These statistics are typically modifiers and DCs for attacks, ACs, saving throws, Perception, skills, and spells.\n\n Finally, decrease the skill DCs of most tasks to account for the level being removed. You can just subtract the level from the [DC tables](/Rules.aspx?ID=554) in the _Core Rulebook_, or you can reference Table 417: Simple Skill DCs (No Level) for a set of DCs thats easier to remember. The new DCs make it a little harder for high-level characters to succeed than it would be when using the default numbers from the _Core Rulebook_, in keeping with the theme mentioned earlier. Combat outcomes will tend to flatten out, with critical successes and critical failures being less likely across the game. This is particularly notable in spells, where youre less likely to see the extreme effects of critical failures on saves.\n\n## Table 4-17: Simple Skill DCs (No Level)\n<row gap=\"tiny\">\n<table><tr><td>**Proficiency Rank**</td><td>**DC**</td></tr> <tr><td>Untrained</td><td>10</td></tr> <tr><td>Trained</td><td>15</td></tr> <tr><td>Expert</td><td>20</td></tr> <tr><td>Master</td><td>25</td></tr> <tr><td>Legendary</td><td>30</td></tr></table>\r\n</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1371\" />\r\n\r\n<document level=\"2\" id=\"rules-1372\" />","name":"Proficiency without Level","next_link":{"label":"Skill Points","url":"/Rules.aspx?ID=1373"},"previous_link":{"label":"Magic Item Variants","url":"/Rules.aspx?ID=1356"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 198</row>\r\n\r\nChapter 4: Variant Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 198"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 198</row>","speed":{},"text":" Proficiency without Level Source Gamemastery Guide pg. 198 This variant presents a change to the proficiency bonus system, scaling it differently for a style of game thats outside the norm. This is a significant change to the system. The proficiency rank progression in the Core Rulebook is designed for heroic fantasy games where heroes rise from humble origins to world-shattering strength. For some games, this narrative arc doesnt fit. Such games are about hedging bets in an uncertain and gritty world, in which even the worlds best fighter cant guarantee a win against a large group of moderately skilled brigands. In games like these, your group might want to consider removing the characters level from the proficiency bonus. The initial implementation is fairly straightforward: the proficiency bonus just becomes +2 for trained, +4 for expert, +6 for master, and +8 for legendary. We recommend giving an untrained character a 2 proficiency modifier instead of a +0 proficiency bonus. Additionally, for creatures, hazards, magic items, and so on, reduce each statistic that would include a proficiency bonus by the level of the creature or other rules element. These statistics are typically modifiers and DCs for attacks, ACs, saving throws, Perception, skills, and spells. Finally, decrease the skill DCs of most tasks to account for the level being removed. You can just subtract the level from the DC tables in the Core Rulebook , or you can reference Table 417: Simple Skill DCs (No Level) for a set of DCs thats easier to remember. The new DCs make it a little harder for high-level characters to succeed than it would be when using the default numbers from the Core Rulebook , in keeping with the theme mentioned earlier. Combat outcomes will tend to flatten out, with critical successes and critical failures being less likely across the game. This is particularly notable in spells, where youre less likely to see the extreme effects of critical failures on saves. ## Table 4-17: Simple Skill DCs (No Level) Proficiency Rank DC Untrained 10 Trained 15 Expert 20 Master 25 Legendary 30 ","type":"Rules","url":"/Rules.aspx?ID=1370","weakness":{}}},{"_index":"aon18","_id":"rules-1371","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Proficiency without Level"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1371","markdown":"<title level=\"1\" right=\"Rules\">[Adjusting Encounters](/Rules.aspx?ID=1371)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 198</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTelling stories where a large group of low-level monsters can still be a significant threat to a high-level PC (and conversely, a single higher-level monster is not much of a threat to a group of PCs) requires some significant shifts in encounter building, including shifts in the PCs rewards.\n\n Under the math in the _Core Rulebook_, two monsters of a certain level are roughly as challenging as a single monster 2 levels higher. However, with level removed from proficiency, this assumption is no longer true. The XP budget for creatures uses a different scale, as shown in Table 418: Creature XP (No Level). Youll still use the same XP budget for a given threat level as shown on Table 101: Encounter Budget on page 489 of the _Core Rulebook_ (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on).\n\n## Table 4-18: Creature XP (No Level)\n<row gap=\"tiny\">\n<table><tr><td>**Creatures Level**</td><td>**XP**</td></tr> <tr><td>Party level 7</td><td>9</td></tr> <tr><td>Party level 6</td><td>12</td></tr> <tr><td>Party level 5</td><td>14</td></tr> <tr><td>Party level 4</td><td>18</td></tr> <tr><td>Party level 3</td><td>21</td></tr> <tr><td>Party level 2</td><td>26</td></tr> <tr><td>Party level 1</td><td>32</td></tr> <tr><td>Party level</td><td>40</td></tr> <tr><td>Party level + 1</td><td>48</td></tr> <tr><td>Party level + 2</td><td>60</td></tr> <tr><td>Party level + 3</td><td>72</td></tr> <tr><td>Party level + 4</td><td>90</td></tr> <tr><td>Party level + 5</td><td>108</td></tr> <tr><td>Party level + 6</td><td>135</td></tr> <tr><td>Party level + 7</td><td>160</td></tr></table>\r\n</row>\n\n## Table 10-1: Encounter Budget\n<row gap=\"tiny\">\n<table> <tr><td>**Threat**</td><td>**XP Budget**</td><td>**Character Adjustment**</td></tr> <tr><td>Trivial</td><td>40 or less</td><td>10 or less</td></tr> <tr><td>Low</td><td>60</td><td>15</td></tr> <tr><td>Moderate</td><td>80</td><td>20</td></tr> <tr><td>Severe</td><td>120</td><td>30</td></tr> <tr><td>Extreme</td><td>160</td><td>40</td></tr> </table></row> While the XP values in Table 418 work well in most cases, sometimes they might not account for the effects of creatures special abilities when facing a party of a drastically different level. For instance, a [ghost mage](/Monsters.aspx?ID=217) could prove too much for 5th-level PCs with its incorporeality, flight, and high-level spells, even though its outnumbered.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adjusting Encounters","next_link":{"label":"Adjusting Treasure","url":"/Rules.aspx?ID=1372"},"previous_link":{"label":"Magic Item Variants","url":"/Rules.aspx?ID=1356"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 198</row>\r\n\r\nChapter 4: Variant Rules / Proficiency without Level\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 198"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 198</row>","speed":{},"text":" Adjusting Encounters Source Gamemastery Guide pg. 198 Telling stories where a large group of low-level monsters can still be a significant threat to a high-level PC (and conversely, a single higher-level monster is not much of a threat to a group of PCs) requires some significant shifts in encounter building, including shifts in the PCs rewards. Under the math in the Core Rulebook , two monsters of a certain level are roughly as challenging as a single monster 2 levels higher. However, with level removed from proficiency, this assumption is no longer true. The XP budget for creatures uses a different scale, as shown in Table 418: Creature XP (No Level). Youll still use the same XP budget for a given threat level as shown on Table 101: Encounter Budget on page 489 of the Core Rulebook (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on). ## Table 4-18: Creature XP (No Level) Creatures Level XP Party level 7 9 Party level 6 12 Party level 5 14 Party level 4 18 Party level 3 21 Party level 2 26 Party level 1 32 Party level 40 Party level + 1 48 Party level + 2 60 Party level + 3 72 Party level + 4 90 Party level + 5 108 Party level + 6 135 Party level + 7 160 ## Table 10-1: Encounter Budget Threat XP Budget Character Adjustment Trivial 40 or less 10 or less Low 60 15 Moderate 80 20 Severe 120 30 Extreme 160 40 While the XP values in Table 418 work well in most cases, sometimes they might not account for the effects of creatures special abilities when facing a party of a drastically different level. For instance, a ghost mage could prove too much for 5th-level PCs with its incorporeality, flight, and high-level spells, even though its outnumbered. ","type":"Rules","url":"/Rules.aspx?ID=1371","weakness":{}}},{"_index":"aon18","_id":"rules-1372","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Proficiency without Level"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1372","markdown":"<title level=\"1\" right=\"Rules\">[Adjusting Treasure](/Rules.aspx?ID=1372)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 198</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTreasure and the cost of items in the _Core Rulebook_ are designed to make it as easy as possible for you to build encounters without worrying about awarding too much or too little treasure based on whether you use creatures who carry items. However, using this variant, the PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice-versa if theyre fighting weaker foes that put up more of a fight but still have poor treasure. You can nudge this in the right direction by making periodic adjustments if the PCs treasure drifts too far from expectations. Making it so they cant easily sell or buy magic items will mean its harder for them to exploit treasure they gain. To sidestep the treasure economy entirely, you can use the [automatic item bonus progression](/Rules.aspx?ID=1357).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adjusting Treasure","next_link":{"label":"Skill Points","url":"/Rules.aspx?ID=1373"},"previous_link":{"label":"Adjusting Encounters","url":"/Rules.aspx?ID=1371"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 198</row>\r\n\r\nChapter 4: Variant Rules / Proficiency without Level\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 198"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 198</row>","speed":{},"text":" Adjusting Treasure Source Gamemastery Guide pg. 198 Treasure and the cost of items in the Core Rulebook are designed to make it as easy as possible for you to build encounters without worrying about awarding too much or too little treasure based on whether you use creatures who carry items. However, using this variant, the PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice-versa if theyre fighting weaker foes that put up more of a fight but still have poor treasure. You can nudge this in the right direction by making periodic adjustments if the PCs treasure drifts too far from expectations. Making it so they cant easily sell or buy magic items will mean its harder for them to exploit treasure they gain. To sidestep the treasure economy entirely, you can use the automatic item bonus progression. ","type":"Rules","url":"/Rules.aspx?ID=1372","weakness":{}}},{"_index":"aon18","_id":"rules-1373","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1373","markdown":"<title level=\"1\" right=\"Rules\">[Skill Points](/Rules.aspx?ID=1373)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe default progression of skill proficiency ranks is simple and doesnt require many mathematical calculations as a player assigns skills. However, some players prefer a more granular system with a greater ability to diversify their skills. This variant allows characters to assign their skill increases more flexibly, potentially having fewer skills at the highest possible rank in exchange for more skills at a lower rank.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1374\" />\r\n\r\n<document level=\"2\" id=\"rules-1377\" />","name":"Skill Points","next_link":{"label":"Stamina","url":"/Rules.aspx?ID=1378"},"previous_link":{"label":"Proficiency without Level","url":"/Rules.aspx?ID=1370"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>\r\n\r\nChapter 4: Variant Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 199"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>","speed":{},"text":" Skill Points Source Gamemastery Guide pg. 199 The default progression of skill proficiency ranks is simple and doesnt require many mathematical calculations as a player assigns skills. However, some players prefer a more granular system with a greater ability to diversify their skills. This variant allows characters to assign their skill increases more flexibly, potentially having fewer skills at the highest possible rank in exchange for more skills at a lower rank. ","type":"Rules","url":"/Rules.aspx?ID=1373","weakness":{}}},{"_index":"aon18","_id":"rules-1374","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Skill Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1374","markdown":"<title level=\"1\" right=\"Rules\">[Assigning Skill Points](/Rules.aspx?ID=1374)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 1st level, a character using the Skill Points variant gains their initial skill proficiencies as described in the _Core Rulebook_. However, at every level beyond 1st, instead of gaining skill increases, the character gains a number of Skill Points, as indicated on Table 419: Skill Points by Level. The character can spend these Skill Points to increase their proficiency rank in various skills, as shown on Table 420: Cost to Increase Rank. A character must meet the minimum level indicated on the table to increase their rank, primarily to avoid having a player becoming unrealistically good at one skill early in their adventuring career while neglecting everything else. Characters can save up Skill Points between levels for a more expensive increase later on. \n\n## Table 4-19: Skill Points by Level\n<row gap=\"tiny\">\n<table><tr><td>Level</td><td>Skill Points Gained</td></tr> <tr><td>1</td><td>Initial proficiencies</td></tr> <tr><td>25</td><td>1</td></tr> <tr><td>613</td><td>2</td></tr> <tr><td>1420</td><td>4</td></tr></table>\r\n</row>\n\n## Table 4-20: Cost to Increase Rank\n<row gap=\"tiny\">\n<table><tr><td>**Rank**</td><td>**Minimum Level**</td><td>**Skill Point Cost**</td></tr> <tr><td>Untrained to trained</td><td>1</td><td>1</td></tr> <tr><td>Trained to expert</td><td>3</td><td>2</td></tr> <tr><td>Expert to master</td><td>7</td><td>4</td></tr> <tr><td>Master to legendary</td><td>15</td><td>8</td></tr></table>\r\n</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1375\" />\r\n\r\n<document level=\"2\" id=\"rules-1376\" />","name":"Assigning Skill Points","next_link":{"label":"Skill Points in Play","url":"/Rules.aspx?ID=1377"},"previous_link":{"label":"Proficiency without Level","url":"/Rules.aspx?ID=1370"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>\r\n\r\nChapter 4: Variant Rules / Skill Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 199"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>","speed":{},"text":" Assigning Skill Points Source Gamemastery Guide pg. 199 At 1st level, a character using the Skill Points variant gains their initial skill proficiencies as described in the Core Rulebook . However, at every level beyond 1st, instead of gaining skill increases, the character gains a number of Skill Points, as indicated on Table 419: Skill Points by Level. The character can spend these Skill Points to increase their proficiency rank in various skills, as shown on Table 420: Cost to Increase Rank. A character must meet the minimum level indicated on the table to increase their rank, primarily to avoid having a player becoming unrealistically good at one skill early in their adventuring career while neglecting everything else. Characters can save up Skill Points between levels for a more expensive increase later on. ## Table 4-19: Skill Points by Level Level Skill Points Gained 1 Initial proficiencies 25 1 613 2 1420 4 ## Table 4-20: Cost to Increase Rank Rank Minimum Level Skill Point Cost Untrained to trained 1 1 Trained to expert 3 2 Expert to master 7 4 Master to legendary 15 8 ","type":"Rules","url":"/Rules.aspx?ID=1374","weakness":{}}},{"_index":"aon18","_id":"rules-1375","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Skill Points","Assigning Skill Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1375","markdown":"<title level=\"1\" right=\"Rules\">[Rogues](/Rules.aspx?ID=1375)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBecause rogues get skill increases at every level in the standard rules, they also get more Skill Points. Rogues gain double the number of Skill Points listed on Table 419.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rogues","next_link":{"label":"Retraining","url":"/Rules.aspx?ID=1376"},"previous_link":{"label":"Proficiency without Level","url":"/Rules.aspx?ID=1370"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>\r\n\r\nChapter 4: Variant Rules / Skill Points / Assigning Skill Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 199"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>","speed":{},"text":" Rogues Source Gamemastery Guide pg. 199 Because rogues get skill increases at every level in the standard rules, they also get more Skill Points. Rogues gain double the number of Skill Points listed on Table 419. ","type":"Rules","url":"/Rules.aspx?ID=1375","weakness":{}}},{"_index":"aon18","_id":"rules-1376","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Skill Points","Assigning Skill Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1376","markdown":"<title level=\"1\" right=\"Rules\">[Retraining](/Rules.aspx?ID=1376)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA character can retrain the proficiency ranks they gained using Skill Points much as they would retrain a skill increase under the normal rules. With a week of downtime, a character can reduce their proficiency rank in one skill by one step to get back the number of Skill Points spent to gain that increase. For example, reducing a master proficiency rank to expert would grant a character 4 Skill Points. The character can then reassign those points as they see fit or save them for later. Reducing proficiency ranks for multiple skills or reducing a single proficiency rank by multiple steps takes additional weeks of downtime.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Retraining","next_link":{"label":"Skill Points in Play","url":"/Rules.aspx?ID=1377"},"previous_link":{"label":"Rogues","url":"/Rules.aspx?ID=1375"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>\r\n\r\nChapter 4: Variant Rules / Skill Points / Assigning Skill Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 199"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>","speed":{},"text":" Retraining Source Gamemastery Guide pg. 199 A character can retrain the proficiency ranks they gained using Skill Points much as they would retrain a skill increase under the normal rules. With a week of downtime, a character can reduce their proficiency rank in one skill by one step to get back the number of Skill Points spent to gain that increase. For example, reducing a master proficiency rank to expert would grant a character 4 Skill Points. The character can then reassign those points as they see fit or save them for later. Reducing proficiency ranks for multiple skills or reducing a single proficiency rank by multiple steps takes additional weeks of downtime. ","type":"Rules","url":"/Rules.aspx?ID=1376","weakness":{}}},{"_index":"aon18","_id":"rules-1377","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Skill Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1377","markdown":"<title level=\"1\" right=\"Rules\">[Skill Points in Play](/Rules.aspx?ID=1377)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPlayers using Skill Points have more flexibility to build characters with a broader range of skills in which theyre trained or better than normal, and this variant encourages that flexibility by increasing the cost of specializing. For instance, a 19th-level fighter could use Skill Points to be a master in seven different skills, or to be legendary in three skills. While this makes the variance in skills slightly less predictable, it shouldnt have a big enough effect on a groups capabilities that you need to make any significant adjustments when you run the game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill Points in Play","next_link":{"label":"Stamina","url":"/Rules.aspx?ID=1378"},"previous_link":{"label":"Assigning Skill Points","url":"/Rules.aspx?ID=1374"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>\r\n\r\nChapter 4: Variant Rules / Skill Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 199"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 199</row>","speed":{},"text":" Skill Points in Play Source Gamemastery Guide pg. 199 Players using Skill Points have more flexibility to build characters with a broader range of skills in which theyre trained or better than normal, and this variant encourages that flexibility by increasing the cost of specializing. For instance, a 19th-level fighter could use Skill Points to be a master in seven different skills, or to be legendary in three skills. While this makes the variance in skills slightly less predictable, it shouldnt have a big enough effect on a groups capabilities that you need to make any significant adjustments when you run the game. ","type":"Rules","url":"/Rules.aspx?ID=1377","weakness":{}}},{"_index":"aon18","_id":"rules-1378","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1378","markdown":"<title level=\"1\" right=\"Rules\">[Stamina](/Rules.aspx?ID=1378)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn some fantasy stories, the heroes are able to avoid any serious injury until the situation gets dire, getting by with a graze or a flesh wound and needing nothing more than a quick rest to get back on their feet. If your group wants to tell tales like those, you can use the stamina variant to help make that happen.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">No-Limit Stamina</title>\r\n\r\nIf you want a fast-paced, almost superheroic game, you can skip the Resolve Point component of this subsystem and simply make Taking a Breather and Rally free. This gives the characters a lot of staying power, meaning that the group will typically keep adventuring until they run out of spells for the day, rather than having the additional pressure of running out of Resolve Points. If you use this approach, omit the Steel Your Resolve feat, as its too powerful if theres no cost to use it! Alternatively, if you want to keep it, you can require a character to Take a Breather before they can Steel their Resolve again.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Stamina's Impact</title>\r\n\r\nThe main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via Taking a Breather and Treating Wounds as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ways to bolster their allies.\n\n Because spells that heal Hit Points dont restore Stamina Points, its a little harder to heal up completely in the middle of a fight. This can mean that fights become deadly after characters have been beaten down, possibly causing retreats to be more frequent, but the retreats themselves are shorter. The focus of the game can stay consistently within encounters, with less managing of time and resources outside of battle.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1379\" />\r\n\r\n<document level=\"2\" id=\"rules-1380\" />\r\n\r\n<document level=\"2\" id=\"rules-1382\" />\r\n\r\n<document level=\"2\" id=\"rules-1383\" />\r\n\r\n<document level=\"2\" id=\"rules-1384\" />","name":"Stamina","next_link":{"label":"NPC Gallery","url":"/Rules.aspx?ID=1387"},"previous_link":{"label":"Skill Points","url":"/Rules.aspx?ID=1373"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>\r\n\r\nChapter 4: Variant Rules\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 200"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>","speed":{},"text":" Stamina Source Gamemastery Guide pg. 200 In some fantasy stories, the heroes are able to avoid any serious injury until the situation gets dire, getting by with a graze or a flesh wound and needing nothing more than a quick rest to get back on their feet. If your group wants to tell tales like those, you can use the stamina variant to help make that happen. No-Limit Stamina If you want a fast-paced, almost superheroic game, you can skip the Resolve Point component of this subsystem and simply make Taking a Breather and Rally free. This gives the characters a lot of staying power, meaning that the group will typically keep adventuring until they run out of spells for the day, rather than having the additional pressure of running out of Resolve Points. If you use this approach, omit the Steel Your Resolve feat, as its too powerful if theres no cost to use it! Alternatively, if you want to keep it, you can require a character to Take a Breather before they can Steel their Resolve again. Stamina's Impact The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via Taking a Breather and Treating Wounds as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ways to bolster their allies. Because spells that heal Hit Points dont restore Stamina Points, its a little harder to heal up completely in the middle of a fight. This can mean that fights become deadly after characters have been beaten down, possibly causing retreats to be more frequent, but the retreats themselves are shorter. The focus of the game can stay consistently within encounters, with less managing of time and resources outside of battle. ","type":"Rules","url":"/Rules.aspx?ID=1378","weakness":{}}},{"_index":"aon18","_id":"rules-1379","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Stamina"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1379","markdown":"<title level=\"1\" right=\"Rules\">[Stamina Points](/Rules.aspx?ID=1379)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStamina Points represent a characters energy and readiness. Theyre reduced by damage just like Hit Points, but a character always loses their Stamina Points first, and loses Hit Points only if theyre out of Stamina Points. If a character takes damage exceeding their remaining Stamina Points, the excess damage reduces their Hit Points. However, they lose any temporary Hit Points before losing Stamina Points.\n\n Though Stamina Points and Hit Points function similarly when a character takes damage, a character recovers them differently. A [_heal_](/Spells.aspx?ID=148) spell restores Hit Points, not Stamina Points, and the actions described below (like [Take a Breather](/Actions.aspx?ID=463)) restore only Stamina Points, not Hit Points. A character regains all their Stamina Points after a full nights rest. Hit Points still determine whether a character remains conscious—a character at 0 HP is unconscious, no matter how many Stamina Points they have. In addition to their ancestry Hit Points, a PC gains the number of Stamina Points and Hit Points indicated in the second and third columns of Table 421 at 1st level. Both values increase by the same amount at each level thereafter. This replaces the Hit Points a character gains from their class in a standard game.\n\n## Table 4-21: Stamina and Hit Points by Class\n<row gap=\"tiny\">\n<table><tr><td>**Normal Class HP**</td><td>**Class Stamina Points**</td><td>**Class Hit Points**</td><td>**Classes**</td></tr> <tr><td>6 + Con modifier</td><td>3 + Con modifier</td><td>3</td><td>Sorcerer, wizard</td></tr> <tr><td>8 + Con modifier</td><td>4 + Con modifier</td><td>4</td><td>Alchemist, bard, cleric, druid, rogue</td></tr> <tr><td>10 + Con modifier</td><td>5 + Con modifier</td><td>5</td><td>Champion, fighter, monk, ranger</td></tr> <tr><td>12 + Con modifier</td><td>6 + Con modifier</td><td>6</td><td>Barbarian</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Stamina Points","next_link":{"label":"Resolve Points","url":"/Rules.aspx?ID=1380"},"previous_link":{"label":"Skill Points","url":"/Rules.aspx?ID=1373"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>\r\n\r\nChapter 4: Variant Rules / Stamina\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 200"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>","speed":{},"text":" Stamina Points Source Gamemastery Guide pg. 200 Stamina Points represent a characters energy and readiness. Theyre reduced by damage just like Hit Points, but a character always loses their Stamina Points first, and loses Hit Points only if theyre out of Stamina Points. If a character takes damage exceeding their remaining Stamina Points, the excess damage reduces their Hit Points. However, they lose any temporary Hit Points before losing Stamina Points. Though Stamina Points and Hit Points function similarly when a character takes damage, a character recovers them differently. A heal spell restores Hit Points, not Stamina Points, and the actions described below (like Take a Breather) restore only Stamina Points, not Hit Points. A character regains all their Stamina Points after a full nights rest. Hit Points still determine whether a character remains conscious—a character at 0 HP is unconscious, no matter how many Stamina Points they have. In addition to their ancestry Hit Points, a PC gains the number of Stamina Points and Hit Points indicated in the second and third columns of Table 421 at 1st level. Both values increase by the same amount at each level thereafter. This replaces the Hit Points a character gains from their class in a standard game. ## Table 4-21: Stamina and Hit Points by Class Normal Class HP Class Stamina Points Class Hit Points Classes 6 + Con modifier 3 + Con modifier 3 Sorcerer, wizard 8 + Con modifier 4 + Con modifier 4 Alchemist, bard, cleric, druid, rogue 10 + Con modifier 5 + Con modifier 5 Champion, fighter, monk, ranger 12 + Con modifier 6 + Con modifier 6 Barbarian ","type":"Rules","url":"/Rules.aspx?ID=1379","weakness":{}}},{"_index":"aon18","_id":"rules-1380","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Stamina"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1380","markdown":"<title level=\"1\" right=\"Rules\">[Resolve Points](/Rules.aspx?ID=1380)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn this variant, each PC also has a pool of Resolve Points, representing their intrinsic grit and luck. A characters maximum Resolve Points is equal to their key ability modifier, and a character regains all their Resolve Points with a full nights rest. In addition to spending Resolve Points to regain Stamina Points (as described under Stamina Actions), characters can spend Resolve Points in the following way.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1381\" />","name":"Resolve Points","next_link":{"label":"Stamina Actions","url":"/Rules.aspx?ID=1382"},"previous_link":{"label":"Stamina Points","url":"/Rules.aspx?ID=1379"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>\r\n\r\nChapter 4: Variant Rules / Stamina\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 200"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>","speed":{},"text":" Resolve Points Source Gamemastery Guide pg. 200 In this variant, each PC also has a pool of Resolve Points, representing their intrinsic grit and luck. A characters maximum Resolve Points is equal to their key ability modifier, and a character regains all their Resolve Points with a full nights rest. In addition to spending Resolve Points to regain Stamina Points (as described under Stamina Actions), characters can spend Resolve Points in the following way. ","type":"Rules","url":"/Rules.aspx?ID=1380","weakness":{}}},{"_index":"aon18","_id":"rules-1381","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Stamina","Resolve Points"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1381","markdown":"<title level=\"1\" right=\"Rules\">[Stabilize](/Rules.aspx?ID=1381)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf a character is [dying](/Conditions.aspx?ID=11) at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the [wounded](/Conditions.aspx?ID=42) condition as normal for stabilizing. At the start of the characters next turn, they gain 1 HP and wake up (unless they started dying again). The character can act on that turn. Consider this an optional rule best suited for groups that have little access to healing. When using this rule, you might remove the ability for characters to use Hero Points to stabilize.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Stabilize","next_link":{"label":"Stamina Actions","url":"/Rules.aspx?ID=1382"},"previous_link":{"label":"Stamina Points","url":"/Rules.aspx?ID=1379"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>\r\n\r\nChapter 4: Variant Rules / Stamina / Resolve Points\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 200"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>","speed":{},"text":" Stabilize Source Gamemastery Guide pg. 200 If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. At the start of the characters next turn, they gain 1 HP and wake up (unless they started dying again). The character can act on that turn. Consider this an optional rule best suited for groups that have little access to healing. When using this rule, you might remove the ability for characters to use Hero Points to stabilize. ","type":"Rules","url":"/Rules.aspx?ID=1381","weakness":{}}},{"_index":"aon18","_id":"rules-1382","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Stamina"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1382","markdown":"<title level=\"1\" right=\"Rules\">[Stamina Actions](/Rules.aspx?ID=1382)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\n\n<document level=\"2\" id=\"action-463\" />\n\n<document level=\"2\" id=\"action-464\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Stamina Actions","next_link":{"label":"Stamina Feats","url":"/Rules.aspx?ID=1383"},"previous_link":{"label":"Resolve Points","url":"/Rules.aspx?ID=1380"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>\r\n\r\nChapter 4: Variant Rules / Stamina\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 200"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 200</row>","speed":{},"text":" Stamina Actions Source Gamemastery Guide pg. 200 ","type":"Rules","url":"/Rules.aspx?ID=1382","weakness":{}}},{"_index":"aon18","_id":"rules-1383","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Stamina"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1383","markdown":"<title level=\"1\" right=\"Rules\">[Stamina Feats](/Rules.aspx?ID=1383)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 201</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSee [here](/feats?include-traits=Stamina&amp;sort=level-asc%3Bname-asc) for stamina feats.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Stamina Feats","next_link":{"label":"Other Creatures","url":"/Rules.aspx?ID=1384"},"previous_link":{"label":"Stamina Actions","url":"/Rules.aspx?ID=1382"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 201</row>\r\n\r\nChapter 4: Variant Rules / Stamina\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 201"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 201</row>","speed":{},"text":" Stamina Feats Source Gamemastery Guide pg. 201 See here for stamina feats. ","type":"Rules","url":"/Rules.aspx?ID=1383","weakness":{}}},{"_index":"aon18","_id":"rules-1384","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 4: Variant Rules","Stamina"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1384","markdown":"<title level=\"1\" right=\"Rules\">[Other Creatures](/Rules.aspx?ID=1384)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 201</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTheres no need to give Stamina Points to monsters that are expected to be encountered once and likely defeated. However, you might use Stamina Points for a recurring character, especially an NPC who fights alongside the PCs. Usually, its easiest to turn half the creatures Hit Points into Stamina Points. While enemy healers still work as theyre intended to, players might be upset about the enemies ability to heal their allies to full Hit Points, while the PCs are left not being able to heal their allies Stamina Points. In this case, give more enemies Stamina Points to compensate.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Other Creatures","next_link":{"label":"NPC Gallery","url":"/Rules.aspx?ID=1387"},"previous_link":{"label":"Stamina Feats","url":"/Rules.aspx?ID=1383"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 201</row>\r\n\r\nChapter 4: Variant Rules / Stamina\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 201"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 201</row>","speed":{},"text":" Other Creatures Source Gamemastery Guide pg. 201 Theres no need to give Stamina Points to monsters that are expected to be encountered once and likely defeated. However, you might use Stamina Points for a recurring character, especially an NPC who fights alongside the PCs. Usually, its easiest to turn half the creatures Hit Points into Stamina Points. While enemy healers still work as theyre intended to, players might be upset about the enemies ability to heal their allies to full Hit Points, while the PCs are left not being able to heal their allies Stamina Points. In this case, give more enemies Stamina Points to compensate. ","type":"Rules","url":"/Rules.aspx?ID=1384","weakness":{}}},{"_index":"aon18","_id":"rules-1385","_score":2.3741803,"_source":{"breadcrumbs":["Gods & Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1385","markdown":"<title level=\"1\" right=\"Rules\">[Philosophies and Spirituality](/Rules.aspx?ID=1385)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 92 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFaith on Golarion isn't limited to worshipping one god. Some worshippers draw power from multiple deities, while others follow the spirits of the world, or reject the divine entirely, relying on secular philosophies for guidance. The following pages present examples of the diverse religious and philosophical practices of the Inner Sea region.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1386\" />","name":"Philosophies and Spirituality","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=808"},"previous_link":{"label":"Demigods and Other Divinities","url":"/Rules.aspx?ID=807"},"rarity":"common","release_date":"2020-01-29","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 92 <sup>2.0</sup></row>\r\n\r\nGods &amp; Magic\r\n</additional-info>","source":["Gods & Magic"],"source_raw":["Gods & Magic pg. 92"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Gods &amp; Magic](/Sources.aspx?ID=17) pg. 92 <sup>2.0</sup></row>","speed":{},"text":" Philosophies and Spirituality Source Gods &amp; Magic pg. 92 2.0 Faith on Golarion isn't limited to worshipping one god. Some worshippers draw power from multiple deities, while others follow the spirits of the world, or reject the divine entirely, relying on secular philosophies for guidance. The following pages present examples of the diverse religious and philosophical practices of the Inner Sea region. ","type":"Rules","url":"/Rules.aspx?ID=1385","weakness":{}}},{"_index":"aon18","_id":"rules-1386","_score":2.3741803,"_source":{"breadcrumbs":["Gods & Magic","Philosophies and Spirituality"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1386","markdown":"<title level=\"1\" right=\"Rules\">[Pantheons](/Rules.aspx?ID=1386)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 92 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA pantheon is a group of related gods worshipped either individually or together. Most pantheons are associated with a specific ancestry or geopolitical region, but rarely, a pantheon consists of deities with overlapping areas of concern. Followers work to advance the shared interests of their pantheon, directing prayers to whichever god presides over their current activity or circumstance. At the GMs discretion, champions and clerics can dedicate themselves to a pantheon. In such cases, the characters still worship a specific patron deity among those in the pantheon, but also follow the edicts and anathema of the pantheon as a whole. A character who worships a pantheon this way can gain the domains, alternate domains, and spells from the pantheon instead of those from their patron deity. They must uphold the ideals of both their patron deity and the pantheon, though the patron deitys edicts and anathema take precedence. For example, a worshipper of [Iomedae](/Deities.aspx?ID=9) could worship [the Godclaw](/Deities.aspx?ID=198), but they wouldnt take the [tyranny](/Domains.aspx?ID=33) domain, as it would be in conflict with Iomedaes edicts. In rare cases, a character can worship a pantheon without following a patron deity. Such cases are unique and subject to GM approval.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Pantheons","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=808"},"previous_link":{"label":"Demigods and Other Divinities","url":"/Rules.aspx?ID=807"},"rarity":"common","release_date":"2020-01-29","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gods &amp; Magic](/Sources.aspx?ID=17) pg. 92 <sup>2.0</sup></row>\r\n\r\nGods &amp; Magic / Philosophies and Spirituality\r\n</additional-info>","source":["Gods & Magic"],"source_raw":["Gods & Magic pg. 92"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Gods &amp; Magic](/Sources.aspx?ID=17) pg. 92 <sup>2.0</sup></row>","speed":{},"text":" Pantheons Source Gods &amp; Magic pg. 92 2.0 A pantheon is a group of related gods worshipped either individually or together. Most pantheons are associated with a specific ancestry or geopolitical region, but rarely, a pantheon consists of deities with overlapping areas of concern. Followers work to advance the shared interests of their pantheon, directing prayers to whichever god presides over their current activity or circumstance. At the GMs discretion, champions and clerics can dedicate themselves to a pantheon. In such cases, the characters still worship a specific patron deity among those in the pantheon, but also follow the edicts and anathema of the pantheon as a whole. A character who worships a pantheon this way can gain the domains, alternate domains, and spells from the pantheon instead of those from their patron deity. They must uphold the ideals of both their patron deity and the pantheon, though the patron deitys edicts and anathema take precedence. For example, a worshipper of Iomedae could worship the Godclaw, but they wouldnt take the tyranny domain, as it would be in conflict with Iomedaes edicts. In rare cases, a character can worship a pantheon without following a patron deity. Such cases are unique and subject to GM approval. ","type":"Rules","url":"/Rules.aspx?ID=1386","weakness":{}}},{"_index":"aon18","_id":"rules-1387","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1387","markdown":"<title level=\"1\" right=\"Rules\">[NPC Gallery](/Rules.aspx?ID=1387)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 116 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section provides a number of stat blocks for members of the five organizations presented previously in this book. Each entry contains two NPCs whom you, as the GM, can use in your game.one representing a lowerranking member and one representing a higher-ranking member.as well as some flavor to help guide their use in play. These lower. and higher-ranking members are designed to represent typical and generic members of the organization. If you wish to present specific higherups or reoccurring characters of an organization, you are encouraged to create a unique NPC with their own abilities, backstory, traits, and statistics. However, if you need a unique persona on short notice, each of these provided NPCs also has a sample background and personality that is appropriate for the organization they are meant to represent. If you quickly need a character, you can use these backgrounds for that purpose, as well as to inform tactical and roleplaying decisions made by these NPCs.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-797\" />","name":"NPC Gallery","next_link":{"label":"Chapter 5: NPC Gallery","url":"/Rules.aspx?ID=1394"},"previous_link":{"label":"Chapter 4: Variant Rules","url":"/Rules.aspx?ID=1297"},"rarity":"common","release_date":"2019-10-16","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 116 <sup>2.0</sup></row>\n\n</additional-info>","source":["Character Guide"],"source_raw":["Character Guide pg. 116"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 116 <sup>2.0</sup></row>","speed":{},"text":" NPC Gallery Source Character Guide pg. 116 2.0 This section provides a number of stat blocks for members of the five organizations presented previously in this book. Each entry contains two NPCs whom you, as the GM, can use in your game.one representing a lowerranking member and one representing a higher-ranking member.as well as some flavor to help guide their use in play. These lower. and higher-ranking members are designed to represent typical and generic members of the organization. If you wish to present specific higherups or reoccurring characters of an organization, you are encouraged to create a unique NPC with their own abilities, backstory, traits, and statistics. However, if you need a unique persona on short notice, each of these provided NPCs also has a sample background and personality that is appropriate for the organization they are meant to represent. If you quickly need a character, you can use these backgrounds for that purpose, as well as to inform tactical and roleplaying decisions made by these NPCs. ","type":"Rules","url":"/Rules.aspx?ID=1387","weakness":{}}},{"_index":"aon18","_id":"rules-1388","_score":2.3741803,"_source":{"breadcrumbs":["NPC Gallery","Theme Templates"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1388","markdown":"<title level=\"1\" right=\"Rules\">[Using Theme Templates](/Rules.aspx?ID=1388)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 116 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA theme template provides a number of changes or additional equipment, skills, and abilities that you apply to the creature. Each of the templates in this book briefly introduces the organization the template is meant to represent, followed by a recommendation for effective roleplaying when using a creature with the template.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1389\" />\r\n\r\n<document level=\"2\" id=\"rules-1390\" />\r\n\r\n<document level=\"2\" id=\"rules-1391\" />\r\n\r\n<document level=\"2\" id=\"rules-1392\" />\r\n\r\n<document level=\"2\" id=\"rules-1393\" />","name":"Using Theme Templates","next_link":{"label":"Chapter 5: NPC Gallery","url":"/Rules.aspx?ID=1394"},"previous_link":{"label":"Chapter 4: Variant Rules","url":"/Rules.aspx?ID=1297"},"rarity":"common","release_date":"2019-10-16","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 116 <sup>2.0</sup></row>\r\n\r\nNPC Gallery / Theme Templates\r\n</additional-info>","source":["Character Guide"],"source_raw":["Character Guide pg. 116"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 116 <sup>2.0</sup></row>","speed":{},"text":" Using Theme Templates Source Character Guide pg. 116 2.0 A theme template provides a number of changes or additional equipment, skills, and abilities that you apply to the creature. Each of the templates in this book briefly introduces the organization the template is meant to represent, followed by a recommendation for effective roleplaying when using a creature with the template. ","type":"Rules","url":"/Rules.aspx?ID=1388","weakness":{}}},{"_index":"aon18","_id":"rules-1389","_score":2.3741803,"_source":{"breadcrumbs":["NPC Gallery","Theme Templates","Using Theme Templates"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1389","markdown":"<title level=\"1\" right=\"Rules\">[All Creatures](/Rules.aspx?ID=1389)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 116 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis entry applies to all creatures that have the theme template applied, regardless of level. For example, if a template states to add the [lawful](/Traits.aspx?ID=99) trait and remove the [chaotic](/Traits.aspx?ID=25) trait, that would alter a creature's alignment from chaotic evil to lawful evil.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"All Creatures","next_link":{"label":"Abilities","url":"/Rules.aspx?ID=1390"},"previous_link":{"label":"Chapter 4: Variant Rules","url":"/Rules.aspx?ID=1297"},"rarity":"common","release_date":"2019-10-16","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 116 <sup>2.0</sup></row>\r\n\r\nNPC Gallery / Theme Templates / Using Theme Templates\r\n</additional-info>","source":["Character Guide"],"source_raw":["Character Guide pg. 116"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 116 <sup>2.0</sup></row>","speed":{},"text":" All Creatures Source Character Guide pg. 116 2.0 This entry applies to all creatures that have the theme template applied, regardless of level. For example, if a template states to add the lawful trait and remove the chaotic trait, that would alter a creature's alignment from chaotic evil to lawful evil. ","type":"Rules","url":"/Rules.aspx?ID=1389","weakness":{}}},{"_index":"aon18","_id":"rules-1390","_score":2.3741803,"_source":{"breadcrumbs":["NPC Gallery","Theme Templates","Using Theme Templates"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1390","markdown":"<title level=\"1\" right=\"Rules\">[Abilities](/Rules.aspx?ID=1390)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 117 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAfter any alterations that apply to all creatures, the templates list different entries based on the level of the creature to which the template is being applied. For example, a 5th-level creature would receive both the ability listed under the 1st Level or Higher entry and the 4th Level or Higher entry. Each of these entries are cumulative, meaning it's possible for a creature to gain several abilities or changes based on its level. When you add a theme template at a higher level that grants numerous additional abilities, you should strongly consider removing one of the creature's original abilities to compensate, especially if the new abilities are highly advantageous for the creature. A theme template might even specifically instruct you to remove additional abilities. An alternative, depending on the target level, is to raise the creature's level by 1 and adjust its numerical statistics accordingly, adding the template's abilities without taking anything away. Either way, a template adds abilities based on the creature's final level; for example, if you raise a 6th-level creature to 7th level, adjust its numbers, and add a template, the creature would gain the template abilities from the 7th Level or Higher entry. If the theme template provides a creature with an innate spell or ability that requires a DC, use an appropriate DC based on the creature's level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Abilities","next_link":{"label":"Skills","url":"/Rules.aspx?ID=1391"},"previous_link":{"label":"All Creatures","url":"/Rules.aspx?ID=1389"},"rarity":"common","release_date":"2019-10-16","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 117 <sup>2.0</sup></row>\r\n\r\nNPC Gallery / Theme Templates / Using Theme Templates\r\n</additional-info>","source":["Character Guide"],"source_raw":["Character Guide pg. 117"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 117 <sup>2.0</sup></row>","speed":{},"text":" Abilities Source Character Guide pg. 117 2.0 After any alterations that apply to all creatures, the templates list different entries based on the level of the creature to which the template is being applied. For example, a 5th-level creature would receive both the ability listed under the 1st Level or Higher entry and the 4th Level or Higher entry. Each of these entries are cumulative, meaning it's possible for a creature to gain several abilities or changes based on its level. When you add a theme template at a higher level that grants numerous additional abilities, you should strongly consider removing one of the creature's original abilities to compensate, especially if the new abilities are highly advantageous for the creature. A theme template might even specifically instruct you to remove additional abilities. An alternative, depending on the target level, is to raise the creature's level by 1 and adjust its numerical statistics accordingly, adding the template's abilities without taking anything away. Either way, a template adds abilities based on the creature's final level; for example, if you raise a 6th-level creature to 7th level, adjust its numbers, and add a template, the creature would gain the template abilities from the 7th Level or Higher entry. If the theme template provides a creature with an innate spell or ability that requires a DC, use an appropriate DC based on the creature's level. ","type":"Rules","url":"/Rules.aspx?ID=1390","weakness":{}}},{"_index":"aon18","_id":"rules-1391","_score":2.3741803,"_source":{"breadcrumbs":["NPC Gallery","Theme Templates","Using Theme Templates"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1391","markdown":"<title level=\"1\" right=\"Rules\">[Skills](/Rules.aspx?ID=1391)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 117 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn some cases, a template lists one or more skills that should be added to the base creature's skills. The creature gains this skill as a primary or secondary skill, depending on if it has a good associated ability modifier. For example, a creature with a +5 Dexterity modifier that gains the [Acrobatics](/Skills.aspx?ID=1) skill should gain it as a primary skill, while a creature with a 1 Dexterity modifier should instead gain Acrobatics as a secondary skill. If the creature already had the skill, increase it to a higher bonus.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skills","next_link":{"label":"Equipment","url":"/Rules.aspx?ID=1392"},"previous_link":{"label":"Abilities","url":"/Rules.aspx?ID=1390"},"rarity":"common","release_date":"2019-10-16","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 117 <sup>2.0</sup></row>\r\n\r\nNPC Gallery / Theme Templates / Using Theme Templates\r\n</additional-info>","source":["Character Guide"],"source_raw":["Character Guide pg. 117"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 117 <sup>2.0</sup></row>","speed":{},"text":" Skills Source Character Guide pg. 117 2.0 In some cases, a template lists one or more skills that should be added to the base creature's skills. The creature gains this skill as a primary or secondary skill, depending on if it has a good associated ability modifier. For example, a creature with a +5 Dexterity modifier that gains the Acrobatics skill should gain it as a primary skill, while a creature with a 1 Dexterity modifier should instead gain Acrobatics as a secondary skill. If the creature already had the skill, increase it to a higher bonus. ","type":"Rules","url":"/Rules.aspx?ID=1391","weakness":{}}},{"_index":"aon18","_id":"rules-1392","_score":2.3741803,"_source":{"breadcrumbs":["NPC Gallery","Theme Templates","Using Theme Templates"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1392","markdown":"<title level=\"1\" right=\"Rules\">[Equipment](/Rules.aspx?ID=1392)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 117 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf a creature gains new equipment from a theme template, this equipment should not alter any of the creature's statistics, aside from adding a new Strike if it gains a new weapon, even if the new equipment would normally do so. For example, if a creature gains the Hellknight theme template and replaces its [leather armor](/Armor.aspx?ID=4) with [Hellknight plate](/Armor.aspx?ID=14), the Hellknight plate itself would not alter the creature's AC (although the creature would increase its AC by 1 due to the 1st Level or Higher entry). At your discretion, you can make adjustments for the new equipment, but if you do so, you might give the creature more advantages and disadvantages than the template accounts for.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Equipment","next_link":{"label":"Theme Templates and Monsters","url":"/Rules.aspx?ID=1393"},"previous_link":{"label":"Skills","url":"/Rules.aspx?ID=1391"},"rarity":"common","release_date":"2019-10-16","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 117 <sup>2.0</sup></row>\r\n\r\nNPC Gallery / Theme Templates / Using Theme Templates\r\n</additional-info>","source":["Character Guide"],"source_raw":["Character Guide pg. 117"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 117 <sup>2.0</sup></row>","speed":{},"text":" Equipment Source Character Guide pg. 117 2.0 If a creature gains new equipment from a theme template, this equipment should not alter any of the creature's statistics, aside from adding a new Strike if it gains a new weapon, even if the new equipment would normally do so. For example, if a creature gains the Hellknight theme template and replaces its leather armor with Hellknight plate, the Hellknight plate itself would not alter the creature's AC (although the creature would increase its AC by 1 due to the 1st Level or Higher entry). At your discretion, you can make adjustments for the new equipment, but if you do so, you might give the creature more advantages and disadvantages than the template accounts for. ","type":"Rules","url":"/Rules.aspx?ID=1392","weakness":{}}},{"_index":"aon18","_id":"rules-1393","_score":2.3741803,"_source":{"breadcrumbs":["NPC Gallery","Theme Templates","Using Theme Templates"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1393","markdown":"<title level=\"1\" right=\"Rules\">[Theme Templates and Monsters](/Rules.aspx?ID=1393)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 117 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile these theme templates are mainly intended to be applied to existing NPC stat blocks, they can be applied to other creatures with ease. This can help you create unique or otherwise interesting NPCs, such as a [minotaur](/Monsters.aspx?ID=301) who is a member of the Pathfinder Society or a [ghost](/MonsterFamilies.aspx?ID=51) who serves the Whispering Way. When using these templates, use the one that most represents the creature's intended affiliations; while it is technically possible to have a creature that is a member of multiple organizations, such as a character who is a member of both the Pathfinders and the Hellknights, using more than one template is not recommended, and any templates with mutually incompatible instructions (such as one template that requires the creature to remove the [chaotic](/Traits.aspx?ID=25) trait and gain the [lawful](/Traits.aspx?ID=99) trait and one template that requires the creature to remove the lawful trait and gain the chaotic trait) should not be combined.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Theme Templates and Monsters","next_link":{"label":"Chapter 5: NPC Gallery","url":"/Rules.aspx?ID=1394"},"previous_link":{"label":"Equipment","url":"/Rules.aspx?ID=1392"},"rarity":"common","release_date":"2019-10-16","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Character Guide](/Sources.aspx?ID=12) pg. 117 <sup>2.0</sup></row>\r\n\r\nNPC Gallery / Theme Templates / Using Theme Templates\r\n</additional-info>","source":["Character Guide"],"source_raw":["Character Guide pg. 117"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Character Guide](/Sources.aspx?ID=12) pg. 117 <sup>2.0</sup></row>","speed":{},"text":" Theme Templates and Monsters Source Character Guide pg. 117 2.0 While these theme templates are mainly intended to be applied to existing NPC stat blocks, they can be applied to other creatures with ease. This can help you create unique or otherwise interesting NPCs, such as a minotaur who is a member of the Pathfinder Society or a ghost who serves the Whispering Way. When using these templates, use the one that most represents the creature's intended affiliations; while it is technically possible to have a creature that is a member of multiple organizations, such as a character who is a member of both the Pathfinders and the Hellknights, using more than one template is not recommended, and any templates with mutually incompatible instructions (such as one template that requires the creature to remove the chaotic trait and gain the lawful trait and one template that requires the creature to remove the lawful trait and gain the chaotic trait) should not be combined. ","type":"Rules","url":"/Rules.aspx?ID=1393","weakness":{}}},{"_index":"aon18","_id":"rules-1394","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1394","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 5: NPC Gallery](/Rules.aspx?ID=1394)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMonsters and PCs aren't the only inhabitants of your world. Though they might not be heroes, NPCs can play various roles in your game, such as calling PCs to adventure, serving as obstacles in social encounters, or opposing PCs in battle. This chapter presents almost a hundred NPCs for your game, plus rules to modify them to fit any particular niche.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1396\" />","name":"Chapter 5: NPC Gallery","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=1408"},"previous_link":{"label":"NPC Gallery","url":"/Rules.aspx?ID=1387"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>\n\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 203"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>","speed":{},"text":" Chapter 5: NPC Gallery Source Gamemastery Guide pg. 203 Monsters and PCs aren't the only inhabitants of your world. Though they might not be heroes, NPCs can play various roles in your game, such as calling PCs to adventure, serving as obstacles in social encounters, or opposing PCs in battle. This chapter presents almost a hundred NPCs for your game, plus rules to modify them to fit any particular niche. ","type":"Rules","url":"/Rules.aspx?ID=1394","weakness":{}}},{"_index":"aon18","_id":"rules-1396","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: NPC Gallery"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1396","markdown":"<title level=\"1\" right=\"Rules\">[Using the NPC Gallery](/Rules.aspx?ID=1396)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn this section, you'll find all kinds of NPCs across a variety of categories and roles for you to use in your game. Their levels span from 1 to 8, the range you most often need for stock characters. Since high-level opponents, major villains, ruling monarchs, and the like tend to be unique individuals, you'll likely create those NPCs specifically for the role they serve, using the rules for [Building Creatures](/Rules.aspx?ID=995). But you can never have too many lower-level NPCs on hand when the PCs unexpectedly take an unusually keen interest in an NPC or pick a fight at a roadside tavern.\n\n The level listed on an NPC's stat block is their level assuming they're used in combat; they should be able to hold their own as well as any other creature of that level. But many of these NPCs are primarily noncombatants who are much more skilled in their occupation than they ever would be in combat. To that end, those specialist NPCs' entries also mention a higher level that you would use when the PCs have to compete against them in their area of expertise.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Chapter Map</title>\r\n\r\nThe chapter divides NPCs into 18 sections to make it easier for you to find the types of characters you need for your game. \n<ul><li>[Courtiers](/MonsterFamilies.aspx?ID=181)</li><li>[Criminals](/MonsterFamilies.aspx?ID=182)</li><li>[Devotees](/MonsterFamilies.aspx?ID=183)</li><li>[Downtrodden](/MonsterFamilies.aspx?ID=184)</li><li>[Explorers](/MonsterFamilies.aspx?ID=185)</li><li>[Foresters](/MonsterFamilies.aspx?ID=186)</li><li>[Healers](/MonsterFamilies.aspx?ID=187)</li><li>[Laborers](/MonsterFamilies.aspx?ID=188)</li><li>[Magistrates](/MonsterFamilies.aspx?ID=189)</li><li>[Mercenaries](/MonsterFamilies.aspx?ID=190)</li><li>[Mystics](/MonsterFamilies.aspx?ID=191)</li><li>[Officers](/MonsterFamilies.aspx?ID=192)</li><li>[Performers](/MonsterFamilies.aspx?ID=193)</li><li>[Publicans](/MonsterFamilies.aspx?ID=194)</li><li>[Scholars](/MonsterFamilies.aspx?ID=195)</li><li>[Seafarers](/MonsterFamilies.aspx?ID=196)</li><li>[Tradespeople](/MonsterFamilies.aspx?ID=197)</li><li>[Villains](/MonsterFamilies.aspx?ID=198)</li></ul>\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1397\" />\r\n\r\n<document level=\"2\" id=\"rules-1398\" />\r\n\r\n<document level=\"2\" id=\"rules-1399\" />\r\n\r\n<document level=\"2\" id=\"rules-1400\" />\r\n\r\n<document level=\"2\" id=\"rules-1401\" />\r\n\r\n<document level=\"2\" id=\"rules-1407\" />","name":"Using the NPC Gallery","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=1408"},"previous_link":{"label":"NPC Gallery","url":"/Rules.aspx?ID=1387"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>\r\n\r\nChapter 5: NPC Gallery\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 203"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>","speed":{},"text":" Using the NPC Gallery Source Gamemastery Guide pg. 203 In this section, you'll find all kinds of NPCs across a variety of categories and roles for you to use in your game. Their levels span from 1 to 8, the range you most often need for stock characters. Since high-level opponents, major villains, ruling monarchs, and the like tend to be unique individuals, you'll likely create those NPCs specifically for the role they serve, using the rules for Building Creatures. But you can never have too many lower-level NPCs on hand when the PCs unexpectedly take an unusually keen interest in an NPC or pick a fight at a roadside tavern. The level listed on an NPC's stat block is their level assuming they're used in combat; they should be able to hold their own as well as any other creature of that level. But many of these NPCs are primarily noncombatants who are much more skilled in their occupation than they ever would be in combat. To that end, those specialist NPCs' entries also mention a higher level that you would use when the PCs have to compete against them in their area of expertise. Chapter Map The chapter divides NPCs into 18 sections to make it easier for you to find the types of characters you need for your game. Courtiers Criminals Devotees Downtrodden Explorers Foresters Healers Laborers Magistrates Mercenaries Mystics Officers Performers Publicans Scholars Seafarers Tradespeople Villains ","type":"Rules","url":"/Rules.aspx?ID=1396","weakness":{}}},{"_index":"aon18","_id":"rules-1397","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: NPC Gallery","Using the NPC Gallery"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1397","markdown":"<title level=\"1\" right=\"Rules\">[Customizing NPCs](/Rules.aspx?ID=1397)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe NPCs in this gallery are all [humans](/Ancestries.aspx?ID=6) with no languages besides [Common](/Traits.aspx?ID=28). In some cases, such as human-centric Taldor where Common is the official language, you can most likely use the NPCs in this section as written. But more often, you'll need to make minor adjustments to the details to portray a particular NPC. Since these stat blocks present the most basic possible version for each character, you shouldn't need to remove any statistics or abilities unless your NPC can't speak Common.\n\n The next few sections provide guidelines and ancestry adjustments you can use to quickly customize a default NPC.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Organization and Deity Templates</title>\r\n\r\nIn addition to the templates in this book, the _Pathfinder Lost Omens Character Guide_ presents theme templates to quickly and easily make these NPCs members of various organizations. If you're looking for adherents of a specific deity, _Pathfinder Lost Omens Gods &amp; Magic_ offers a theme template that allows you to customize an NPC to fit any deity, or a deity of your own creation!\r\n</aside>","name":"Customizing NPCs","next_link":{"label":"Adjusting Level","url":"/Rules.aspx?ID=1398"},"previous_link":{"label":"NPC Gallery","url":"/Rules.aspx?ID=1387"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>\r\n\r\nChapter 5: NPC Gallery / Using the NPC Gallery\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 203"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>","speed":{},"text":" Customizing NPCs Source Gamemastery Guide pg. 203 The NPCs in this gallery are all humans with no languages besides Common. In some cases, such as human-centric Taldor where Common is the official language, you can most likely use the NPCs in this section as written. But more often, you'll need to make minor adjustments to the details to portray a particular NPC. Since these stat blocks present the most basic possible version for each character, you shouldn't need to remove any statistics or abilities unless your NPC can't speak Common. The next few sections provide guidelines and ancestry adjustments you can use to quickly customize a default NPC. Organization and Deity Templates In addition to the templates in this book, the Pathfinder Lost Omens Character Guide presents theme templates to quickly and easily make these NPCs members of various organizations. If you're looking for adherents of a specific deity, Pathfinder Lost Omens Gods &amp; Magic offers a theme template that allows you to customize an NPC to fit any deity, or a deity of your own creation! ","type":"Rules","url":"/Rules.aspx?ID=1397","weakness":{}}},{"_index":"aon18","_id":"rules-1398","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: NPC Gallery","Using the NPC Gallery"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1398","markdown":"<title level=\"1\" right=\"Rules\">[Adjusting Level](/Rules.aspx?ID=1398)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes you'll need an NPC that fills a particular role—say an angry drunk— but the level in the stat block presented isn't the right fit for your group. You can start by applying the [elite](/Rules.aspx?ID=790) or [weak](/Rules.aspx?ID=791) adjustments to adjust the NPC's level by 1 in either direction.\n\n If you need to change the NPC's level beyond that, use the values from the tables in [Building Creatures](/Rules.aspx?ID=995), and add or remove special abilities as necessary to suit the NPC's new level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adjusting Level","next_link":{"label":"Changing Alignment","url":"/Rules.aspx?ID=1399"},"previous_link":{"label":"Customizing NPCs","url":"/Rules.aspx?ID=1397"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>\r\n\r\nChapter 5: NPC Gallery / Using the NPC Gallery\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 203"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>","speed":{},"text":" Adjusting Level Source Gamemastery Guide pg. 203 Sometimes you'll need an NPC that fills a particular role—say an angry drunk— but the level in the stat block presented isn't the right fit for your group. You can start by applying the elite or weak adjustments to adjust the NPC's level by 1 in either direction. If you need to change the NPC's level beyond that, use the values from the tables in Building Creatures, and add or remove special abilities as necessary to suit the NPC's new level. ","type":"Rules","url":"/Rules.aspx?ID=1398","weakness":{}}},{"_index":"aon18","_id":"rules-1399","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: NPC Gallery","Using the NPC Gallery"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1399","markdown":"<title level=\"1\" right=\"Rules\">[Changing Alignment](/Rules.aspx?ID=1399)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAside from some obviously aligned NPCs, like the villains, most of the NPCs in this gallery are presented as neutral. If you want to change an NPC's alignment, all you have to do is change their alignment trait. You might consider how the new alignment affects the NPC's personality and adjust their skills accordingly; for instance, a lawful evil [teacher](/NPCs.aspx?ID=948) might have a higher modifier for [Intimidation](/Skills.aspx?ID=7) than [Diplomacy](/Skills.aspx?ID=6).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Changing Alignment","next_link":{"label":"Changing Languages","url":"/Rules.aspx?ID=1400"},"previous_link":{"label":"Adjusting Level","url":"/Rules.aspx?ID=1398"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>\r\n\r\nChapter 5: NPC Gallery / Using the NPC Gallery\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 203"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>","speed":{},"text":" Changing Alignment Source Gamemastery Guide pg. 203 Aside from some obviously aligned NPCs, like the villains, most of the NPCs in this gallery are presented as neutral. If you want to change an NPC's alignment, all you have to do is change their alignment trait. You might consider how the new alignment affects the NPC's personality and adjust their skills accordingly; for instance, a lawful evil teacher might have a higher modifier for Intimidation than Diplomacy. ","type":"Rules","url":"/Rules.aspx?ID=1399","weakness":{}}},{"_index":"aon18","_id":"rules-1400","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: NPC Gallery","Using the NPC Gallery"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1400","markdown":"<title level=\"1\" right=\"Rules\">[Changing Languages](/Rules.aspx?ID=1400)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you need a human character who speaks more languages to fit their backstory, nation of origin, or role, simply add those languages.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Changing Languages","next_link":{"label":"NPC Ancestry Adjustments","url":"/Rules.aspx?ID=1401"},"previous_link":{"label":"Changing Alignment","url":"/Rules.aspx?ID=1399"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>\r\n\r\nChapter 5: NPC Gallery / Using the NPC Gallery\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 203"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 203</row>","speed":{},"text":" Changing Languages Source Gamemastery Guide pg. 203 If you need a human character who speaks more languages to fit their backstory, nation of origin, or role, simply add those languages. ","type":"Rules","url":"/Rules.aspx?ID=1400","weakness":{}}},{"_index":"aon18","_id":"rules-1401","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: NPC Gallery","Using the NPC Gallery"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1401","markdown":"<title level=\"1\" right=\"Rules\">[NPC Ancestry Adjustments](/Rules.aspx?ID=1401)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like [darkvision](/Rules.aspx?ID=415), altered Speed, and unique abilities like a halfling's keen eyes. For other ancestries, you can create similar templates following the same format. In addition to these base changes, you can add the effects of a specific heritage: you might apply the [snow goblin](/Heritages.aspx?ID=19) heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry's strengths and weaknesses. For a [half-elf](/Heritages.aspx?ID=26), [half-orc](/Heritages.aspx?ID=27), or any other heritage essential to the character, you should always apply the heritage effect.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1402\" />\r\n\r\n<document level=\"2\" id=\"rules-1403\" />\r\n\r\n<document level=\"2\" id=\"rules-1404\" />\r\n\r\n<document level=\"2\" id=\"rules-1405\" />\r\n\r\n<document level=\"2\" id=\"rules-1406\" />","name":"NPC Ancestry Adjustments","next_link":{"label":"Making a Specialist","url":"/Rules.aspx?ID=1407"},"previous_link":{"label":"Changing Languages","url":"/Rules.aspx?ID=1400"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\nChapter 5: NPC Gallery / Using the NPC Gallery\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 204"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>","speed":{},"text":" NPC Ancestry Adjustments Source Gamemastery Guide pg. 204 To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like darkvision, altered Speed, and unique abilities like a halfling's keen eyes. For other ancestries, you can create similar templates following the same format. In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry's strengths and weaknesses. For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect. ","type":"Rules","url":"/Rules.aspx?ID=1401","weakness":{}}},{"_index":"aon18","_id":"rules-1402","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: NPC Gallery","Using the NPC Gallery","NPC Ancestry Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1402","markdown":"<title level=\"1\" right=\"Rules\">[Dwarf](/Rules.aspx?ID=1402)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\n<ul><li>Change the [human](/Traits.aspx?ID=90) trait to [dwarf](/Traits.aspx?ID=54).</li><li>Add [Dwarven](/Languages.aspx?ID=3) to the NPC's languages.</li><li>Add [darkvision](/Rules.aspx?ID=415).</li><li>Decrease the NPC's Speed by 5 feet. If the NPC already has a reduced Speed due their armor, consider applying the [Unburdened Iron](/Feats.aspx?ID=5) ancestry feat.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dwarf","next_link":{"label":"Elf","url":"/Rules.aspx?ID=1403"},"previous_link":{"label":"Changing Languages","url":"/Rules.aspx?ID=1400"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\nChapter 5: NPC Gallery / Using the NPC Gallery / NPC Ancestry Adjustments\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 204"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>","speed":{},"text":" Dwarf Source Gamemastery Guide pg. 204 Change the human trait to dwarf. Add Dwarven to the NPC's languages. Add darkvision. Decrease the NPC's Speed by 5 feet. If the NPC already has a reduced Speed due their armor, consider applying the Unburdened Iron ancestry feat. ","type":"Rules","url":"/Rules.aspx?ID=1402","weakness":{}}},{"_index":"aon18","_id":"rules-1403","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: NPC Gallery","Using the NPC Gallery","NPC Ancestry Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1403","markdown":"<title level=\"1\" right=\"Rules\">[Elf](/Rules.aspx?ID=1403)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\n<ul><li>Change the [human](/Traits.aspx?ID=90) trait to [elf](/Traits.aspx?ID=58).</li><li>Add [Elven](/Languages.aspx?ID=4) to the NPC's languages.</li><li>Add [low-light vision](/Rules.aspx?ID=416).</li><li>Increase the NPC's Speed by 5 feet.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Elf","next_link":{"label":"Gnome","url":"/Rules.aspx?ID=1404"},"previous_link":{"label":"Dwarf","url":"/Rules.aspx?ID=1402"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\nChapter 5: NPC Gallery / Using the NPC Gallery / NPC Ancestry Adjustments\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 204"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>","speed":{},"text":" Elf Source Gamemastery Guide pg. 204 Change the human trait to elf. Add Elven to the NPC's languages. Add low-light vision. Increase the NPC's Speed by 5 feet. ","type":"Rules","url":"/Rules.aspx?ID=1403","weakness":{}}},{"_index":"aon18","_id":"rules-1404","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: NPC Gallery","Using the NPC Gallery","NPC Ancestry Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1404","markdown":"<title level=\"1\" right=\"Rules\">[Gnome](/Rules.aspx?ID=1404)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\n<ul><li>Change the [human](/Traits.aspx?ID=90) trait to [gnome](/Traits.aspx?ID=80).</li><li>Add [Gnomish](/Languages.aspx?ID=5) and [Sylvan](/Languages.aspx?ID=10) to the NPC's languages.</li><li>Add [low-light vision](/Rules.aspx?ID=416).</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gnome","next_link":{"label":"Goblin","url":"/Rules.aspx?ID=1405"},"previous_link":{"label":"Elf","url":"/Rules.aspx?ID=1403"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\nChapter 5: NPC Gallery / Using the NPC Gallery / NPC Ancestry Adjustments\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 204"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>","speed":{},"text":" Gnome Source Gamemastery Guide pg. 204 Change the human trait to gnome. Add Gnomish and Sylvan to the NPC's languages. Add low-light vision. ","type":"Rules","url":"/Rules.aspx?ID=1404","weakness":{}}},{"_index":"aon18","_id":"rules-1405","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: NPC Gallery","Using the NPC Gallery","NPC Ancestry Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1405","markdown":"<title level=\"1\" right=\"Rules\">[Goblin](/Rules.aspx?ID=1405)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\n<ul><li>Change the [human](/Traits.aspx?ID=90) trait to [goblin](/Traits.aspx?ID=81).</li><li>Add [Goblin](/Traits.aspx?ID=81) to the NPC's languages.</li><li>Add [darkvision](/Rules.aspx?ID=415).</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Goblin","next_link":{"label":"Halfling","url":"/Rules.aspx?ID=1406"},"previous_link":{"label":"Gnome","url":"/Rules.aspx?ID=1404"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\nChapter 5: NPC Gallery / Using the NPC Gallery / NPC Ancestry Adjustments\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 204"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>","speed":{},"text":" Goblin Source Gamemastery Guide pg. 204 Change the human trait to goblin. Add Goblin to the NPC's languages. Add darkvision. ","type":"Rules","url":"/Rules.aspx?ID=1405","weakness":{}}},{"_index":"aon18","_id":"rules-1406","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: NPC Gallery","Using the NPC Gallery","NPC Ancestry Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1406","markdown":"<title level=\"1\" right=\"Rules\">[Halfling](/Rules.aspx?ID=1406)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\n<ul><li>Change the [human](/Traits.aspx?ID=90) trait to [halfling](/Traits.aspx?ID=87).</li><li>Add [Halfling](/Traits.aspx?ID=87) to the NPC's languages.</li><li>Add the keen eyes ability below.</li></ul> \n\n### Keen Eyes\n Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the [Seek](/Actions.aspx?ID=84) action to find [hidden](/Conditions.aspx?ID=22) or [undetected](/Conditions.aspx?ID=39) creatures within 30 feet of you. When you target an opponent that is [concealed](/Conditions.aspx?ID=4) from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Halfling","next_link":{"label":"Making a Specialist","url":"/Rules.aspx?ID=1407"},"previous_link":{"label":"Goblin","url":"/Rules.aspx?ID=1405"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\nChapter 5: NPC Gallery / Using the NPC Gallery / NPC Ancestry Adjustments\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 204"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>","speed":{},"text":" Halfling Source Gamemastery Guide pg. 204 Change the human trait to halfling. Add Halfling to the NPC's languages. Add the keen eyes ability below. ### Keen Eyes Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. ","type":"Rules","url":"/Rules.aspx?ID=1406","weakness":{}}},{"_index":"aon18","_id":"rules-1407","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: NPC Gallery","Using the NPC Gallery"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1407","markdown":"<title level=\"1\" right=\"Rules\">[Making a Specialist](/Rules.aspx?ID=1407)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese NPCs contain several specialists, such as barristers and navigators, who are a higher-level challenge at their specialty than in combat, and often have a special ability related to it. To make your own specialists, you can easily switch out skills, but you might want to use the following special abilities to make those NPCs more evocative! \n\n**Butter Up** ([emotion](/Traits.aspx?ID=60), [mental](/Traits.aspx?ID=106)) When someone eats a dish or treat made by this NPC, the NPC can attempt a [Baking Lore](/Skills.aspx?ID=8), Cooking Lore, or similar check against that creature's Will DC, with the same results as the [Make an Impression](/Actions.aspx?ID=50) action of [Diplomacy](/Skills.aspx?ID=6). If more than one creature partakes, the NPC uses the same check result against each creature's Will DC. \n\n**Call Your Bluff** When gambling, the NPC may use [Games Lore](/Skills.aspx?ID=8) to [Sense Motive](/Actions.aspx?ID=85) instead of Perception. \n\n**Child Care** When treating infants, the NPC can use their [Midwifery Lore](/Skills.aspx?ID=8) skill in place of [Medicine](/Skills.aspx?ID=9), and can use Medicine's trained actions on infants. \n\n**Find Footing** <actions string=\"Single Action\" /> ([concentrate](/Traits.aspx?ID=32)) The NPC attempts an [Architecture Lore](/Skills.aspx?ID=8), Engineering Lore, or similar skill check to find a stable path across uneven ground. This grants them and anyone they share this information with a +2 circumstance bonus on [Acrobatics](/Skills.aspx?ID=1) checks to [Balance](/Actions.aspx?ID=28) across that ground. \n\n**Gone Fishing** The NPC can use [Fishing Lore](/Skills.aspx?ID=8) to [Track](/Actions.aspx?ID=66) aquatic creatures or to [Aid](/Actions.aspx?ID=75) checks to Track them. \n\n**Local Lore** When they first meet a given person from their home settlement, the NPC can automatically attempt one check to [Recall Knowledge](/Actions.aspx?ID=26) about that person. This uses the [Lore](/Skills.aspx?ID=8) skill for that settlement. \n\n**Quick Transcription** The NPC can attempt to copy a document faster than normal, provided they don't alter the content. They attempt a [Scribing Lore](/Skills.aspx?ID=8) check, completing the task in half the time on a success (one-quarter on a critical success).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Making a Specialist","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=1408"},"previous_link":{"label":"NPC Ancestry Adjustments","url":"/Rules.aspx?ID=1401"},"rarity":"common","release_date":"2020-02-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>\r\n\r\nChapter 5: NPC Gallery / Using the NPC Gallery\r\n</additional-info>","source":["Gamemastery Guide"],"source_raw":["Gamemastery Guide pg. 204"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 204</row>","speed":{},"text":" Making a Specialist Source Gamemastery Guide pg. 204 These NPCs contain several specialists, such as barristers and navigators, who are a higher-level challenge at their specialty than in combat, and often have a special ability related to it. To make your own specialists, you can easily switch out skills, but you might want to use the following special abilities to make those NPCs more evocative! Butter Up (emotion, mental) When someone eats a dish or treat made by this NPC, the NPC can attempt a Baking Lore, Cooking Lore, or similar check against that creature's Will DC, with the same results as the Make an Impression action of Diplomacy. If more than one creature partakes, the NPC uses the same check result against each creature's Will DC. Call Your Bluff When gambling, the NPC may use Games Lore to Sense Motive instead of Perception. Child Care When treating infants, the NPC can use their Midwifery Lore skill in place of Medicine, and can use Medicine's trained actions on infants. Find Footing Single Action (concentrate) The NPC attempts an Architecture Lore, Engineering Lore, or similar skill check to find a stable path across uneven ground. This grants them and anyone they share this information with a +2 circumstance bonus on Acrobatics checks to Balance across that ground. Gone Fishing The NPC can use Fishing Lore to Track aquatic creatures or to Aid checks to Track them. Local Lore When they first meet a given person from their home settlement, the NPC can automatically attempt one check to Recall Knowledge about that person. This uses the Lore skill for that settlement. Quick Transcription The NPC can attempt to copy a document faster than normal, provided they don't alter the content. They attempt a Scribing Lore check, completing the task in half the time on a success (one-quarter on a critical success). ","type":"Rules","url":"/Rules.aspx?ID=1407","weakness":{}}},{"_index":"aon18","_id":"rules-1408","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1408","markdown":"<title level=\"1\" right=\"Rules\">[Introduction](/Rules.aspx?ID=1408)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 4 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPathfinder is a game of imagination where you can bring nearly any idea to life. The _Core Rulebook_ provides classic options to play a countless variety of customizable characters. This book expands those core options, giving you even more ways to play the character you want!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1409\" />\r\n\r\n<document level=\"2\" id=\"rules-1410\" />","name":"Introduction","next_link":{"label":"Chapter 1: Ancestries & Backgrounds","url":"/Rules.aspx?ID=1412"},"previous_link":{"label":"Chapter 5: NPC Gallery","url":"/Rules.aspx?ID=1394"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 4 <sup>2.0</sup></row>\n\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 4"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 4 <sup>2.0</sup></row>","speed":{},"text":" Introduction Source Advanced Player's Guide pg. 4 2.0 Pathfinder is a game of imagination where you can bring nearly any idea to life. The Core Rulebook provides classic options to play a countless variety of customizable characters. This book expands those core options, giving you even more ways to play the character you want! ","type":"Rules","url":"/Rules.aspx?ID=1408","weakness":{}}},{"_index":"aon18","_id":"rules-1409","_score":2.3741803,"_source":{"breadcrumbs":["Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1409","markdown":"<title level=\"1\" right=\"Rules\">[More of Everything](/Rules.aspx?ID=1409)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 4 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe _Advanced Player's Guide_ expands upon the options for player characters provided in the Pathfinder _Core Rulebook_. Along with the new ancestries and classes summarized on the following page, there are also expanded rules for the existing ancestries and classes. Following these new options is an entire chapter of new archetypes, including multiclass archetypes for the four new classes as well as a huge selection of archetypes suitable for any character. New backgrounds, additional general feats and skill feats, and a bevy of new spells, equipment, and treasure round out your character's adventuring kit.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"More of Everything","next_link":{"label":"How to Use This Book","url":"/Rules.aspx?ID=1410"},"previous_link":{"label":"Chapter 5: NPC Gallery","url":"/Rules.aspx?ID=1394"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 4 <sup>2.0</sup></row>\r\n\r\nIntroduction\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 4"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 4 <sup>2.0</sup></row>","speed":{},"text":" More of Everything Source Advanced Player's Guide pg. 4 2.0 The Advanced Player's Guide expands upon the options for player characters provided in the Pathfinder Core Rulebook . Along with the new ancestries and classes summarized on the following page, there are also expanded rules for the existing ancestries and classes. Following these new options is an entire chapter of new archetypes, including multiclass archetypes for the four new classes as well as a huge selection of archetypes suitable for any character. New backgrounds, additional general feats and skill feats, and a bevy of new spells, equipment, and treasure round out your character's adventuring kit. ","type":"Rules","url":"/Rules.aspx?ID=1409","weakness":{}}},{"_index":"aon18","_id":"rules-1410","_score":2.3741803,"_source":{"breadcrumbs":["Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1410","markdown":"<title level=\"1\" right=\"Rules\">[How to Use This Book](/Rules.aspx?ID=1410)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 4 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe options in this book expand upon the rules contained in the _Core Rulebook_, and that book is required to use the Pathfinder _Advanced Player's Guide_. Some rules of this book indicate other material found in this book with page references. Other products referencing the rules in this book may do so using the superscript citation “APG.”\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1411\" />","name":"How to Use This Book","next_link":{"label":"Chapter 1: Ancestries & Backgrounds","url":"/Rules.aspx?ID=1412"},"previous_link":{"label":"More of Everything","url":"/Rules.aspx?ID=1409"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 4 <sup>2.0</sup></row>\r\n\r\nIntroduction\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 4"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 4 <sup>2.0</sup></row>","speed":{},"text":" How to Use This Book Source Advanced Player's Guide pg. 4 2.0 The options in this book expand upon the rules contained in the Core Rulebook , and that book is required to use the Pathfinder Advanced Player's Guide . Some rules of this book indicate other material found in this book with page references. Other products referencing the rules in this book may do so using the superscript citation “APG.” ","type":"Rules","url":"/Rules.aspx?ID=1410","weakness":{}}},{"_index":"aon18","_id":"rules-1411","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","How to Use This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1411","markdown":"<title level=\"1\" right=\"Rules\">[Access Entries](/Rules.aspx?ID=1411)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 4 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes, a stat block for an uncommon rules element includes an Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry, such as hailing from a particular locale or being a member of a particular organization, gains access to the rules element. For instance, a [draconic bloodline sorcerer](/Bloodlines.aspx?ID=5) gains access to the [dragon disciple archetype](/Archetypes.aspx?ID=56), even though the archetype is uncommon.\n\n As always, the GM has the final say on who can access uncommon or rarer options, or whether specific options are allowed in the game at all. They may decide that a character's upbringing or abilities make sense for a specific rules option and grant them access even if the character doesn't automatically qualify, or they may decide that same option can't be taken by anyone at all.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Access Entries","next_link":{"label":"Chapter 1: Ancestries & Backgrounds","url":"/Rules.aspx?ID=1412"},"previous_link":{"label":"More of Everything","url":"/Rules.aspx?ID=1409"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 4 <sup>2.0</sup></row>\r\n\r\nIntroduction / How to Use This Book\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 4"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 4 <sup>2.0</sup></row>","speed":{},"text":" Access Entries Source Advanced Player's Guide pg. 4 2.0 Sometimes, a stat block for an uncommon rules element includes an Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry, such as hailing from a particular locale or being a member of a particular organization, gains access to the rules element. For instance, a draconic bloodline sorcerer gains access to the dragon disciple archetype, even though the archetype is uncommon. As always, the GM has the final say on who can access uncommon or rarer options, or whether specific options are allowed in the game at all. They may decide that a character's upbringing or abilities make sense for a specific rules option and grant them access even if the character doesn't automatically qualify, or they may decide that same option can't be taken by anyone at all. ","type":"Rules","url":"/Rules.aspx?ID=1411","weakness":{}}},{"_index":"aon18","_id":"rules-1412","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1412","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 1: Ancestries &amp; Backgrounds](/Rules.aspx?ID=1412)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour character's ancestry and background tell the story of who you were before you became an adventurer, as well as who you might strive to become one day. But not everyone fits neatly into the most common ancestries or backgrounds. You might be a birdlike tengu, a scaled kobold, or a curious catfolk, with a one-of-a-kind background in your story. Perhaps your ancestry has mixed with the blood of angels or demons. Only you can decide! This chapter expands your starting character options from those in the Core Rulebook, including each of the following sections.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Uncommon Ancestries and Heritages</title>\r\n\r\nEach new ancestry in this book is [uncommon](/Traits.aspx?ID=159). Though uncommon elements of the game are usually acquired during play, you choose your ancestry and heritage at the beginning of the game. This means you should talk to your group and GM about which uncommon ancestries and heritages make sense for the story. In the piratical Shackles, [tengus](/Ancestries.aspx?ID=21) are a regular sight. But they're even more common in the eastern continent of Tian Xia, where [halflings](/Ancestries.aspx?ID=5) and [dwarves](/Ancestries.aspx?ID=1) are uncommon! Even if your chosen ancestry isn't particularly common in the area where the story takes place, most times you can work with your GM and the other players to find a great way to incorporate that character into the narrative. For these options, the uncommon trait just means you should take that extra step to talk about it first. In a Pathfinder Adventure Path, the accompanying player's guide might include information about additional uncommon options that make sense for that story and its region and grant you automatic access to play them during those adventures.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1413\" />\r\n\r\n<document level=\"2\" id=\"rules-1414\" />\r\n\r\n<document level=\"2\" id=\"rules-1415\" />\r\n\r\n<document level=\"2\" id=\"rules-1416\" />\r\n\r\n<document level=\"2\" id=\"rules-1417\" />\r\n\r\n<document level=\"2\" id=\"rules-1427\" />","name":"Chapter 1: Ancestries & Backgrounds","next_link":{"label":"Chapter 2: Classes","url":"/Rules.aspx?ID=1430"},"previous_link":{"label":"Introduction","url":"/Rules.aspx?ID=1408"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>\n\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>","speed":{},"text":" Chapter 1: Ancestries &amp; Backgrounds Source Advanced Player's Guide pg. 7 2.0 Your character's ancestry and background tell the story of who you were before you became an adventurer, as well as who you might strive to become one day. But not everyone fits neatly into the most common ancestries or backgrounds. You might be a birdlike tengu, a scaled kobold, or a curious catfolk, with a one-of-a-kind background in your story. Perhaps your ancestry has mixed with the blood of angels or demons. Only you can decide! This chapter expands your starting character options from those in the Core Rulebook, including each of the following sections. Uncommon Ancestries and Heritages Each new ancestry in this book is uncommon. Though uncommon elements of the game are usually acquired during play, you choose your ancestry and heritage at the beginning of the game. This means you should talk to your group and GM about which uncommon ancestries and heritages make sense for the story. In the piratical Shackles, tengus are a regular sight. But they're even more common in the eastern continent of Tian Xia, where halflings and dwarves are uncommon! Even if your chosen ancestry isn't particularly common in the area where the story takes place, most times you can work with your GM and the other players to find a great way to incorporate that character into the narrative. For these options, the uncommon trait just means you should take that extra step to talk about it first. In a Pathfinder Adventure Path, the accompanying player's guide might include information about additional uncommon options that make sense for that story and its region and grant you automatic access to play them during those adventures. ","type":"Rules","url":"/Rules.aspx?ID=1412","weakness":{}}},{"_index":"aon18","_id":"rules-1413","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1413","markdown":"<title level=\"1\" right=\"Rules\">[Ancestries](/Rules.aspx?ID=1413)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nExpand beyond the populous ancestries found in the _Core Rulebook_. The ancestry entry format is described [here](/Rules.aspx?ID=119). \n<ul><li>**[Catfolk](/Ancestries.aspx?ID=17)**, or amurruns, are humanoid felines who believe they were created to protect the wilderness from great danger.</li><li>**[Kobolds](/Ancestries.aspx?ID=18)** are small reptiles connected to dragons and fond of traps.</li><li>**[Orcs](/Ancestries.aspx?ID=19)** are warlike and honest people who respect strength, toughness, and survival above all.</li><li>**[Ratfolk](/Ancestries.aspx?ID=20)** , or ysoki, pack into tight spaces and are markedly industrious and fastidious.</li><li>**[Tengus](/Ancestries.aspx?ID=21)** are corvid-like humanoids with an affinity for blades and the rumored mystical ability to absorb bad luck.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ancestries","next_link":{"label":"Versatile Heritages","url":"/Rules.aspx?ID=1414"},"previous_link":{"label":"Introduction","url":"/Rules.aspx?ID=1408"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>","speed":{},"text":" Ancestries Source Advanced Player's Guide pg. 7 2.0 Expand beyond the populous ancestries found in the Core Rulebook . The ancestry entry format is described here. Catfolk , or amurruns, are humanoid felines who believe they were created to protect the wilderness from great danger. Kobolds are small reptiles connected to dragons and fond of traps. Orcs are warlike and honest people who respect strength, toughness, and survival above all. Ratfolk , or ysoki, pack into tight spaces and are markedly industrious and fastidious. Tengus are corvid-like humanoids with an affinity for blades and the rumored mystical ability to absorb bad luck. ","type":"Rules","url":"/Rules.aspx?ID=1413","weakness":{}}},{"_index":"aon18","_id":"rules-1414","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1414","markdown":"<title level=\"1\" right=\"Rules\">[Versatile Heritages](/Rules.aspx?ID=1414)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile the _Core Rulebook_ presented heritages as subgroups of a particular ancestry, certain heritages can occur across all ancestries. For instance, if your mother was a hag, you could be a changeling whether you're a human, orc, or catfolk. Rules for versatile heritages are found on page 28. \n<ul><li>**[Changelings](/Ancestries.aspx?ID=22)** are the children of [hags](/MonsterFamilies.aspx?ID=59), left as foundlings and subject to the danger of their mother's tempting call.</li><li>**[Dhampirs](/Ancestries.aspx?ID=23)** are part [vampires](/MonsterFamilies.aspx?ID=97) due to an early connection to vampire blood.</li><li>**Planar Scions** (page 34) are descended from a distant planar ancestor or tied strongly to another plane. This book details the celestial [aasimars](/Ancestries.aspx?ID=24), [psychopomp](/MonsterFamilies.aspx?ID=83)-tied [duskwalkers](/Ancestries.aspx?ID=25), and fiendish [tieflings](/Ancestries.aspx?ID=26).</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Versatile Heritages","next_link":{"label":"Ancestry Options","url":"/Rules.aspx?ID=1415"},"previous_link":{"label":"Ancestries","url":"/Rules.aspx?ID=1413"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>","speed":{},"text":" Versatile Heritages Source Advanced Player's Guide pg. 7 2.0 While the Core Rulebook presented heritages as subgroups of a particular ancestry, certain heritages can occur across all ancestries. For instance, if your mother was a hag, you could be a changeling whether you're a human, orc, or catfolk. Rules for versatile heritages are found on page 28. Changelings are the children of hags, left as foundlings and subject to the danger of their mother's tempting call. Dhampirs are part vampires due to an early connection to vampire blood. Planar Scions (page 34) are descended from a distant planar ancestor or tied strongly to another plane. This book details the celestial aasimars, psychopomp-tied duskwalkers, and fiendish tieflings. ","type":"Rules","url":"/Rules.aspx?ID=1414","weakness":{}}},{"_index":"aon18","_id":"rules-1415","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1415","markdown":"<title level=\"1\" right=\"Rules\">[Ancestry Options](/Rules.aspx?ID=1415)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNew heritages and ancestry feats expand on the Core Rulebook ancestries. \n<ul><li>[**Dwarves**](/Ancestries.aspx?ID=1)</li><li>[**Elves**](/Ancestries.aspx?ID=2)</li><li>[**Gnomes**](/Ancestries.aspx?ID=3)</li><li>[**Goblins**](/Ancestries.aspx?ID=4)</li><li>[**Halflings**](/Ancestries.aspx?ID=5)</li><li>[**Humans**](/Ancestries.aspx?ID=6)</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ancestry Options","next_link":{"label":"Backgrounds","url":"/Rules.aspx?ID=1416"},"previous_link":{"label":"Versatile Heritages","url":"/Rules.aspx?ID=1414"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>","speed":{},"text":" Ancestry Options Source Advanced Player's Guide pg. 7 2.0 New heritages and ancestry feats expand on the Core Rulebook ancestries. Dwarves Elves Gnomes Goblins Halflings Humans ","type":"Rules","url":"/Rules.aspx?ID=1415","weakness":{}}},{"_index":"aon18","_id":"rules-1416","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1416","markdown":"<title level=\"1\" right=\"Rules\">[Backgrounds](/Rules.aspx?ID=1416)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis chapter contains new backgrounds for characters from all walks of life, from bandits to teachers. This section also includes a set of special rare backgrounds that you and your GM might agree to use in a campaign.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Rare and Unique Backgrounds</title>\r\n\r\nSome backgrounds have enough story weight that you need to work with the rest of your group to determine if they're right for a particular story, like being heir to a throne.\r\n</aside>","name":"Backgrounds","next_link":{"label":"Versatile Heritages","url":"/Rules.aspx?ID=1417"},"previous_link":{"label":"Ancestry Options","url":"/Rules.aspx?ID=1415"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 7 <sup>2.0</sup></row>","speed":{},"text":" Backgrounds Source Advanced Player's Guide pg. 7 2.0 This chapter contains new backgrounds for characters from all walks of life, from bandits to teachers. This section also includes a set of special rare backgrounds that you and your GM might agree to use in a campaign. Rare and Unique Backgrounds Some backgrounds have enough story weight that you need to work with the rest of your group to determine if they're right for a particular story, like being heir to a throne. ","type":"Rules","url":"/Rules.aspx?ID=1416","weakness":{}}},{"_index":"aon18","_id":"rules-1417","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1417","markdown":"<title level=\"1\" right=\"Rules\">[Versatile Heritages](/Rules.aspx?ID=1417)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 28 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe peoples of Golarion are many, and they have a long history of intermingling. The inevitable offspring of these mixed unions share physiological features with both their parents, manifesting as a specific heritage. The most common of these by far are the half-elf and half-orc human ancestries. Some individuals, however, are born under far stranger circumstances, such as a monstrous, undead, or extraplanar parent, a powerful curse, or an incursion of extraplanar energies. As these circumstances aren't unique to a single ancestry, these heritages—called versatile heritages—are likewise shared by many ancestries.\n\n Golarion is home to a variety of versatile heritages. Some are born to unusual creatures or arise through specific mundane or supernatural circumstances. Many, however, result from an infusion of extraplanar energy, whether through direct parentage, more distant ancestors, or simply direct exposure to the quintessence of that plane. These individuals are known as planar scions.\n\n Because the circumstances that give rise to versatile heritages aren't limited to a single ancestry, a versatile heritage can be chosen by a character of nearly any ancestry. Some versatile heritages are more common among some ancestries than others, and some might list additional restrictions specific to that heritage. Your GM may place other restrictions on which ancestries can use a given versatile heritage based on the story and setting.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Many Ancestries</title>\r\n\r\nThough a character can have only one heritage, it doesn't mean characters with lineages tracing back to multiple ancestries or heritages don't exist. It's certainly possible for a [dhampir](/Ancestries.aspx?ID=23) to be born to a [half-elf](/Ancestries.aspx?ID=7) mother, or for a [duskwalker](/Ancestries.aspx?ID=25) to appear in a community of [death warden](/Heritages.aspx?ID=2) [dwarves](/Ancestries.aspx?ID=1). In these cases, the influence of the versatile heritage overshadows the other heritage—the dhampir heritage overshadows the half-elf heritage, and the duskwalker abilities replace those of the death warden dwarf heritage. So while, superficially, a character might bear a resemblance to both heritages, mechanically, they only gain the benefits of the versatile heritage.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Supernatural Origins</title>\r\n\r\nThe circumstances that give rise to individuals with versatile heritages vary widely, from direct biological descendance to clandestine rituals, planar incursions, or unique mystical phenomena. It's up to you to decide the details of your character's heritage and how they came into being. The sections in this book provide some broad suggestions that you can use as a jumping-off point, but these aren't restrictions. [Hags](/MonsterFamilies.aspx?ID=59), for example, typically give birth to mammalian offspring, but they are devious creatures and might just as easily change form to that of a [kobold](/Ancestries.aspx?ID=18) long enough to hatch a [changeling](/Ancestries.aspx?ID=22) kobold child—or perhaps your changeling character arose as a result of a hag's occult meddling rather than direct lineage. It's your story to tell!\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1418\" />\r\n\r\n<document level=\"2\" id=\"rules-1420\" />","name":"Versatile Heritages","next_link":{"label":"Backgrounds","url":"/Rules.aspx?ID=1427"},"previous_link":{"label":"Backgrounds","url":"/Rules.aspx?ID=1416"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 28 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 28"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 28 <sup>2.0</sup></row>","speed":{},"text":" Versatile Heritages Source Advanced Player's Guide pg. 28 2.0 The peoples of Golarion are many, and they have a long history of intermingling. The inevitable offspring of these mixed unions share physiological features with both their parents, manifesting as a specific heritage. The most common of these by far are the half-elf and half-orc human ancestries. Some individuals, however, are born under far stranger circumstances, such as a monstrous, undead, or extraplanar parent, a powerful curse, or an incursion of extraplanar energies. As these circumstances aren't unique to a single ancestry, these heritages—called versatile heritages—are likewise shared by many ancestries. Golarion is home to a variety of versatile heritages. Some are born to unusual creatures or arise through specific mundane or supernatural circumstances. Many, however, result from an infusion of extraplanar energy, whether through direct parentage, more distant ancestors, or simply direct exposure to the quintessence of that plane. These individuals are known as planar scions. Because the circumstances that give rise to versatile heritages aren't limited to a single ancestry, a versatile heritage can be chosen by a character of nearly any ancestry. Some versatile heritages are more common among some ancestries than others, and some might list additional restrictions specific to that heritage. Your GM may place other restrictions on which ancestries can use a given versatile heritage based on the story and setting. Many Ancestries Though a character can have only one heritage, it doesn't mean characters with lineages tracing back to multiple ancestries or heritages don't exist. It's certainly possible for a dhampir to be born to a half-elf mother, or for a duskwalker to appear in a community of death warden dwarves. In these cases, the influence of the versatile heritage overshadows the other heritage—the dhampir heritage overshadows the half-elf heritage, and the duskwalker abilities replace those of the death warden dwarf heritage. So while, superficially, a character might bear a resemblance to both heritages, mechanically, they only gain the benefits of the versatile heritage. Supernatural Origins The circumstances that give rise to individuals with versatile heritages vary widely, from direct biological descendance to clandestine rituals, planar incursions, or unique mystical phenomena. It's up to you to decide the details of your character's heritage and how they came into being. The sections in this book provide some broad suggestions that you can use as a jumping-off point, but these aren't restrictions. Hags, for example, typically give birth to mammalian offspring, but they are devious creatures and might just as easily change form to that of a kobold long enough to hatch a changeling kobold child—or perhaps your changeling character arose as a result of a hag's occult meddling rather than direct lineage. It's your story to tell! ","type":"Rules","url":"/Rules.aspx?ID=1417","weakness":{}}},{"_index":"aon18","_id":"rules-1418","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds","Versatile Heritages"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1418","markdown":"<title level=\"1\" right=\"Rules\">[Playing a Versatile Heritage](/Rules.aspx?ID=1418)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 28 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo play a character with a versatile heritage, first select your ancestry, just like you would for any character. You gain Hit Points, size, Speed, ability boosts and ability flaws, languages, traits, and other abilities from that ancestry. Then, instead of choosing a heritage from those normally available to that ancestry, apply your chosen versatile heritage. You gain all the features from your versatile heritage, some of which might modify or replace statistics, abilities, or traits from your ancestry.\n\n Since a versatile heritage is a heritage, you can have only one, and you can't have any other heritage in addition to your versatile heritage.\n\n Sometimes a versatile heritage might give you an ability that conflicts with an ability from your ancestry. In these cases, you choose which of the conflicting abilities your character has.\n\n When selecting ancestry feats, you can choose from those available to your ancestry as well as those specific to your versatile heritage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1419\" />","name":"Playing a Versatile Heritage","next_link":{"label":"In This Book","url":"/Rules.aspx?ID=1420"},"previous_link":{"label":"Backgrounds","url":"/Rules.aspx?ID=1416"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 28 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds / Versatile Heritages\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 28"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 28 <sup>2.0</sup></row>","speed":{},"text":" Playing a Versatile Heritage Source Advanced Player's Guide pg. 28 2.0 To play a character with a versatile heritage, first select your ancestry, just like you would for any character. You gain Hit Points, size, Speed, ability boosts and ability flaws, languages, traits, and other abilities from that ancestry. Then, instead of choosing a heritage from those normally available to that ancestry, apply your chosen versatile heritage. You gain all the features from your versatile heritage, some of which might modify or replace statistics, abilities, or traits from your ancestry. Since a versatile heritage is a heritage, you can have only one, and you can't have any other heritage in addition to your versatile heritage. Sometimes a versatile heritage might give you an ability that conflicts with an ability from your ancestry. In these cases, you choose which of the conflicting abilities your character has. When selecting ancestry feats, you can choose from those available to your ancestry as well as those specific to your versatile heritage. ","type":"Rules","url":"/Rules.aspx?ID=1418","weakness":{}}},{"_index":"aon18","_id":"rules-1419","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds","Versatile Heritages","Playing a Versatile Heritage"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1419","markdown":"<title level=\"1\" right=\"Rules\">[Lineage Feats](/Rules.aspx?ID=1419)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 28 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome ancestry feats within a versatile heritage have the lineage trait. These feats specify a physiological lineage your character has—such as the type of [hag](/MonsterFamilies.aspx?ID=59) that birthed a changeling character, or the type of fiend that influenced a tiefling's birth. You can have only one lineage feat; you can select such a feat only at 1st level, and you can't retrain into or out of this feat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Lineage Feats","next_link":{"label":"In This Book","url":"/Rules.aspx?ID=1420"},"previous_link":{"label":"Backgrounds","url":"/Rules.aspx?ID=1416"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 28 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds / Versatile Heritages / Playing a Versatile Heritage\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 28"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 28 <sup>2.0</sup></row>","speed":{},"text":" Lineage Feats Source Advanced Player's Guide pg. 28 2.0 Some ancestry feats within a versatile heritage have the lineage trait. These feats specify a physiological lineage your character has—such as the type of hag that birthed a changeling character, or the type of fiend that influenced a tiefling's birth. You can have only one lineage feat; you can select such a feat only at 1st level, and you can't retrain into or out of this feat. ","type":"Rules","url":"/Rules.aspx?ID=1419","weakness":{}}},{"_index":"aon18","_id":"rules-1420","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds","Versatile Heritages"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1420","markdown":"<title level=\"1\" right=\"Rules\">[In This Book](/Rules.aspx?ID=1420)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis book includes the rules for five versatile heritages, including three planar scions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1421\" />\r\n\r\n<document level=\"2\" id=\"rules-1422\" />\r\n\r\n<document level=\"2\" id=\"rules-1423\" />","name":"In This Book","next_link":{"label":"Backgrounds","url":"/Rules.aspx?ID=1427"},"previous_link":{"label":"Playing a Versatile Heritage","url":"/Rules.aspx?ID=1418"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds / Versatile Heritages\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>","speed":{},"text":" In This Book Source Advanced Player's Guide pg. 29 2.0 This book includes the rules for five versatile heritages, including three planar scions. ","type":"Rules","url":"/Rules.aspx?ID=1420","weakness":{}}},{"_index":"aon18","_id":"rules-1421","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds","Versatile Heritages","In This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1421","markdown":"<title level=\"1\" right=\"Rules\">[Changeling](/Rules.aspx?ID=1421)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nChildren of the malevolent, magical crones known as [hags](/MonsterFamilies.aspx?ID=59), changelings share some of their mothers' abilities, such as sharp claws and occult magic. Many changelings experience or dread the psychic summons of their hag mothers, known as the Call, urging them to seek out their mothers so they might be transformed into hags themselves.\n\n Changeling lineages affect the appearance of one of the changeling's eyes, and are as follows: brine may for the child of a [sea hag](/Monsters.aspx?ID=254), callow may for a [green hag](/Monsters.aspx?ID=255), dream may for a [night hag](/Monsters.aspx?ID=257), and slag may for an [annis hag](/Monsters.aspx?ID=256).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Changeling","next_link":{"label":"Dhampir","url":"/Rules.aspx?ID=1422"},"previous_link":{"label":"Playing a Versatile Heritage","url":"/Rules.aspx?ID=1418"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds / Versatile Heritages / In This Book\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>","speed":{},"text":" Changeling Source Advanced Player's Guide pg. 29 2.0 Children of the malevolent, magical crones known as hags, changelings share some of their mothers' abilities, such as sharp claws and occult magic. Many changelings experience or dread the psychic summons of their hag mothers, known as the Call, urging them to seek out their mothers so they might be transformed into hags themselves. Changeling lineages affect the appearance of one of the changeling's eyes, and are as follows: brine may for the child of a sea hag, callow may for a green hag, dream may for a night hag, and slag may for an annis hag. ","type":"Rules","url":"/Rules.aspx?ID=1421","weakness":{}}},{"_index":"aon18","_id":"rules-1422","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds","Versatile Heritages","In This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1422","markdown":"<title level=\"1\" right=\"Rules\">[Dhampir](/Rules.aspx?ID=1422)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe mortal offspring of undead [vampires](/MonsterFamilies.aspx?ID=97) are caught between life and undeath, mortality and immortality, mundane existence and powerful magic. Dhampirs enjoy long life spans and otherworldly charm, but their ghostly pallor and the nature of their parentage make their lives in humanoid societies difficult.\n\n The two lineages for dhampirs found here are the svetocher, who come from the most common vampires called the moroi, and the straveika, born of the aged and unsettling nosferatu.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dhampir","next_link":{"label":"Planar Scions","url":"/Rules.aspx?ID=1423"},"previous_link":{"label":"Changeling","url":"/Rules.aspx?ID=1421"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds / Versatile Heritages / In This Book\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>","speed":{},"text":" Dhampir Source Advanced Player's Guide pg. 29 2.0 The mortal offspring of undead vampires are caught between life and undeath, mortality and immortality, mundane existence and powerful magic. Dhampirs enjoy long life spans and otherworldly charm, but their ghostly pallor and the nature of their parentage make their lives in humanoid societies difficult. The two lineages for dhampirs found here are the svetocher, who come from the most common vampires called the moroi, and the straveika, born of the aged and unsettling nosferatu. ","type":"Rules","url":"/Rules.aspx?ID=1422","weakness":{}}},{"_index":"aon18","_id":"rules-1423","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds","Versatile Heritages","In This Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1423","markdown":"<title level=\"1\" right=\"Rules\">[Planar Scions](/Rules.aspx?ID=1423)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLife is present everywhere across the planes of the Great Beyond, and the intermingling of Material Plane mortals and extraplanar beings is no rare thing. The resultant children of these relationships—and sometimes the descendants of those children—are known as planar scions. There are numerous types of planar scions, just as there are countless types of beings across the planes that might consort with mortals. This book focuses on the following three.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1424\" />\r\n\r\n<document level=\"2\" id=\"rules-1425\" />\r\n\r\n<document level=\"2\" id=\"rules-1426\" />","name":"Planar Scions","next_link":{"label":"Backgrounds","url":"/Rules.aspx?ID=1427"},"previous_link":{"label":"Dhampir","url":"/Rules.aspx?ID=1422"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds / Versatile Heritages / In This Book\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>","speed":{},"text":" Planar Scions Source Advanced Player's Guide pg. 29 2.0 Life is present everywhere across the planes of the Great Beyond, and the intermingling of Material Plane mortals and extraplanar beings is no rare thing. The resultant children of these relationships—and sometimes the descendants of those children—are known as planar scions. There are numerous types of planar scions, just as there are countless types of beings across the planes that might consort with mortals. This book focuses on the following three. ","type":"Rules","url":"/Rules.aspx?ID=1423","weakness":{}}},{"_index":"aon18","_id":"rules-1424","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds","Versatile Heritages","In This Book","Planar Scions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1424","markdown":"<title level=\"1\" right=\"Rules\">[Aasimar](/Rules.aspx?ID=1424)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese planar scions bear the blood of celestial beings—[angels](/MonsterFamilies.aspx?ID=3), [archons](/MonsterFamilies.aspx?ID=9), [azatas](/MonsterFamilies.aspx?ID=10), and other benevolent extraplanar entities. Though this grants aasimars certain abilities and characteristics, it also places tremendous pressure upon them to meet expectations due to the assumptions others hold of their heritage.\n\n Aasimar lineages found here include the angelkin, the lawbringers who come from archons, and the musetouched born of azatas.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Aasimar","next_link":{"label":"Duskwalker","url":"/Rules.aspx?ID=1425"},"previous_link":{"label":"Dhampir","url":"/Rules.aspx?ID=1422"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds / Versatile Heritages / In This Book / Planar Scions\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>","speed":{},"text":" Aasimar Source Advanced Player's Guide pg. 29 2.0 These planar scions bear the blood of celestial beings—angels, archons, azatas, and other benevolent extraplanar entities. Though this grants aasimars certain abilities and characteristics, it also places tremendous pressure upon them to meet expectations due to the assumptions others hold of their heritage. Aasimar lineages found here include the angelkin, the lawbringers who come from archons, and the musetouched born of azatas. ","type":"Rules","url":"/Rules.aspx?ID=1424","weakness":{}}},{"_index":"aon18","_id":"rules-1425","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds","Versatile Heritages","In This Book","Planar Scions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1425","markdown":"<title level=\"1\" right=\"Rules\">[Duskwalker](/Rules.aspx?ID=1425)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA duskwalker isn't born; they are instead created, each manifesting as a mortal child in a location with close ties to death. They embody the somber powers of the [psychopomps](/MonsterFamilies.aspx?ID=83), immortal guardians and shepherds of the dead, and they maintain a fascination with and deep understanding of death throughout their lives. More singular than other versatile heritages, duskwalkers don't have different lineages.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Duskwalker","next_link":{"label":"Tiefling","url":"/Rules.aspx?ID=1426"},"previous_link":{"label":"Aasimar","url":"/Rules.aspx?ID=1424"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds / Versatile Heritages / In This Book / Planar Scions\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>","speed":{},"text":" Duskwalker Source Advanced Player's Guide pg. 29 2.0 A duskwalker isn't born; they are instead created, each manifesting as a mortal child in a location with close ties to death. They embody the somber powers of the psychopomps, immortal guardians and shepherds of the dead, and they maintain a fascination with and deep understanding of death throughout their lives. More singular than other versatile heritages, duskwalkers don't have different lineages. ","type":"Rules","url":"/Rules.aspx?ID=1425","weakness":{}}},{"_index":"aon18","_id":"rules-1426","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds","Versatile Heritages","In This Book","Planar Scions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1426","markdown":"<title level=\"1\" right=\"Rules\">[Tiefling](/Rules.aspx?ID=1426)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe influence of fiendish blood or energy gives rise to tieflings. A tiefling's heritage is boon and bane, as none can contest the powers they command, but few communities are willing to overlook the physical features that accompany fiendish blood—horns, hoofed feet, and tails being but a few examples.\n\n The lineages for tieflings in this book are hellspawn born of [devils](/MonsterFamilies.aspx?ID=30), pitborn made with the influence of [demons](/MonsterFamilies.aspx?ID=28), and the grimspawn of [daemonic](/MonsterFamilies.aspx?ID=26) origin.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Tiefling","next_link":{"label":"Backgrounds","url":"/Rules.aspx?ID=1427"},"previous_link":{"label":"Duskwalker","url":"/Rules.aspx?ID=1425"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds / Versatile Heritages / In This Book / Planar Scions\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 29"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 29 <sup>2.0</sup></row>","speed":{},"text":" Tiefling Source Advanced Player's Guide pg. 29 2.0 The influence of fiendish blood or energy gives rise to tieflings. A tiefling's heritage is boon and bane, as none can contest the powers they command, but few communities are willing to overlook the physical features that accompany fiendish blood—horns, hoofed feet, and tails being but a few examples. The lineages for tieflings in this book are hellspawn born of devils, pitborn made with the influence of demons, and the grimspawn of daemonic origin. ","type":"Rules","url":"/Rules.aspx?ID=1426","weakness":{}}},{"_index":"aon18","_id":"rules-1427","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1427","markdown":"<title level=\"1\" right=\"Rules\">[Backgrounds](/Rules.aspx?ID=1427)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 48 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis chapter contains new backgrounds for characters from all walks of life, from bandits to teachers. This section also includes a set of special rare backgrounds that you and your GM might agree to use in a campaign. \n<ul><li>**[Common Backgrounds](/Rules.aspx?ID=1428)**</li><li>**[Rare Backgrounds](/Rules.aspx?ID=1429)**</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1428\" />\r\n\r\n<document level=\"2\" id=\"rules-1429\" />","name":"Backgrounds","next_link":{"label":"Chapter 2: Classes","url":"/Rules.aspx?ID=1430"},"previous_link":{"label":"Versatile Heritages","url":"/Rules.aspx?ID=1417"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 48 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 48"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 48 <sup>2.0</sup></row>","speed":{},"text":" Backgrounds Source Advanced Player's Guide pg. 48 2.0 This chapter contains new backgrounds for characters from all walks of life, from bandits to teachers. This section also includes a set of special rare backgrounds that you and your GM might agree to use in a campaign. Common Backgrounds Rare Backgrounds ","type":"Rules","url":"/Rules.aspx?ID=1427","weakness":{}}},{"_index":"aon18","_id":"rules-1428","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds","Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1428","markdown":"<title level=\"1\" right=\"Rules\">[Common Backgrounds](/Rules.aspx?ID=1428)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 48 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following common backgrounds supplement those found in the Core Rulebook and are available to any character during character creation. Some of these backgrounds grant skill feats from Chapter 4 of this book.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Common Backgrounds","next_link":{"label":"Rare Backgrounds","url":"/Rules.aspx?ID=1429"},"previous_link":{"label":"Versatile Heritages","url":"/Rules.aspx?ID=1417"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 48 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds / Backgrounds\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 48"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 48 <sup>2.0</sup></row>","speed":{},"text":" Common Backgrounds Source Advanced Player's Guide pg. 48 2.0 The following common backgrounds supplement those found in the Core Rulebook and are available to any character during character creation. Some of these backgrounds grant skill feats from Chapter 4 of this book. ","type":"Rules","url":"/Rules.aspx?ID=1428","weakness":{}}},{"_index":"aon18","_id":"rules-1429","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Ancestries & Backgrounds","Backgrounds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1429","markdown":"<title level=\"1\" right=\"Rules\">[Rare Backgrounds](/Rules.aspx?ID=1429)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 50 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile most backgrounds are available to any character, some backgrounds are so unusual that just having them makes a character rare and extraordinary.\n\n These rare backgrounds can give a player a significantly different roleplaying experience by setting their character up with a history or legacy beyond the norm. Whether a character with the royalty background is heir to the throne of the kingdom where your campaign takes place or to a distant but powerful nation in the same world, the character is situated in a special position within the narrative. Your character's background is an intrinsic part of where they come from and not something they earn during the game. Rare backgrounds should be chosen only after a discussion between the GM and the other players as to whether one would apply for a particular character in your group's game.\n\n Backgrounds can also be unique, such that no other character can have them if your character does. To create unique backgrounds, you can adapt the rare backgrounds in this section by including more specific details.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rare Backgrounds","next_link":{"label":"Chapter 2: Classes","url":"/Rules.aspx?ID=1430"},"previous_link":{"label":"Common Backgrounds","url":"/Rules.aspx?ID=1428"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 50 <sup>2.0</sup></row>\r\n\r\nChapter 1: Ancestries &amp; Backgrounds / Backgrounds\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 50"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 50 <sup>2.0</sup></row>","speed":{},"text":" Rare Backgrounds Source Advanced Player's Guide pg. 50 2.0 While most backgrounds are available to any character, some backgrounds are so unusual that just having them makes a character rare and extraordinary. These rare backgrounds can give a player a significantly different roleplaying experience by setting their character up with a history or legacy beyond the norm. Whether a character with the royalty background is heir to the throne of the kingdom where your campaign takes place or to a distant but powerful nation in the same world, the character is situated in a special position within the narrative. Your character's background is an intrinsic part of where they come from and not something they earn during the game. Rare backgrounds should be chosen only after a discussion between the GM and the other players as to whether one would apply for a particular character in your group's game. Backgrounds can also be unique, such that no other character can have them if your character does. To create unique backgrounds, you can adapt the rare backgrounds in this section by including more specific details. ","type":"Rules","url":"/Rules.aspx?ID=1429","weakness":{}}},{"_index":"aon18","_id":"rules-1430","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1430","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 2: Classes](/Rules.aspx?ID=1430)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 53 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere are more classes in the world of Pathfinder than those explored in the _Core Rulebook_, and each of those classes has near-infinite variety. This chapter introduces the new investigator, oracle, swashbuckler, and witch classes and offers new options for each of the 12 _Core Rulebook_ classes. The entries on pages 54105 describe four new classes, including all the information you need to play each class from 1st to 20th level. The chapter continues with new content for the _Core Rulebook_ classes. If you're looking for something new for your favorite Core Rulebook class, those options are listed to the left. The chapter concludes on page 144 with new animal companion and familiar options.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1687\" />","name":"Chapter 2: Classes","next_link":{"label":"Chapter 3: Archetypes","url":"/Rules.aspx?ID=1431"},"previous_link":{"label":"Chapter 1: Ancestries & Backgrounds","url":"/Rules.aspx?ID=1412"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 53 <sup>2.0</sup></row>\n\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 53"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 53 <sup>2.0</sup></row>","speed":{},"text":" Chapter 2: Classes Source Advanced Player's Guide pg. 53 2.0 There are more classes in the world of Pathfinder than those explored in the Core Rulebook , and each of those classes has near-infinite variety. This chapter introduces the new investigator, oracle, swashbuckler, and witch classes and offers new options for each of the 12 Core Rulebook classes. The entries on pages 54105 describe four new classes, including all the information you need to play each class from 1st to 20th level. The chapter continues with new content for the Core Rulebook classes. If you're looking for something new for your favorite Core Rulebook class, those options are listed to the left. The chapter concludes on page 144 with new animal companion and familiar options. ","type":"Rules","url":"/Rules.aspx?ID=1430","weakness":{}}},{"_index":"aon18","_id":"rules-1431","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1431","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 3: Archetypes](/Rules.aspx?ID=1431)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 149 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBeyond your class and general feats, you can expand your character concept by choosing an archetype. Are you more heavily armored than your peers from the sentinel archetype? Are you a viking, experienced in seafaring and raiding? Perhaps you're a medic, tending to the fallen. These are just a few possibilities archetypes offer.\n\n Great character concepts don't always fit neatly into a single class. If you want to build on what your character's class allows them to do, using an archetype is a simple way to adapt any class to fit your vision for your character.\n\n Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the [dwarf](/Traits.aspx?ID=54) trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.\n\n Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the [skill](/Traits.aspx?ID=144) trait, and you select them in place of a skill feat, otherwise following the same rules above. These aren't archetype class feats (for instance, to determine the number of Hit Points you gain from the [Fighter Resiliency](/Feats.aspx?ID=711) archetype feat). Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You can't retrain a dedication feat as long as you have any other feats from that archetype.\n\n Sometimes an archetype feat grants another feat, such as the alchemist's [Basic Concoction](/Feats.aspx?ID=666). You must still meet the prerequisites of the feat you gain in this way.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1432\" />\r\n\r\n<document level=\"2\" id=\"rules-1433\" />\r\n\r\n<document level=\"2\" id=\"rules-1434\" />\r\n\r\n<document level=\"2\" id=\"rules-1435\" />\r\n\r\n<document level=\"2\" id=\"rules-1436\" />","name":"Chapter 3: Archetypes","next_link":{"label":"Chapter 4: Feats","url":"/Rules.aspx?ID=1437"},"previous_link":{"label":"Chapter 2: Classes","url":"/Rules.aspx?ID=1430"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 149 <sup>2.0</sup></row>\n\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 149"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 149 <sup>2.0</sup></row>","speed":{},"text":" Chapter 3: Archetypes Source Advanced Player's Guide pg. 149 2.0 Beyond your class and general feats, you can expand your character concept by choosing an archetype. Are you more heavily armored than your peers from the sentinel archetype? Are you a viking, experienced in seafaring and raiding? Perhaps you're a medic, tending to the fallen. These are just a few possibilities archetypes offer. Great character concepts don't always fit neatly into a single class. If you want to build on what your character's class allows them to do, using an archetype is a simple way to adapt any class to fit your vision for your character. Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats. Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These aren't archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat). Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You can't retrain a dedication feat as long as you have any other feats from that archetype. Sometimes an archetype feat grants another feat, such as the alchemist's Basic Concoction. You must still meet the prerequisites of the feat you gain in this way. ","type":"Rules","url":"/Rules.aspx?ID=1431","weakness":{}}},{"_index":"aon18","_id":"rules-1432","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Archetypes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1432","markdown":"<title level=\"1\" right=\"Rules\">[Additional Feats](/Rules.aspx?ID=1432)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 149 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Additional Feats","next_link":{"label":"Multiclass Archetypes","url":"/Rules.aspx?ID=1433"},"previous_link":{"label":"Chapter 2: Classes","url":"/Rules.aspx?ID=1430"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 149 <sup>2.0</sup></row>\r\n\r\nChapter 3: Archetypes\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 149"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 149 <sup>2.0</sup></row>","speed":{},"text":" Additional Feats Source Advanced Player's Guide pg. 149 2.0 Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait. ","type":"Rules","url":"/Rules.aspx?ID=1432","weakness":{}}},{"_index":"aon18","_id":"rules-1433","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Archetypes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1433","markdown":"<title level=\"1\" right=\"Rules\">[Multiclass Archetypes](/Rules.aspx?ID=1433)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 149 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nArchetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a swashbuckler can't select the Swashbuckler Dedication feat).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Multiclass Archetypes","next_link":{"label":"Spellcasting Archetypes","url":"/Rules.aspx?ID=1434"},"previous_link":{"label":"Additional Feats","url":"/Rules.aspx?ID=1432"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 149 <sup>2.0</sup></row>\r\n\r\nChapter 3: Archetypes\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 149"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 149 <sup>2.0</sup></row>","speed":{},"text":" Multiclass Archetypes Source Advanced Player's Guide pg. 149 2.0 Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a swashbuckler can't select the Swashbuckler Dedication feat). ","type":"Rules","url":"/Rules.aspx?ID=1433","weakness":{}}},{"_index":"aon18","_id":"rules-1434","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Archetypes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1434","markdown":"<title level=\"1\" right=\"Rules\">[Spellcasting Archetypes](/Rules.aspx?ID=1434)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 149 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. A spellcasting archetype allows you to use [scrolls](/equipment/consumables/scrolls), [staves](/equipment/staves), and [wands](/equipment/wands) in the same way that a member of a spellcasting class can.\n\n Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the witch's master spellcasting feat is called Master Witch Spellcasting. All spell slots you gain from spellcasting archetypes are subject to the restrictions within the archetype. For instance, the eldritch archer archetype allows you to pick a spell list when you take its dedication feat. If you pick arcane spells, the archetype then grants you spell slots you can use only to cast arcane spells from your eldritch archer repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.\n\n **Basic Spellcasting Feat**: Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the “basic spellcasting benefits.”\n\n **Expert Spellcasting Feat**: Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the “expert spellcasting benefits.”\n\n **Master Spellcasting Feat**: Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the “master spellcasting benefits.”\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spellcasting Archetypes","next_link":{"label":"Alchemical Archetypes","url":"/Rules.aspx?ID=1435"},"previous_link":{"label":"Multiclass Archetypes","url":"/Rules.aspx?ID=1433"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 149 <sup>2.0</sup></row>\r\n\r\nChapter 3: Archetypes\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 149"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 149 <sup>2.0</sup></row>","speed":{},"text":" Spellcasting Archetypes Source Advanced Player's Guide pg. 149 2.0 Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can. Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the witch's master spellcasting feat is called Master Witch Spellcasting. All spell slots you gain from spellcasting archetypes are subject to the restrictions within the archetype. For instance, the eldritch archer archetype allows you to pick a spell list when you take its dedication feat. If you pick arcane spells, the archetype then grants you spell slots you can use only to cast arcane spells from your eldritch archer repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire. Basic Spellcasting Feat : Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the “basic spellcasting benefits.” Expert Spellcasting Feat : Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the “expert spellcasting benefits.” Master Spellcasting Feat : Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the “master spellcasting benefits.” ","type":"Rules","url":"/Rules.aspx?ID=1434","weakness":{}}},{"_index":"aon18","_id":"rules-1435","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Archetypes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1435","markdown":"<title level=\"1\" right=\"Rules\">[Alchemical Archetypes](/Rules.aspx?ID=1435)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 150 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome archetypes give you abilities to use alchemy in a similar manner to an alchemist and say that you get the basic alchemy benefits. This means you get the [Alchemical Crafting](/Feats.aspx?ID=752) feat, infused reagents (a pool of reagents usable to make alchemical items), and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). The individual archetype might impose special restrictions or benefits, or adjust the number of reagents you get or your advanced alchemy level. The rules for these are in the Alchemical Crafting feat, and rules for infused reagents and advanced alchemy are in the [alchemist class section.](/Classes.aspx?ID=1)\n\n If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together. For instance, at 2nd level an alchemist with a +4 Intelligence modifier would normally get six batches of infused reagents per day from the class, and a character with the [Herbalist Dedication](/Feats.aspx?ID=1982) feat would normally get two batches. A character who is both an alchemist and an herbalist has six batches—the higher number from alchemist—but is able to use them for abilities in the class or the archetype. Your advanced alchemy level always depends on which ability you're using. In the example above, the herbalist's advanced alchemy level for their herbalist abilities is 1st, though it's 2nd for alchemist abilities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alchemical Archetypes","next_link":{"label":"Temporary Items","url":"/Rules.aspx?ID=1436"},"previous_link":{"label":"Spellcasting Archetypes","url":"/Rules.aspx?ID=1434"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 150 <sup>2.0</sup></row>\r\n\r\nChapter 3: Archetypes\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 150"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 150 <sup>2.0</sup></row>","speed":{},"text":" Alchemical Archetypes Source Advanced Player's Guide pg. 150 2.0 Some archetypes give you abilities to use alchemy in a similar manner to an alchemist and say that you get the basic alchemy benefits. This means you get the Alchemical Crafting feat, infused reagents (a pool of reagents usable to make alchemical items), and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). The individual archetype might impose special restrictions or benefits, or adjust the number of reagents you get or your advanced alchemy level. The rules for these are in the Alchemical Crafting feat, and rules for infused reagents and advanced alchemy are in the alchemist class section. If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together. For instance, at 2nd level an alchemist with a +4 Intelligence modifier would normally get six batches of infused reagents per day from the class, and a character with the Herbalist Dedication feat would normally get two batches. A character who is both an alchemist and an herbalist has six batches—the higher number from alchemist—but is able to use them for abilities in the class or the archetype. Your advanced alchemy level always depends on which ability you're using. In the example above, the herbalist's advanced alchemy level for their herbalist abilities is 1st, though it's 2nd for alchemist abilities. ","type":"Rules","url":"/Rules.aspx?ID=1435","weakness":{}}},{"_index":"aon18","_id":"rules-1436","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Archetypes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1436","markdown":"<title level=\"1\" right=\"Rules\">[Temporary Items](/Rules.aspx?ID=1436)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 150 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSeveral archetypes allow you to prepare temporary items. Much like the infused items created by alchemists, these temporary items last only a short time before becoming useless. Examples include temporary scrolls created by the scroll trickster and temporary weapons, armor, or adventuring gear created by the scrounger.\n\n Temporary items are clearly not up to the same quality as other items, so they typically can't be sold. If an ability doesn't list how long a temporary item lasts, the item lasts until the next time you make your daily preparations. Any effect created by a temporary item also ends at that time if it hasn't already (unless it's a permanent effect).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Temporary Items","next_link":{"label":"Chapter 4: Feats","url":"/Rules.aspx?ID=1437"},"previous_link":{"label":"Alchemical Archetypes","url":"/Rules.aspx?ID=1435"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 150 <sup>2.0</sup></row>\r\n\r\nChapter 3: Archetypes\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 150"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 150 <sup>2.0</sup></row>","speed":{},"text":" Temporary Items Source Advanced Player's Guide pg. 150 2.0 Several archetypes allow you to prepare temporary items. Much like the infused items created by alchemists, these temporary items last only a short time before becoming useless. Examples include temporary scrolls created by the scroll trickster and temporary weapons, armor, or adventuring gear created by the scrounger. Temporary items are clearly not up to the same quality as other items, so they typically can't be sold. If an ability doesn't list how long a temporary item lasts, the item lasts until the next time you make your daily preparations. Any effect created by a temporary item also ends at that time if it hasn't already (unless it's a permanent effect). ","type":"Rules","url":"/Rules.aspx?ID=1436","weakness":{}}},{"_index":"aon18","_id":"rules-1437","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1437","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 4: Feats](/Rules.aspx?ID=1437)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 201 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome talents can be acquired by any character, regardless of their ancestry or class, through dedication or specialized training. This chapter presents new general feats, including many new skill feats. For the full rules on general feats and skill feats, see [here](/Rules.aspx?ID=180).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Chapter 4: Feats","next_link":{"label":"Chapter 5: Spells","url":"/Rules.aspx?ID=1438"},"previous_link":{"label":"Chapter 3: Archetypes","url":"/Rules.aspx?ID=1431"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 201 <sup>2.0</sup></row>\n\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 201"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 201 <sup>2.0</sup></row>","speed":{},"text":" Chapter 4: Feats Source Advanced Player's Guide pg. 201 2.0 Some talents can be acquired by any character, regardless of their ancestry or class, through dedication or specialized training. This chapter presents new general feats, including many new skill feats. For the full rules on general feats and skill feats, see here. ","type":"Rules","url":"/Rules.aspx?ID=1437","weakness":{}}},{"_index":"aon18","_id":"rules-1438","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1438","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 5: Spells](/Rules.aspx?ID=1438)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHere you'll find spells beyond those listed in the _Core Rulebook_, including ones that dispense horrid curses, make you immune to nearly all types of harm, and manifest mischievous monkey spirits to vex your foes! The following pages contain new magical powers for casters of every tradition.\n\n The rules regarding how to cast spells and use spell slots, as well as other spell information, can be found [here](/Rules.aspx?ID=259). You can reference individual spell lists and descriptions in the following locations.\n<table> <tr><td>**Spell List**</td><td>**Hyperlink**</td></tr> <tr><td>Arcane</td><td>[here](/SpellLists.aspx?Tradition=1)</td></tr> <tr><td>Divine</td><td>[here](/SpellLists.aspx?Tradition=2)</td></tr> <tr><td>Occult</td><td>[here](/SpellLists.aspx?Tradition=3)</td></tr> <tr><td>Primal</td><td>[here](/SpellLists.aspx?Tradition=4)</td></tr> <tr><td>**Spells**</td><td>**Hyperlink**</td></tr> <tr><td>Standard spells</td><td>[here](/spells)</td></tr> <tr><td>Focus spells</td><td>[here](/spells)</td></tr> <tr><td>Rituals</td><td>[here](/rituals)</td></tr></table>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1439\" />\r\n\r\n<document level=\"2\" id=\"rules-1443\" />\r\n\r\n<document level=\"2\" id=\"rules-1444\" />","name":"Chapter 5: Spells","next_link":{"label":"Chapter 6: Items","url":"/Rules.aspx?ID=1445"},"previous_link":{"label":"Chapter 4: Feats","url":"/Rules.aspx?ID=1437"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>\n\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>","speed":{},"text":" Chapter 5: Spells Source Advanced Player's Guide pg. 211 2.0 Here you'll find spells beyond those listed in the Core Rulebook , including ones that dispense horrid curses, make you immune to nearly all types of harm, and manifest mischievous monkey spirits to vex your foes! The following pages contain new magical powers for casters of every tradition. The rules regarding how to cast spells and use spell slots, as well as other spell information, can be found here. You can reference individual spell lists and descriptions in the following locations. Spell List Hyperlink Arcane here Divine here Occult here Primal here Spells Hyperlink Standard spells here Focus spells here Rituals here ","type":"Rules","url":"/Rules.aspx?ID=1438","weakness":{}}},{"_index":"aon18","_id":"rules-1439","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1439","markdown":"<title level=\"1\" right=\"Rules\">[Your Spellcasting Style](/Rules.aspx?ID=1439)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you're playing a spellcaster, it can be fun to consider your personal spellcasting style. Casters of different traditions have the biggest gulf in how they cast spells, but there's also differentiation between—and within—classes!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1440\" />\r\n\r\n<document level=\"2\" id=\"rules-1441\" />\r\n\r\n<document level=\"2\" id=\"rules-1442\" />","name":"Your Spellcasting Style","next_link":{"label":"Focus Spells","url":"/Rules.aspx?ID=1443"},"previous_link":{"label":"Chapter 4: Feats","url":"/Rules.aspx?ID=1437"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>\r\n\r\nChapter 5: Spells\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>","speed":{},"text":" Your Spellcasting Style Source Advanced Player's Guide pg. 211 2.0 If you're playing a spellcaster, it can be fun to consider your personal spellcasting style. Casters of different traditions have the biggest gulf in how they cast spells, but there's also differentiation between—and within—classes! ","type":"Rules","url":"/Rules.aspx?ID=1439","weakness":{}}},{"_index":"aon18","_id":"rules-1440","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: Spells","Your Spellcasting Style"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1440","markdown":"<title level=\"1\" right=\"Rules\">[Preparing Your Spells](/Rules.aspx?ID=1440)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you prepare spells, consider what it looks like as you do so. Typically, arcane spellcasters consult their books, self-reflect, or otherwise study; divine casters pray to fill their heart with spells that will serve their deity; occult casters attempt to decipher cryptic messages, often while referencing occult texts; and primal casters might seek natural places to contemplate their magic, such as a grove or underground cavern.\n\n Spontaneous spellcasters, not needing to prepare, tend to wake up with their magical reserves restored. This might be a refreshed or vivacious feeling, a teeming thrum throughout the body, or even a sense of impending dread or awe.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Preparing Your Spells","next_link":{"label":"Casting Your Spells","url":"/Rules.aspx?ID=1441"},"previous_link":{"label":"Chapter 4: Feats","url":"/Rules.aspx?ID=1437"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>\r\n\r\nChapter 5: Spells / Your Spellcasting Style\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>","speed":{},"text":" Preparing Your Spells Source Advanced Player's Guide pg. 211 2.0 If you prepare spells, consider what it looks like as you do so. Typically, arcane spellcasters consult their books, self-reflect, or otherwise study; divine casters pray to fill their heart with spells that will serve their deity; occult casters attempt to decipher cryptic messages, often while referencing occult texts; and primal casters might seek natural places to contemplate their magic, such as a grove or underground cavern. Spontaneous spellcasters, not needing to prepare, tend to wake up with their magical reserves restored. This might be a refreshed or vivacious feeling, a teeming thrum throughout the body, or even a sense of impending dread or awe. ","type":"Rules","url":"/Rules.aspx?ID=1440","weakness":{}}},{"_index":"aon18","_id":"rules-1441","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: Spells","Your Spellcasting Style"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1441","markdown":"<title level=\"1\" right=\"Rules\">[Casting Your Spells](/Rules.aspx?ID=1441)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFor one spellcaster, casting a spell is a stressful, painful process. For another, it's a moment of triumph as they outsmart their enemy with just the right trick.\n\n The Spell Components sidebar describes how spell components might impact the way you cast spells. Think about what they might mean for you. Do your verbal components use your own voice? Resonate out with a different timbre due to the magic in your words? Resemble the voice of your deity? For somatic components, what gestures do you make? They could be abstract, like forming quick sigils that look like hand signals. Or maybe they're direct: pointing your finger or raising a fist. The particulars of material components are abstracted, so you can customize those you like best for your spells.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Spell Components</title>\r\n\r\nThe rules about how spell components work when casting are located [here](/Rules.aspx?ID=281). But it can also help to understand what these components might mean to spellcasters.\n\n Shouting out **verbal** components forces magic out into the world via a word laden with magical power. Spells that require only a verbal component tend to be direct and forceful, such as [_power word kill_](/Spells.aspx?ID=227) or [_power word stun_](/Spells.aspx?ID=228). Verbal components are especially unsubtle, so spells that benefit from stealth, such as [_invisibility_](/Spells.aspx?ID=164), might not have any verbal components in favor of having somatic components, material components, or both.\n\n **Somatic** components, such as twisting your hand in a complex gesture, shape magical energy into directed forms. While verbal components bring forward powerful forces, somatic components compel those forces to obey the spellcaster's wishes. Spells that have only somatic components typically have a physical effect or require touching a creature.\n\n **Material** components aren't ubiquitous like somatic and verbal components. They're used primarily for spells with physical effects, especially ones with a longer duration or that alter or control a large area, such as walls or zones of dangerous terrain. A [material component pouch](/Equipment.aspx?ID=33) typically contains everything you need. This doesn't mean the materials are interchangeable, though—one spell might need powdered iron and another a particular gemstone.\n\n Certain spells have **focus** components, objects of concentrated power that don't get used up in the same way that material components do. Essential for shaping and attuning the magic of the spell, these might be intriguing and elegant items in their own right.\r\n</aside>","name":"Casting Your Spells","next_link":{"label":"Refocusing","url":"/Rules.aspx?ID=1442"},"previous_link":{"label":"Preparing Your Spells","url":"/Rules.aspx?ID=1440"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>\r\n\r\nChapter 5: Spells / Your Spellcasting Style\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>","speed":{},"text":" Casting Your Spells Source Advanced Player's Guide pg. 211 2.0 For one spellcaster, casting a spell is a stressful, painful process. For another, it's a moment of triumph as they outsmart their enemy with just the right trick. The Spell Components sidebar describes how spell components might impact the way you cast spells. Think about what they might mean for you. Do your verbal components use your own voice? Resonate out with a different timbre due to the magic in your words? Resemble the voice of your deity? For somatic components, what gestures do you make? They could be abstract, like forming quick sigils that look like hand signals. Or maybe they're direct: pointing your finger or raising a fist. The particulars of material components are abstracted, so you can customize those you like best for your spells. Spell Components The rules about how spell components work when casting are located here. But it can also help to understand what these components might mean to spellcasters. Shouting out verbal components forces magic out into the world via a word laden with magical power. Spells that require only a verbal component tend to be direct and forceful, such as power word kill or power word stun . Verbal components are especially unsubtle, so spells that benefit from stealth, such as invisibility , might not have any verbal components in favor of having somatic components, material components, or both. Somatic components, such as twisting your hand in a complex gesture, shape magical energy into directed forms. While verbal components bring forward powerful forces, somatic components compel those forces to obey the spellcaster's wishes. Spells that have only somatic components typically have a physical effect or require touching a creature. Material components aren't ubiquitous like somatic and verbal components. They're used primarily for spells with physical effects, especially ones with a longer duration or that alter or control a large area, such as walls or zones of dangerous terrain. A material component pouch typically contains everything you need. This doesn't mean the materials are interchangeable, though—one spell might need powdered iron and another a particular gemstone. Certain spells have focus components, objects of concentrated power that don't get used up in the same way that material components do. Essential for shaping and attuning the magic of the spell, these might be intriguing and elegant items in their own right. ","type":"Rules","url":"/Rules.aspx?ID=1441","weakness":{}}},{"_index":"aon18","_id":"rules-1442","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: Spells","Your Spellcasting Style"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1442","markdown":"<title level=\"1\" right=\"Rules\">[Refocusing](/Rules.aspx?ID=1442)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour class briefly describes what you need to do to [Refocus](/Actions.aspx?ID=71), such as communing with a familiar for the witch or meditating for the monk. Start out with some idea of what this looks like for you, and refine it during play. What you need to do to Refocus is broadly defined to allow a variety of methods that make sense in the story. One witch might share a treat to commune with their familiar, while another might endure a lecture from their familiar on their patron's virtues.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Refocusing","next_link":{"label":"Focus Spells","url":"/Rules.aspx?ID=1443"},"previous_link":{"label":"Casting Your Spells","url":"/Rules.aspx?ID=1441"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>\r\n\r\nChapter 5: Spells / Your Spellcasting Style\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 211 <sup>2.0</sup></row>","speed":{},"text":" Refocusing Source Advanced Player's Guide pg. 211 2.0 Your class briefly describes what you need to do to Refocus, such as communing with a familiar for the witch or meditating for the monk. Start out with some idea of what this looks like for you, and refine it during play. What you need to do to Refocus is broadly defined to allow a variety of methods that make sense in the story. One witch might share a treat to commune with their familiar, while another might endure a lecture from their familiar on their patron's virtues. ","type":"Rules","url":"/Rules.aspx?ID=1442","weakness":{}}},{"_index":"aon18","_id":"rules-1443","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1443","markdown":"<title level=\"1\" right=\"Rules\">[Focus Spells](/Rules.aspx?ID=1443)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 228 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA focus spell is unique to a class and reflects its individual role and style. This section introduces focus spells for the oracle and witch and presents several new options for some _Core Rulebook_ classes. The full rules for casting focus spells appear [here](/Rules.aspx?ID=276).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Focus Spells","next_link":{"label":"Rituals","url":"/Rules.aspx?ID=1444"},"previous_link":{"label":"Your Spellcasting Style","url":"/Rules.aspx?ID=1439"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 228 <sup>2.0</sup></row>\r\n\r\nChapter 5: Spells\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 228"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 228 <sup>2.0</sup></row>","speed":{},"text":" Focus Spells Source Advanced Player's Guide pg. 228 2.0 A focus spell is unique to a class and reflects its individual role and style. This section introduces focus spells for the oracle and witch and presents several new options for some Core Rulebook classes. The full rules for casting focus spells appear here. ","type":"Rules","url":"/Rules.aspx?ID=1443","weakness":{}}},{"_index":"aon18","_id":"rules-1444","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 5: Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1444","markdown":"<title level=\"1\" right=\"Rules\">[Rituals](/Rules.aspx?ID=1444)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 240 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRituals take much longer to cast than most spells and can be performed by anyone who is skilled enough, not just spellcasters. The rules for casting rituals appear [here](/Rules.aspx?ID=777). \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rituals","next_link":{"label":"Chapter 6: Items","url":"/Rules.aspx?ID=1445"},"previous_link":{"label":"Focus Spells","url":"/Rules.aspx?ID=1443"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 240 <sup>2.0</sup></row>\r\n\r\nChapter 5: Spells\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 240"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 240 <sup>2.0</sup></row>","speed":{},"text":" Rituals Source Advanced Player's Guide pg. 240 2.0 Rituals take much longer to cast than most spells and can be performed by anyone who is skilled enough, not just spellcasters. The rules for casting rituals appear here. ","type":"Rules","url":"/Rules.aspx?ID=1444","weakness":{}}},{"_index":"aon18","_id":"rules-1445","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1445","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 6: Items](/Rules.aspx?ID=1445)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe investigator's trusty detective kit, a swashbuckler's flashy dueling cape, and a witch's effervescent cauldron are nearly as iconic as the characters who use them. For any hero, the gear and treasure they wield and collect throughout their adventures can play as important a role as any other facet of their character, from weapons steeped in cultural history to fantastic treasures of unparalleled worth!\n\n This chapter presents a variety of brand-new equipment and treasure that expands on and supplements the options provided in [Chapter 6: Equipment](/Rules.aspx?ID=181) and [Chapter 11: Crafting &amp; Treasure](/Rules.aspx?ID=686) of the _Core Rulebook_. In particular, the gear that follows is especially suitable for the new ancestries and classes presented in this book, but the multitude of new items can enhance and enrich all types of characters.\n\n As it combines material from two chapters of the _Core Rulebook_, this chapter is divided into the following sections.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1446\" />\r\n\r\n<document level=\"2\" id=\"rules-1448\" />","name":"Chapter 6: Items","next_link":{"label":"Casino Games","url":"/Rules.aspx?ID=1452"},"previous_link":{"label":"Chapter 5: Spells","url":"/Rules.aspx?ID=1438"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>\n\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 247"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>","speed":{},"text":" Chapter 6: Items Source Advanced Player's Guide pg. 247 2.0 The investigator's trusty detective kit, a swashbuckler's flashy dueling cape, and a witch's effervescent cauldron are nearly as iconic as the characters who use them. For any hero, the gear and treasure they wield and collect throughout their adventures can play as important a role as any other facet of their character, from weapons steeped in cultural history to fantastic treasures of unparalleled worth! This chapter presents a variety of brand-new equipment and treasure that expands on and supplements the options provided in Chapter 6: Equipment and Chapter 11: Crafting &amp; Treasure of the Core Rulebook . In particular, the gear that follows is especially suitable for the new ancestries and classes presented in this book, but the multitude of new items can enhance and enrich all types of characters. As it combines material from two chapters of the Core Rulebook , this chapter is divided into the following sections. ","type":"Rules","url":"/Rules.aspx?ID=1445","weakness":{}}},{"_index":"aon18","_id":"rules-1446","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1446","markdown":"<title level=\"1\" right=\"Rules\">[Weapons and Adventuring Gear](/Rules.aspx?ID=1446)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section includes class kits for the new classes presented in this book, so you can quickly equip a new character with the armor, weapons, and gear they'll need to start adventuring! The full rules for weapons and adventuring gear appear in Chapter 6 of the Core Rulebook.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1447\" />","name":"Weapons and Adventuring Gear","next_link":{"label":"Crafting and Treasure","url":"/Rules.aspx?ID=1448"},"previous_link":{"label":"Chapter 5: Spells","url":"/Rules.aspx?ID=1438"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>\r\n\r\nChapter 6: Items\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 247"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>","speed":{},"text":" Weapons and Adventuring Gear Source Advanced Player's Guide pg. 247 2.0 This section includes class kits for the new classes presented in this book, so you can quickly equip a new character with the armor, weapons, and gear they'll need to start adventuring! The full rules for weapons and adventuring gear appear in Chapter 6 of the Core Rulebook. ","type":"Rules","url":"/Rules.aspx?ID=1446","weakness":{}}},{"_index":"aon18","_id":"rules-1447","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Items","Weapons and Adventuring Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1447","markdown":"<title level=\"1\" right=\"Rules\">[Class Kits](/Rules.aspx?ID=1447)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 249 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you want to quickly decide how to spend your starting money when playing a class from this book, start with one of these kits. The Armor, Weapons, and Gear entries include the basics, and the Options entries suggest additional items you might purchase with your leftover money to fit your character. Note than an [adventurer's pack](/Equipment.aspx?ID=1), which is included in each kit, is 1 Bulk and contains a [backpack](/Equipment.aspx?ID=4), a [bedroll](/Equipment.aspx?ID=7), 10 pieces of [chalk](/Equipment.aspx?ID=12), [flint and steel](/Equipment.aspx?ID=21), 50 feet of [rope](/Equipment.aspx?ID=44), 2 weeks' [rations](/Equipment.aspx?ID=40), [soap](/Equipment.aspx?ID=52), 5 [torches](/Equipment.aspx?ID=60), and a [waterskin](/Equipment.aspx?ID=62).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Class Kits","next_link":{"label":"Crafting and Treasure","url":"/Rules.aspx?ID=1448"},"previous_link":{"label":"Chapter 5: Spells","url":"/Rules.aspx?ID=1438"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 249 <sup>2.0</sup></row>\r\n\r\nChapter 6: Items / Weapons and Adventuring Gear\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 249"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 249 <sup>2.0</sup></row>","speed":{},"text":" Class Kits Source Advanced Player's Guide pg. 249 2.0 If you want to quickly decide how to spend your starting money when playing a class from this book, start with one of these kits. The Armor, Weapons, and Gear entries include the basics, and the Options entries suggest additional items you might purchase with your leftover money to fit your character. Note than an adventurer's pack, which is included in each kit, is 1 Bulk and contains a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin. ","type":"Rules","url":"/Rules.aspx?ID=1447","weakness":{}}},{"_index":"aon18","_id":"rules-1448","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1448","markdown":"<title level=\"1\" right=\"Rules\">[Crafting and Treasure](/Rules.aspx?ID=1448)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe second portion of this chapter consists of a catalog of new alchemical items, snares, and both consumable and permanent magic items, including runes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1449\" />\r\n\r\n<document level=\"2\" id=\"rules-1450\" />\r\n\r\n<document level=\"2\" id=\"rules-1451\" />","name":"Crafting and Treasure","next_link":{"label":"Casino Games","url":"/Rules.aspx?ID=1452"},"previous_link":{"label":"Weapons and Adventuring Gear","url":"/Rules.aspx?ID=1446"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>\r\n\r\nChapter 6: Items\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 247"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>","speed":{},"text":" Crafting and Treasure Source Advanced Player's Guide pg. 247 2.0 The second portion of this chapter consists of a catalog of new alchemical items, snares, and both consumable and permanent magic items, including runes. ","type":"Rules","url":"/Rules.aspx?ID=1448","weakness":{}}},{"_index":"aon18","_id":"rules-1449","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Items","Crafting and Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1449","markdown":"<title level=\"1\" right=\"Rules\">[Alchemical Items](/Rules.aspx?ID=1449)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlchemical items are consumable, non-magical items that rely on the properties of volatile alchemical reagents to produce their effects. Rules for alchemical items, including the rules for [bombs](/equipment/alchemical-items/alchemical-bombs), [elixirs](/equipment/alchemical-items/alchemical-elixirs), and [poisons](/equipment/alchemical-items/alchemical-poisons), are located [here](/Rules.aspx?ID=702).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alchemical Items","next_link":{"label":"Snares","url":"/Rules.aspx?ID=1450"},"previous_link":{"label":"Weapons and Adventuring Gear","url":"/Rules.aspx?ID=1446"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>\r\n\r\nChapter 6: Items / Crafting and Treasure\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 247"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>","speed":{},"text":" Alchemical Items Source Advanced Player's Guide pg. 247 2.0 Alchemical items are consumable, non-magical items that rely on the properties of volatile alchemical reagents to produce their effects. Rules for alchemical items, including the rules for bombs, elixirs, and poisons, are located here. ","type":"Rules","url":"/Rules.aspx?ID=1449","weakness":{}}},{"_index":"aon18","_id":"rules-1450","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Items","Crafting and Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1450","markdown":"<title level=\"1\" right=\"Rules\">[Snares](/Rules.aspx?ID=1450)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Snares](/equipment/snares) are small, simple traps to damage or hamper your foes that you can create and deploy quickly enough to utilize on a battlefield. Snares are nonmagical consumable items. The full rules for creating and using snares are located [here](/Rules.aspx?ID=743).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Snares","next_link":{"label":"Magic Items","url":"/Rules.aspx?ID=1451"},"previous_link":{"label":"Alchemical Items","url":"/Rules.aspx?ID=1449"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>\r\n\r\nChapter 6: Items / Crafting and Treasure\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 247"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>","speed":{},"text":" Snares Source Advanced Player's Guide pg. 247 2.0 Snares are small, simple traps to damage or hamper your foes that you can create and deploy quickly enough to utilize on a battlefield. Snares are nonmagical consumable items. The full rules for creating and using snares are located here. ","type":"Rules","url":"/Rules.aspx?ID=1450","weakness":{}}},{"_index":"aon18","_id":"rules-1451","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Items","Crafting and Treasure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1451","markdown":"<title level=\"1\" right=\"Rules\">[Magic Items](/Rules.aspx?ID=1451)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe remainder of this chapter contains the descriptions of dozens of new magic items. These items are divided into two subcategories for ease of reference: consumable magic items, including [ammunition](/equipment/consumables/magical-ammunition), [oils](/equipment/consumables/oils), [potions](/equipment/consumables/potions), and [talismans](/equipment/consumables/talismans). Permanent items consist of [armor](/equipment/armor), [held items](/equipment/held-items), [runes](/equipment/runes), [shields](/equipment/shields), [staves](/equipment/staves), [wands](/equipment/wands), [weapons](/equipment/weapons), and [worn items](/equipment/worn-items). Items are organized alphabetically within each section. Rules for activating and investing items, for sustaining and dismissing activations, and for reading an item's stat block are located [here](/Rules.aspx?ID=686).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Magic Items","next_link":{"label":"Casino Games","url":"/Rules.aspx?ID=1452"},"previous_link":{"label":"Snares","url":"/Rules.aspx?ID=1450"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>\r\n\r\nChapter 6: Items / Crafting and Treasure\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 247"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 247 <sup>2.0</sup></row>","speed":{},"text":" Magic Items Source Advanced Player's Guide pg. 247 2.0 The remainder of this chapter contains the descriptions of dozens of new magic items. These items are divided into two subcategories for ease of reference: consumable magic items, including ammunition, oils, potions, and talismans. Permanent items consist of armor, held items, runes, shields, staves, wands, weapons, and worn items. Items are organized alphabetically within each section. Rules for activating and investing items, for sustaining and dismissing activations, and for reading an item's stat block are located here. ","type":"Rules","url":"/Rules.aspx?ID=1451","weakness":{}}},{"_index":"aon18","_id":"rules-1452","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1452","markdown":"<title level=\"1\" right=\"Rules\">[Casino Games](/Rules.aspx?ID=1452)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #159: All or Nothing](/Sources.aspx?ID=48) pg. 76</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Lucky Nimbus offers the usual assortment of casino games already familiar to real-world players, such as roulette and twenty-one, as well as the following three gambling games unique to the world of Golarion. Use the following rules to play these games at your table if your players are interested in playing through a few games of chance for the opportunity to win big—or lose it all.\n\n Each entry below lists the supplies you need to play each game (all games assume you use coins or other tokens to track bets), an explanation of how to play the game (and in some cases, ways to bet on the game), and how the odds are stacked against the players. At the Lucky Nimbus, a dealer (played by the Game Master) watches over each game, either rolling dice or dealing out cards when appropriate.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1453\" />\r\n\r\n<document level=\"2\" id=\"rules-1454\" />\r\n\r\n<document level=\"2\" id=\"rules-1455\" />","name":"Casino Games","next_link":{"label":"Overview","url":"/Rules.aspx?ID=1457"},"previous_link":{"label":"Chapter 6: Items","url":"/Rules.aspx?ID=1445"},"rarity":"common","release_date":"2020-09-15","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #159: All or Nothing](/Sources.aspx?ID=48) pg. 76</row>\n\n</additional-info>","source":["Pathfinder #159: All or Nothing"],"source_raw":["Pathfinder #159: All or Nothing pg. 76"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #159: All or Nothing](/Sources.aspx?ID=48) pg. 76</row>","speed":{},"text":" Casino Games Source Pathfinder #159: All or Nothing pg. 76 The Lucky Nimbus offers the usual assortment of casino games already familiar to real-world players, such as roulette and twenty-one, as well as the following three gambling games unique to the world of Golarion. Use the following rules to play these games at your table if your players are interested in playing through a few games of chance for the opportunity to win big—or lose it all. Each entry below lists the supplies you need to play each game (all games assume you use coins or other tokens to track bets), an explanation of how to play the game (and in some cases, ways to bet on the game), and how the odds are stacked against the players. At the Lucky Nimbus, a dealer (played by the Game Master) watches over each game, either rolling dice or dealing out cards when appropriate. ","type":"Rules","url":"/Rules.aspx?ID=1452","weakness":{}}},{"_index":"aon18","_id":"rules-1453","_score":2.3741803,"_source":{"breadcrumbs":["Casino Games"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1453","markdown":"<title level=\"1\" right=\"Rules\">[Golem](/Rules.aspx?ID=1453)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #159: All or Nothing](/Sources.aspx?ID=48) pg. 76</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nConsidered a card game for the observant and serious-minded, golem is played all around the Inner Sea and beyond. Regional variants exist, but golem is usually played with three to six players and a dealer.\n\n **Supplies**: A deck of cards, plus a token to represent an amulet. A golem deck is identical to a real-world poker deck, except the cards go from 1 to 13 (no face cards) in four suits: flesh (hearts), clay (spades), stone (diamonds), and iron (clubs).\n\n **How to Play**: Golem is a card game similar to five-card draw poker (including the ranking of hands) in which players try to build the best hand. However, in addition to beating the other players, players must try to beat a “golem hand” to win the pot.\n\n Golem is played in a series of games; one game must be completely resolved before the next begins. The player to the right of the dealer gets the amulet to start the night, and each player must ante by placing an amount (determined by the table, typically ranging anywhere between 2 cp and 5 gp) into the pot.\n\n The dealer deals five cards to each player. Starting at the amulet, each player can take one of four actions: \n<ul><li>Bet (usually an amount at least equal to the ante; some casinos limit how high the original bet can go).</li><li>Match the current bet.</li><li>Raise the current bet (again, usually by an amount at least equal to the ante; sometimes with a limit).</li><li>Fold.</li></ul> Anyone who folds is out of the game and can't come back in until a new game begins. The betting continues going around until all players have matched the current bet or folded.\n\n Next, each player still in the game can discard up to two cards and receive that many back from the dealer. The discarded cards go face-down on the table's center. Another round of betting occurs, starting at the amulet.\n\n If, at any point, only one player hasn't folded, that player wins the pot with the house taking 5 percent, and the game ends. If at least two players are still in the game after all bets are matched, those players reveal their hands. The dealer then “frees the golem.”\n\n The golem hand—the best five-card hand created from the players' discarded cards—is revealed, and if the player with the best hand beats the golem, they win the pot, and the game is over. But if the player with the best hand doesn't beat the golem hand, that player must add an amount of coins to the pot (usually an amount equal to twice the ante), and all cards are collected so that a new hand can be dealt for the players who were still in the game. This continues until someone wins the pot. The house takes 5 percent of the final pot, the amulet moves one position counterclockwise at the table, and a new game is dealt.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Golem","next_link":{"label":"Bounder","url":"/Rules.aspx?ID=1454"},"previous_link":{"label":"Chapter 6: Items","url":"/Rules.aspx?ID=1445"},"rarity":"common","release_date":"2020-09-15","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #159: All or Nothing](/Sources.aspx?ID=48) pg. 76</row>\r\n\r\nCasino Games\r\n</additional-info>","source":["Pathfinder #159: All or Nothing"],"source_raw":["Pathfinder #159: All or Nothing pg. 76"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #159: All or Nothing](/Sources.aspx?ID=48) pg. 76</row>","speed":{},"text":" Golem Source Pathfinder #159: All or Nothing pg. 76 Considered a card game for the observant and serious-minded, golem is played all around the Inner Sea and beyond. Regional variants exist, but golem is usually played with three to six players and a dealer. Supplies : A deck of cards, plus a token to represent an amulet. A golem deck is identical to a real-world poker deck, except the cards go from 1 to 13 (no face cards) in four suits: flesh (hearts), clay (spades), stone (diamonds), and iron (clubs). How to Play : Golem is a card game similar to five-card draw poker (including the ranking of hands) in which players try to build the best hand. However, in addition to beating the other players, players must try to beat a “golem hand” to win the pot. Golem is played in a series of games; one game must be completely resolved before the next begins. The player to the right of the dealer gets the amulet to start the night, and each player must ante by placing an amount (determined by the table, typically ranging anywhere between 2 cp and 5 gp) into the pot. The dealer deals five cards to each player. Starting at the amulet, each player can take one of four actions: Bet (usually an amount at least equal to the ante; some casinos limit how high the original bet can go). Match the current bet. Raise the current bet (again, usually by an amount at least equal to the ante; sometimes with a limit). Fold. Anyone who folds is out of the game and can't come back in until a new game begins. The betting continues going around until all players have matched the current bet or folded. Next, each player still in the game can discard up to two cards and receive that many back from the dealer. The discarded cards go face-down on the table's center. Another round of betting occurs, starting at the amulet. If, at any point, only one player hasn't folded, that player wins the pot with the house taking 5 percent, and the game ends. If at least two players are still in the game after all bets are matched, those players reveal their hands. The dealer then “frees the golem.” The golem hand—the best five-card hand created from the players' discarded cards—is revealed, and if the player with the best hand beats the golem, they win the pot, and the game is over. But if the player with the best hand doesn't beat the golem hand, that player must add an amount of coins to the pot (usually an amount equal to twice the ante), and all cards are collected so that a new hand can be dealt for the players who were still in the game. This continues until someone wins the pot. The house takes 5 percent of the final pot, the amulet moves one position counterclockwise at the table, and a new game is dealt. ","type":"Rules","url":"/Rules.aspx?ID=1453","weakness":{}}},{"_index":"aon18","_id":"rules-1454","_score":2.3741803,"_source":{"breadcrumbs":["Casino Games"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1454","markdown":"<title level=\"1\" right=\"Rules\">[Bounder](/Rules.aspx?ID=1454)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #159: All or Nothing](/Sources.aspx?ID=48) pg. 76</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBounder is an exciting game of rolling dice where tensions run high and luck is paramount. A bounder table can usually seat around 20 gamblers, and each gets a turn as the shooter—the player who rolls dice against the dealer.\n\n **Supplies**: Three six-sided dice for the dealer and two 20-sided dice for the shooter.\n\n **How to Play**: To start, the current shooter bets a stake (the minimum can be different at each casino, though usually it's 5 cp). The shooter then rolls their first d20, establishing their “point.” The shooter can then double their stake if desired. In addition, the other gamblers at the table can also place bets on the shooter's point if they believe the shooter will “bound” the dealer. Some casinos also offer the ability to place bets on the dealer's roll (whether they'll roll all even numbers, all odd numbers, or three of the same number); such bets usually offer higher payouts.\n\n When all the bets have been placed, the dealer rolls their 3d6. If the total matches the shooter's point, the shooter automatically loses their stake, as does anyone who bet on the point. Side bets for the dealer's roll are also resolved now. Generally, a bet on the dealer rolling all even or all odd numbers pays out an amount equal to the stake, and a bet on the dealer rolling three of a kind pays out an amount equal to three times the stake.\n\n The shooter then rolls their second d20; if their two dice results are on either side of the dealer's result—one greater than and one less than the dealer's number— they bound the dealer and win an amount equal to their stake; those who bet on the point also win an amount equal to their bet. Otherwise (including if the second d20 roll equaled the dealer's roll), the shooter and anyone who bet on the point lose their stakes. If a shooter rolls a 1 and a 20 (or a 20 and a 1), they win double their stake, though those who bet on the point win the usual amount.\n\n A new round of betting then begins and the next player clockwise at the table becomes the new shooter.\n\n **Odds**: A shooter will win about 40% of the time. Those gamblers who bet on the point have the same chance of winning as the shooter.\n\n The chance of the dealer's roll being all even or all odd numbers is less than 13%, and the chance of the dealer's roll being three of a kind is less than 3%.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bounder","next_link":{"label":"Century","url":"/Rules.aspx?ID=1455"},"previous_link":{"label":"Golem","url":"/Rules.aspx?ID=1453"},"rarity":"common","release_date":"2020-09-15","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #159: All or Nothing](/Sources.aspx?ID=48) pg. 76</row>\r\n\r\nCasino Games\r\n</additional-info>","source":["Pathfinder #159: All or Nothing"],"source_raw":["Pathfinder #159: All or Nothing pg. 76"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #159: All or Nothing](/Sources.aspx?ID=48) pg. 76</row>","speed":{},"text":" Bounder Source Pathfinder #159: All or Nothing pg. 76 Bounder is an exciting game of rolling dice where tensions run high and luck is paramount. A bounder table can usually seat around 20 gamblers, and each gets a turn as the shooter—the player who rolls dice against the dealer. Supplies : Three six-sided dice for the dealer and two 20-sided dice for the shooter. How to Play : To start, the current shooter bets a stake (the minimum can be different at each casino, though usually it's 5 cp). The shooter then rolls their first d20, establishing their “point.” The shooter can then double their stake if desired. In addition, the other gamblers at the table can also place bets on the shooter's point if they believe the shooter will “bound” the dealer. Some casinos also offer the ability to place bets on the dealer's roll (whether they'll roll all even numbers, all odd numbers, or three of the same number); such bets usually offer higher payouts. When all the bets have been placed, the dealer rolls their 3d6. If the total matches the shooter's point, the shooter automatically loses their stake, as does anyone who bet on the point. Side bets for the dealer's roll are also resolved now. Generally, a bet on the dealer rolling all even or all odd numbers pays out an amount equal to the stake, and a bet on the dealer rolling three of a kind pays out an amount equal to three times the stake. The shooter then rolls their second d20; if their two dice results are on either side of the dealer's result—one greater than and one less than the dealer's number— they bound the dealer and win an amount equal to their stake; those who bet on the point also win an amount equal to their bet. Otherwise (including if the second d20 roll equaled the dealer's roll), the shooter and anyone who bet on the point lose their stakes. If a shooter rolls a 1 and a 20 (or a 20 and a 1), they win double their stake, though those who bet on the point win the usual amount. A new round of betting then begins and the next player clockwise at the table becomes the new shooter. Odds : A shooter will win about 40% of the time. Those gamblers who bet on the point have the same chance of winning as the shooter. The chance of the dealer's roll being all even or all odd numbers is less than 13%, and the chance of the dealer's roll being three of a kind is less than 3%. ","type":"Rules","url":"/Rules.aspx?ID=1454","weakness":{}}},{"_index":"aon18","_id":"rules-1455","_score":2.3741803,"_source":{"breadcrumbs":["Casino Games"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1455","markdown":"<title level=\"1\" right=\"Rules\">[Century](/Rules.aspx?ID=1455)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #159: All or Nothing](/Sources.aspx?ID=48) pg. 77</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile this sedate game of predicting numbers doesn't offer the same thrill as many other games of chance, it's a popular way to pass the time with decent odds of winning at least some of your money back.\n\n **Supplies**: Two distinct 10-sided dice for the dealer (or any other way to randomly generate numbers between 1 and 100) and sheets of paper for players to record their predictions.\n\n **How to Play**: Each player bets a stake (the minimum can be different at each casino, though usually it's 5 cp) and chooses between two and 10 numbers that fall between one and 100. Then, the dealer rolls the d10s 20 times to randomly generate 20 different numbers (rolling again if a duplicate is ever rolled). Some casinos determine these numbers by pulling numbered balls out of a wire tumbler, performing this drawing slowly to maximize excitement. Each player's predictions are compared to the generated numbers. A player receives a payout if some of their numbers match, depending on how many numbers the player predicted. Generally, the more numbers the player chooses, the more that need to match to receive any payout.\n\n The Century Payouts table below shows the payout depending on how many numbers a player has predicted and how many generated numbers match these predictions.\n\n **Odds**: A player's odds of success depend on how many numbers they predict. For instance, there's about a 38% chance of matching one number if the player predicts two, but only a 6% chance of both matching. There's approximately a 14% chance of matching two numbers if the player predicts three, but less than a 2% chance of all three matching. In general, the more numbers the player has to match for a payout, the smaller the chance of it happening.\n\n## Century Payouts\n<row gap=\"tiny\">\n<table><tr><td></td><td>**2**</td><td>**3**</td><td>**4**</td><td>**5**</td><td>**6**</td><td>**7**</td><td>**8**</td><td>**9**</td><td>**10**</td></tr><tr><td>**1**</td><td>x1</td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td>**2**</td><td>x5</td><td>x2</td><td>x2</td><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr><td>**3**</td><td></td><td>x30</td><td>x5</td><td>x2</td><td>x2</td><td>x1</td><td></td><td></td><td></td></tr><tr><td>**4**</td><td></td><td></td><td>x60</td><td>x10</td><td>x4</td><td>x2</td><td>x2</td><td>x1</td><td></td></tr><tr><td>**5**</td><td></td><td></td><td></td><td>x200</td><td>x50</td><td>x20</td><td>x10</td><td>x5</td><td>x5</td></tr><tr><td>**6**</td><td></td><td></td><td></td><td></td><td>x800</td><td>x400</td><td>x100</td><td>x40</td><td>x20</td></tr><tr><td>**7**</td><td></td><td></td><td></td><td></td><td></td><td>x2000</td><td>x1500</td><td>x200</td><td>x100</td></tr><tr><td>**8**</td><td></td><td></td><td></td><td></td><td></td><td></td><td>x5000</td><td>x2000</td><td>x500</td></tr><tr><td>**9**</td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td>x5000</td><td>x2000</td></tr><tr><td>**10**</td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td>x5000</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Century","next_link":{"label":"Overview","url":"/Rules.aspx?ID=1457"},"previous_link":{"label":"Bounder","url":"/Rules.aspx?ID=1454"},"rarity":"common","release_date":"2020-09-15","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #159: All or Nothing](/Sources.aspx?ID=48) pg. 77</row>\r\n\r\nCasino Games\r\n</additional-info>","source":["Pathfinder #159: All or Nothing"],"source_raw":["Pathfinder #159: All or Nothing pg. 77"],"source_category":"Adventure Paths","source_group":"Agents of Edgewatch","source_markdown":"<row gap=\"tiny\">[Pathfinder #159: All or Nothing](/Sources.aspx?ID=48) pg. 77</row>","speed":{},"text":" Century Source Pathfinder #159: All or Nothing pg. 77 While this sedate game of predicting numbers doesn't offer the same thrill as many other games of chance, it's a popular way to pass the time with decent odds of winning at least some of your money back. Supplies : Two distinct 10-sided dice for the dealer (or any other way to randomly generate numbers between 1 and 100) and sheets of paper for players to record their predictions. How to Play : Each player bets a stake (the minimum can be different at each casino, though usually it's 5 cp) and chooses between two and 10 numbers that fall between one and 100. Then, the dealer rolls the d10s 20 times to randomly generate 20 different numbers (rolling again if a duplicate is ever rolled). Some casinos determine these numbers by pulling numbered balls out of a wire tumbler, performing this drawing slowly to maximize excitement. Each player's predictions are compared to the generated numbers. A player receives a payout if some of their numbers match, depending on how many numbers the player predicted. Generally, the more numbers the player chooses, the more that need to match to receive any payout. The Century Payouts table below shows the payout depending on how many numbers a player has predicted and how many generated numbers match these predictions. Odds : A player's odds of success depend on how many numbers they predict. For instance, there's about a 38% chance of matching one number if the player predicts two, but only a 6% chance of both matching. There's approximately a 14% chance of matching two numbers if the player predicts three, but less than a 2% chance of all three matching. In general, the more numbers the player has to match for a payout, the smaller the chance of it happening. ## Century Payouts 2 3 4 5 6 7 8 9 10 1 x1 2 x5 x2 x2 3 x30 x5 x2 x2 x1 4 x60 x10 x4 x2 x2 x1 5 x200 x50 x20 x10 x5 x5 6 x800 x400 x100 x40 x20 7 x2000 x1500 x200 x100 8 x5000 x2000 x500 9 x5000 x2000 10 x5000 ","type":"Rules","url":"/Rules.aspx?ID=1455","weakness":{}}},{"_index":"aon18","_id":"rules-1456","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 6: Equipment","Gear","Gear Statistics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1456","markdown":"<title level=\"1\" right=\"Rules\">[Wearing Tools](/Rules.aspx?ID=1456)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can make a set of tools (such as alchemist's tools or healer's tools) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an Interact action to use.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Wearing Tools","next_link":{"label":"Adventuring Gear","url":"/Rules.aspx?ID=239"},"previous_link":{"label":"Hands","url":"/Rules.aspx?ID=238"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>\r\n\r\nChapter 6: Equipment / Gear / Gear Statistics\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 287"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 287 <sup>4.0</sup></row>","speed":{},"text":" Wearing Tools Source Core Rulebook pg. 287 4.0 You can make a set of tools (such as alchemist's tools or healer's tools) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an Interact action to use. ","type":"Rules","url":"/Rules.aspx?ID=1456","weakness":{}}},{"_index":"aon18","_id":"rules-1457","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1457","markdown":"<title level=\"1\" right=\"Rules\">[Overview](/Rules.aspx?ID=1457)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Ancestry Guide](/Sources.aspx?ID=74) pg. 66 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGolarion is a world filled with unique people and strange magic, resulting in an incredible diversity of heritages across the Inner Sea. The new ancestries and versatile heritages (which can be applied to any ancestry) in the following pages represent a small portion of these unique and incredible peoples. Many of these ancestries have deep, historical ties to specific locales, making them less likely to be found outside of those regions. Several of the ancestries presented in this section are therefore [uncommon](/Traits.aspx?ID=159) for adventurers. This rarity trait applies specifically to the rules for playing a member of this ancestry, and it's separate from the rarity trait that determines how obscure information about a creature is. In addition, some ancestries and heritages have incredibly small populations, their existence the result of brief meetings between disparate realms. These ancestries are only rarely spotted anywhere on Golarion, and thus are [rare](/Traits.aspx?ID=137) for adventurers. As with uncommon ancestries, this rarity trait applies specifically to the rules for playing a member of this ancestry, and it's separate from the rarity trait that determines how obscure information about a creature is.\n\n While these ancestries are uncommon or rare in the same way as a magic item, a feat, or a spell, you choose an ancestry at the beginning of the campaign. Specific campaigns might grant access to a set of uncommon or even rare ancestries that are particularly appropriate for that setting, such as [androids](/Ancestries.aspx?ID=27) in a campaign set in Numeria or an all-[sprite](/Ancestries.aspx?ID=39) party for a campaign in the [First World](/Planes.aspx?ID=10). In other games, these ancestries can be as available as your group desires and the GM deems appropriate.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1458\" />","name":"Overview","next_link":{"label":"Infernal Contracts","url":"/Rules.aspx?ID=1460"},"previous_link":{"label":"Casino Games","url":"/Rules.aspx?ID=1452"},"rarity":"common","release_date":"2021-02-24","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Ancestry Guide](/Sources.aspx?ID=74) pg. 66 <sup>2.0</sup></row>\n\n</additional-info>","source":["Ancestry Guide"],"source_raw":["Ancestry Guide pg. 66"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Ancestry Guide](/Sources.aspx?ID=74) pg. 66 <sup>2.0</sup></row>","speed":{},"text":" Overview Source Ancestry Guide pg. 66 2.0 Golarion is a world filled with unique people and strange magic, resulting in an incredible diversity of heritages across the Inner Sea. The new ancestries and versatile heritages (which can be applied to any ancestry) in the following pages represent a small portion of these unique and incredible peoples. Many of these ancestries have deep, historical ties to specific locales, making them less likely to be found outside of those regions. Several of the ancestries presented in this section are therefore uncommon for adventurers. This rarity trait applies specifically to the rules for playing a member of this ancestry, and it's separate from the rarity trait that determines how obscure information about a creature is. In addition, some ancestries and heritages have incredibly small populations, their existence the result of brief meetings between disparate realms. These ancestries are only rarely spotted anywhere on Golarion, and thus are rare for adventurers. As with uncommon ancestries, this rarity trait applies specifically to the rules for playing a member of this ancestry, and it's separate from the rarity trait that determines how obscure information about a creature is. While these ancestries are uncommon or rare in the same way as a magic item, a feat, or a spell, you choose an ancestry at the beginning of the campaign. Specific campaigns might grant access to a set of uncommon or even rare ancestries that are particularly appropriate for that setting, such as androids in a campaign set in Numeria or an all-sprite party for a campaign in the First World. In other games, these ancestries can be as available as your group desires and the GM deems appropriate. ","type":"Rules","url":"/Rules.aspx?ID=1457","weakness":{}}},{"_index":"aon18","_id":"rules-1458","_score":2.3741803,"_source":{"breadcrumbs":["Overview"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1458","markdown":"<title level=\"1\" right=\"Rules\">[Special Rules](/Rules.aspx?ID=1458)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Ancestry Guide](/Sources.aspx?ID=74) pg. 66 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome of the new ancestries and heritages presented in this book require unique rules to fully represent their capabilities. Most of these rules are described in the applicable ancestry sections but are also collected here for reference. \n\n**Flying PCs**: Certain ancestries, such as [strix](/Ancestries.aspx?ID=40) or [sprites](/Ancestries.aspx?ID=39), have wings. The presented ancestry rules intend to provide a good combination of story and game balance for most groups. However, some players might have character concepts that don't fit this assumption and might wish to fly from initial character creation. At the GM's discretion, the GM can grant these PCs a 15-foot fly Speed, replacing any other abilities that involve flying, such as the strix's Wings ancestral trait. In this case, any feat that upgrades the PC's flying capabilities, such as the strix's [Fledgling Flight](/Feats.aspx?ID=2649) and [Juvenile Flight](/Feats.aspx?ID=2653) feats, might instead upgrade this Speed by an additional 5 feet. However, GMs who allow this option should be aware that a PC who can constantly fly can trivialize many low- and mid-level challenges, consistently outshining or leaving other characters behind; the GM should consider this option very carefully before allowing it and adjust the game accordingly. \n\n**Riding PCs**: A Tiny PC weighs so little and takes up so little Bulk that it wouldn't be a space issue to hitch a ride in a sack, on a shoulder, or otherwise be carried by a fellow PC. However, this requires a tremendous amount of coordination to ensure the Tiny PC doesn't get in the way, or the two PCs don't jostle each other into losing actions. As a result, for most parties, this tactic is less favorable than the Tiny PC just using their own mount. If a Tiny PC rides along with another PC or similar non-minion intelligent creature, roll both their initiatives and use the lower of the two results. The two PCs act in either order on the same initiative count. While traveling in this way, the PCs each gain two actions at the start of their turns, instead of three, since the larger PC spends one action keeping the smaller one balanced on their back, and the Tiny PC spends one action maintaining their grip. \n\n**Tiny PCs**: PCs are typically Small or Medium size, but some ancestries, such as most sprites, are Tiny instead! Being Tiny comes with its own set of rules about space and reach. A Tiny PC can enter another creature's space, which is important because their melee Strikes typically have no reach, meaning the PC must enter a creature's space to attack it. Like other Tiny creatures, the PC doesn't automatically receive lesser cover from being in a larger creature's space, but circumstances might allow them to [Take Cover](/Actions.aspx?ID=90) in this instance. They can purchase weapons, armor, and other items for their size with the same statistics as normal gear, except that melee weapons have a reach of 0 for them (or a reach 5 feet shorter than normal if they have the [reach](/Traits.aspx?ID=192) trait). Remember to adjust the Bulk of items and the PC's Bulk limit for Tiny size (See [Items and Sizes](/Rules.aspx?ID=256)).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Special Rules","next_link":{"label":"Infernal Contracts","url":"/Rules.aspx?ID=1460"},"previous_link":{"label":"Casino Games","url":"/Rules.aspx?ID=1452"},"rarity":"common","release_date":"2021-02-24","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Ancestry Guide](/Sources.aspx?ID=74) pg. 66 <sup>2.0</sup></row>\r\n\r\nOverview\r\n</additional-info>","source":["Ancestry Guide"],"source_raw":["Ancestry Guide pg. 66"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Ancestry Guide](/Sources.aspx?ID=74) pg. 66 <sup>2.0</sup></row>","speed":{},"text":" Special Rules Source Ancestry Guide pg. 66 2.0 Some of the new ancestries and heritages presented in this book require unique rules to fully represent their capabilities. Most of these rules are described in the applicable ancestry sections but are also collected here for reference. Flying PCs : Certain ancestries, such as strix or sprites, have wings. The presented ancestry rules intend to provide a good combination of story and game balance for most groups. However, some players might have character concepts that don't fit this assumption and might wish to fly from initial character creation. At the GM's discretion, the GM can grant these PCs a 15-foot fly Speed, replacing any other abilities that involve flying, such as the strix's Wings ancestral trait. In this case, any feat that upgrades the PC's flying capabilities, such as the strix's Fledgling Flight and Juvenile Flight feats, might instead upgrade this Speed by an additional 5 feet. However, GMs who allow this option should be aware that a PC who can constantly fly can trivialize many low- and mid-level challenges, consistently outshining or leaving other characters behind; the GM should consider this option very carefully before allowing it and adjust the game accordingly. Riding PCs : A Tiny PC weighs so little and takes up so little Bulk that it wouldn't be a space issue to hitch a ride in a sack, on a shoulder, or otherwise be carried by a fellow PC. However, this requires a tremendous amount of coordination to ensure the Tiny PC doesn't get in the way, or the two PCs don't jostle each other into losing actions. As a result, for most parties, this tactic is less favorable than the Tiny PC just using their own mount. If a Tiny PC rides along with another PC or similar non-minion intelligent creature, roll both their initiatives and use the lower of the two results. The two PCs act in either order on the same initiative count. While traveling in this way, the PCs each gain two actions at the start of their turns, instead of three, since the larger PC spends one action keeping the smaller one balanced on their back, and the Tiny PC spends one action maintaining their grip. Tiny PCs : PCs are typically Small or Medium size, but some ancestries, such as most sprites, are Tiny instead! Being Tiny comes with its own set of rules about space and reach. A Tiny PC can enter another creature's space, which is important because their melee Strikes typically have no reach, meaning the PC must enter a creature's space to attack it. Like other Tiny creatures, the PC doesn't automatically receive lesser cover from being in a larger creature's space, but circumstances might allow them to Take Cover in this instance. They can purchase weapons, armor, and other items for their size with the same statistics as normal gear, except that melee weapons have a reach of 0 for them (or a reach 5 feet shorter than normal if they have the reach trait). Remember to adjust the Bulk of items and the PC's Bulk limit for Tiny size (See Items and Sizes). ","type":"Rules","url":"/Rules.aspx?ID=1458","weakness":{}}},{"_index":"aon18","_id":"rules-1460","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1460","markdown":"<title level=\"1\" right=\"Rules\">[Infernal Contracts](/Rules.aspx?ID=1460)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #164: Hands of the Devil](/Sources.aspx?ID=75) pg. 74</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome mortals damn themselves through tyranny, murder, or other soul-staining offenses. Others need a little assistance surrendering their souls to [Hell](/Planes.aspx?ID=18). [Devils](/MonsterFamilies.aspx?ID=30) gladly offer enticing temptations to desperate mortals—but at a high price.\n\n These arrangements are formalized in the traditions and trappings of binding agreements most familiar to the mortal's culture, such as a handshake, a hand-binding ceremony, or a written agreement signed by both parties. Devils often include their own diabolical spin on the traditions by requiring the handshake to be performed while mingling the blood of both parties, binding hands with a red-hot chain, or signing a document in blood. These flourishes are rarely necessary; demanding them of the mortal is simply a display of power designed to put the devil at an advantage. Most deals with devils in the Inner Sea region take the form of written contracts, which purport to offer full transparency to mortal signatories, but in actuality incorporate additional agreements hidden in obfuscated language.\n\n Nearly all infernal contracts have three separate provisions: an ongoing benefit to the mortal, a payment the mortal must make to the devil (usually in the form of a supernatural restriction or prohibition), and a termination clause that, upon its occurrence, immediately voids the entire contract and ends all its effects. Contracts often include hidden conditions that give the devil additional leverage. \n\n The rules effect of an infernal contract is that of a magic item with the [contract](/Traits.aspx?ID=329) trait. This item has no physical substance and can't be dispelled, altered, or destroyed except by destroying both physical copies of the contract (a virtually impossible task, as most devils send their copy to the Fallen Fastness in Dis, an infernal library all but off-limits to mortals). An infernal contract is automatically invested and counts toward a character's limit of 10 invested items—all such contracts therefore include, as part of their cost, a fraction of the bargainer's ability to use other magic items. Once invested, infernal contracts aren't visible—though their effects can be—but anyone who has one is constantly aware of its presence. If a creature dies with an infernal contract invested, its soul is consigned to Hell and it can't be restored to life unless its soul is freed.\n\n The following are some examples of contracts a mortal might obtain; each specifies the type of devil most likely to offer them and the kinds of checks readers can use to decipher their terms.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Interpreting an Infernal Contract</title>\r\n\r\nUnderstanding the complex, legalistic provisions of an infernal contract is difficult, and doubly so when a devil is at hand demanding an expeditious signature. A reader must attempt a secret check to [Decipher Writing](/Actions.aspx?ID=22) to understand a contract's provisions. Each contract indicates appropriate skills to use, and the DC is based on the contract's item level (see [Level-Based DCs](/Rules.aspx?ID=554)). Alternatively, the reader can always use the Legal Lore skill to decipher the contract at the DC 4. Regardless of the outcome of the check, the reader always understands the Benefit and Payment provisions of the contract.\n\n**Critical Success** The reader understands the Hidden Condition and the Termination Clause.<br />\n**Success** The reader understands the Hidden Condition.<br />\n**Failure** The reader misunderstands the Hidden Condition and receives false information about it.<br />\n**Critical Failure** The reader misunderstands both the Hidden Condition and the Termination Clause, receiving false information about each.A mortal can try to renegotiate the contract; whether the devil agrees is up to the GM. The mortal must understand the Hidden Condition or Termination Clause to change the terms in their favor; the devil knows if the mortal misunderstands these clauses (from a failed Decipher Writing check) and if so usually plays along, knowing that any further agreements they make based on a misunderstood clause aren't binding and don't change the contract's effects. \r\n</aside>","name":"Infernal Contracts","next_link":{"label":"Adapting Western Weapons","url":"/Rules.aspx?ID=1462"},"previous_link":{"label":"Overview","url":"/Rules.aspx?ID=1457"},"rarity":"common","release_date":"2021-02-24","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #164: Hands of the Devil](/Sources.aspx?ID=75) pg. 74</row>\n\n</additional-info>","source":["Pathfinder #164: Hands of the Devil"],"source_raw":["Pathfinder #164: Hands of the Devil pg. 74"],"source_category":"Adventure Paths","source_group":"Abomination Vaults","source_markdown":"<row gap=\"tiny\">[Pathfinder #164: Hands of the Devil](/Sources.aspx?ID=75) pg. 74</row>","speed":{},"text":" Infernal Contracts Source Pathfinder #164: Hands of the Devil pg. 74 Some mortals damn themselves through tyranny, murder, or other soul-staining offenses. Others need a little assistance surrendering their souls to Hell. Devils gladly offer enticing temptations to desperate mortals—but at a high price. These arrangements are formalized in the traditions and trappings of binding agreements most familiar to the mortal's culture, such as a handshake, a hand-binding ceremony, or a written agreement signed by both parties. Devils often include their own diabolical spin on the traditions by requiring the handshake to be performed while mingling the blood of both parties, binding hands with a red-hot chain, or signing a document in blood. These flourishes are rarely necessary; demanding them of the mortal is simply a display of power designed to put the devil at an advantage. Most deals with devils in the Inner Sea region take the form of written contracts, which purport to offer full transparency to mortal signatories, but in actuality incorporate additional agreements hidden in obfuscated language. Nearly all infernal contracts have three separate provisions: an ongoing benefit to the mortal, a payment the mortal must make to the devil (usually in the form of a supernatural restriction or prohibition), and a termination clause that, upon its occurrence, immediately voids the entire contract and ends all its effects. Contracts often include hidden conditions that give the devil additional leverage. The rules effect of an infernal contract is that of a magic item with the contract trait. This item has no physical substance and can't be dispelled, altered, or destroyed except by destroying both physical copies of the contract (a virtually impossible task, as most devils send their copy to the Fallen Fastness in Dis, an infernal library all but off-limits to mortals). An infernal contract is automatically invested and counts toward a character's limit of 10 invested items—all such contracts therefore include, as part of their cost, a fraction of the bargainer's ability to use other magic items. Once invested, infernal contracts aren't visible—though their effects can be—but anyone who has one is constantly aware of its presence. If a creature dies with an infernal contract invested, its soul is consigned to Hell and it can't be restored to life unless its soul is freed. The following are some examples of contracts a mortal might obtain; each specifies the type of devil most likely to offer them and the kinds of checks readers can use to decipher their terms. Interpreting an Infernal Contract Understanding the complex, legalistic provisions of an infernal contract is difficult, and doubly so when a devil is at hand demanding an expeditious signature. A reader must attempt a secret check to Decipher Writing to understand a contract's provisions. Each contract indicates appropriate skills to use, and the DC is based on the contract's item level (see Level-Based DCs). Alternatively, the reader can always use the Legal Lore skill to decipher the contract at the DC 4. Regardless of the outcome of the check, the reader always understands the Benefit and Payment provisions of the contract. Critical Success The reader understands the Hidden Condition and the Termination Clause. Success The reader understands the Hidden Condition. Failure The reader misunderstands the Hidden Condition and receives false information about it. Critical Failure The reader misunderstands both the Hidden Condition and the Termination Clause, receiving false information about each.A mortal can try to renegotiate the contract; whether the devil agrees is up to the GM. The mortal must understand the Hidden Condition or Termination Clause to change the terms in their favor; the devil knows if the mortal misunderstands these clauses (from a failed Decipher Writing check) and if so usually plays along, knowing that any further agreements they make based on a misunderstood clause aren't binding and don't change the contract's effects. ","type":"Rules","url":"/Rules.aspx?ID=1460","weakness":{}}},{"_index":"aon18","_id":"rules-1461","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Ancestries & Backgrounds","Languages","Regional Languages"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1461","markdown":"<title level=\"1\" right=\"Rules\">[Regional Languages](/Rules.aspx?ID=1461)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 432 <sup>4.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese languages are uncommon outside the region of their genesis. A character hailing from one of the regions listed below automatically has access to that language. In the Inner Sea region, the language referred to as Common elsewhere in the rules is the same as Taldane—a result of Taldor's legacy of control and influence over the whole region. Nearly every language listed here is spoken on the melting-pot streets of Absalom.\n\n## Table 8-1: Regional Languages\n<row gap=\"tiny\">\n<table><tr><td>Language</td><td>Regions</td></tr> <tr><td>Hallit</td><td>Irrisen, Mendev, Numeria, Realm of the Mammoth Lords, Sarkoris, Ustalav</td></tr> <tr><td>Kelish</td><td>Katapesh, Kelesh, Osirion, Qadira</td></tr> <tr><td>Mwangi</td><td>Mwangi Expanse, the Shackles, Thuvia, Vidrian</td></tr> <tr><td>Osiriani</td><td>Geb, Katapesh, Mana Wastes, Nex, Osirion, Rahadoum, Thuvia</td></tr> <tr><td>Shoanti</td><td>Hold of Belkzen, Varisia</td></tr> <tr><td>Skald</td><td>Irrisen, Lands of the Linnorm Kings</td></tr> <tr><td>Tien</td><td>Lands of the Linnorm Kings, Realm of the Mammoth Lords, Tian Xia</td></tr> <tr><td>Varisian</td><td>Brevoy, the Gravelands, Nidal, Nirmathas, Ustalav, Varisia</td></tr> <tr><td>Vudrani</td><td>Jalmeray, Katapesh, Nex, Vudra</td></tr>\r\n</table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Regional Languages","next_link":{"label":"Sign Language and Reading Lips","url":"/Rules.aspx?ID=133"},"previous_link":{"label":"Backgrounds","url":"/Rules.aspx?ID=130"},"rarity":"common","release_date":"2019-08-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 432 <sup>4.0</sup></row>\r\n\r\nChapter 2: Ancestries &amp; Backgrounds / Languages / Regional Languages\r\n</additional-info>","source":["Core Rulebook"],"source_raw":["Core Rulebook pg. 432"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Core Rulebook](/Sources.aspx?ID=1) pg. 432 <sup>4.0</sup></row>","speed":{},"text":" Regional Languages Source Core Rulebook pg. 432 4.0 These languages are uncommon outside the region of their genesis. A character hailing from one of the regions listed below automatically has access to that language. In the Inner Sea region, the language referred to as Common elsewhere in the rules is the same as Taldane—a result of Taldor's legacy of control and influence over the whole region. Nearly every language listed here is spoken on the melting-pot streets of Absalom. ## Table 8-1: Regional Languages Language Regions Hallit Irrisen, Mendev, Numeria, Realm of the Mammoth Lords, Sarkoris, Ustalav Kelish Katapesh, Kelesh, Osirion, Qadira Mwangi Mwangi Expanse, the Shackles, Thuvia, Vidrian Osiriani Geb, Katapesh, Mana Wastes, Nex, Osirion, Rahadoum, Thuvia Shoanti Hold of Belkzen, Varisia Skald Irrisen, Lands of the Linnorm Kings Tien Lands of the Linnorm Kings, Realm of the Mammoth Lords, Tian Xia Varisian Brevoy, the Gravelands, Nidal, Nirmathas, Ustalav, Varisia Vudrani Jalmeray, Katapesh, Nex, Vudra ","type":"Rules","url":"/Rules.aspx?ID=1461","weakness":{}}},{"_index":"aon18","_id":"rules-1462","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1462","markdown":"<title level=\"1\" right=\"Rules\">[Adapting Western Weapons](/Rules.aspx?ID=1462)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 76</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany weapons of Tian Xia are direct conversions of weapons from the real world. However, creating a list of all weapons from all the world's different cultures is beyond the scope of this adventure. Thankfully, many of the most well-known weapons of eastern and southeastern Asia are similar to the weapons already featured in Pathfinder. Rather than take the time to recreate the abilities of every weapon, consider using statistics for existing weapons to replicate weapons missing from the game. For example, throughout this Adventure Path, characters who use [shortswords](/Weapons.aspx?ID=43) in their stat blocks are sometimes illustrated as using a Chinese jian, since the two weapons are virtually indistinguishable from a game design standpoint.\n\n On the other hand, some groups might not be satisfied reskinning existing weapons. GMs and players might instead tweak the statistics of weapons to suit their needs. In general, you should not “increase” one facet of a weapon (such as its damage die) without “decreasing” some other aspect of the item (such as removing a desirable weapon trait). Even so, not all traits are created equal; swapping the [versatile](/Traits.aspx?ID=200) trait for the [agile](/Traits.aspx?ID=170) trait, for example, can have serious mechanical implications. Groups that decide to alter existing weapon stats should be prepared to adjudicate these changes at the table and possibly alter or entirely undo changes if they lead to an unsatisfactory time for the group.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adapting Western Weapons","next_link":{"label":"Researching the Malevolence","url":"/Rules.aspx?ID=1463"},"previous_link":{"label":"Infernal Contracts","url":"/Rules.aspx?ID=1460"},"rarity":"common","release_date":"2021-07-07","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 76</row>\n\n</additional-info>","source":["Pathfinder #166: Despair on Danger Island"],"source_raw":["Pathfinder #166: Despair on Danger Island pg. 76"],"source_category":"Adventure Paths","source_group":"Fists of the Ruby Phoenix","source_markdown":"<row gap=\"tiny\">[Pathfinder #166: Despair on Danger Island](/Sources.aspx?ID=85) pg. 76</row>","speed":{},"text":" Adapting Western Weapons Source Pathfinder #166: Despair on Danger Island pg. 76 Many weapons of Tian Xia are direct conversions of weapons from the real world. However, creating a list of all weapons from all the world's different cultures is beyond the scope of this adventure. Thankfully, many of the most well-known weapons of eastern and southeastern Asia are similar to the weapons already featured in Pathfinder. Rather than take the time to recreate the abilities of every weapon, consider using statistics for existing weapons to replicate weapons missing from the game. For example, throughout this Adventure Path, characters who use shortswords in their stat blocks are sometimes illustrated as using a Chinese jian, since the two weapons are virtually indistinguishable from a game design standpoint. On the other hand, some groups might not be satisfied reskinning existing weapons. GMs and players might instead tweak the statistics of weapons to suit their needs. In general, you should not “increase” one facet of a weapon (such as its damage die) without “decreasing” some other aspect of the item (such as removing a desirable weapon trait). Even so, not all traits are created equal; swapping the versatile trait for the agile trait, for example, can have serious mechanical implications. Groups that decide to alter existing weapon stats should be prepared to adjudicate these changes at the table and possibly alter or entirely undo changes if they lead to an unsatisfactory time for the group. ","type":"Rules","url":"/Rules.aspx?ID=1462","weakness":{}}},{"_index":"aon18","_id":"rules-1463","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1463","markdown":"<title level=\"1\" right=\"Rules\">[Researching the Malevolence](/Rules.aspx?ID=1463)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Malevolence](/Sources.aspx?ID=88) pg. 59</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe key perils within and below Xarwin Manor can be defeated only temporarily through combat and magic. To put these hauntings and sinister undead to rest permanently, the PCs must discover the secrets of the manor's history by researching clues found within the structure's libraries and collections, by studying journals and notes left behind by its doomed inhabitants, or even by experiencing vivid dreams. These insights into the area's history will help guide the PCs' explorations, reveal goals, and (as they complete research topics) earn them experience points.\n\n These investigations are performed using the [Research](/Rules.aspx?ID=1205) subsystem. The PCs can choose to research several topics, some of which they might not initially have access to when the adventure begins and must be discovered (or “unlocked”) through the course of play. When a PC wishes to [Research](/Actions.aspx?ID=519), they should indicate to the GM which topic they want to investigate and then attempt an appropriate skill check for the venue of research they utilize.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Malevolence Condition</title>\r\n\r\nAs the malevolence begins to take its hold on creatures, their body, minds, and souls become increasingly haunted by the supernatural force infesting Xarwin Manor. Malevolence is a special condition that can affect PCs who play in this adventure. The malevolence condition always includes a value. You take a status penalty equal to this value to all saving throws against effects generated by [haunts](/Traits.aspx?ID=88) and against all [curse](/Traits.aspx?ID=38) and [possession](/Traits.aspx?ID=129) effects. The malevolence condition can be reduced by [_restoration_](/Spells.aspx?ID=258).\n\n The malevolence can never increase above a value of 4. If an effect would increase a creature's malevolence value higher than 4, the creature is instead [stupefied 1](/Conditions.aspx?ID=37) for 24 hours as the malevolence consumes a few of their random, short-term memories. A creature that has a malevolence 4 won't voluntarily leave the Xarwin Manor grounds.\n\n Each time you get a full night's rest in a region not influenced by the malevolence condition, the value of your malevolence decreases by 1.\r\n\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1464\" />\r\n\r\n<document level=\"2\" id=\"rules-1465\" />\r\n\r\n<document level=\"2\" id=\"rules-1466\" />","name":"Researching the Malevolence","next_link":{"label":"Life in the Academy","url":"/Rules.aspx?ID=1467"},"previous_link":{"label":"Adapting Western Weapons","url":"/Rules.aspx?ID=1462"},"rarity":"common","release_date":"2021-07-07","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Malevolence](/Sources.aspx?ID=88) pg. 59</row>\n\n</additional-info>","source":["Malevolence"],"source_raw":["Malevolence pg. 59"],"source_category":"Adventures","source_group":"Malevolence","source_markdown":"<row gap=\"tiny\">[Malevolence](/Sources.aspx?ID=88) pg. 59</row>","speed":{},"text":" Researching the Malevolence Source Malevolence pg. 59 The key perils within and below Xarwin Manor can be defeated only temporarily through combat and magic. To put these hauntings and sinister undead to rest permanently, the PCs must discover the secrets of the manor's history by researching clues found within the structure's libraries and collections, by studying journals and notes left behind by its doomed inhabitants, or even by experiencing vivid dreams. These insights into the area's history will help guide the PCs' explorations, reveal goals, and (as they complete research topics) earn them experience points. These investigations are performed using the Research subsystem. The PCs can choose to research several topics, some of which they might not initially have access to when the adventure begins and must be discovered (or “unlocked”) through the course of play. When a PC wishes to Research, they should indicate to the GM which topic they want to investigate and then attempt an appropriate skill check for the venue of research they utilize. Malevolence Condition As the malevolence begins to take its hold on creatures, their body, minds, and souls become increasingly haunted by the supernatural force infesting Xarwin Manor. Malevolence is a special condition that can affect PCs who play in this adventure. The malevolence condition always includes a value. You take a status penalty equal to this value to all saving throws against effects generated by haunts and against all curse and possession effects. The malevolence condition can be reduced by restoration . The malevolence can never increase above a value of 4. If an effect would increase a creature's malevolence value higher than 4, the creature is instead stupefied 1 for 24 hours as the malevolence consumes a few of their random, short-term memories. A creature that has a malevolence 4 won't voluntarily leave the Xarwin Manor grounds. Each time you get a full night's rest in a region not influenced by the malevolence condition, the value of your malevolence decreases by 1. ","type":"Rules","url":"/Rules.aspx?ID=1463","weakness":{}}},{"_index":"aon18","_id":"rules-1464","_score":2.3741803,"_source":{"breadcrumbs":["Researching the Malevolence"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1464","markdown":"<title level=\"1\" right=\"Rules\">[Special Terminology](/Rules.aspx?ID=1464)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Malevolence](/Sources.aspx?ID=88) pg. 59</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe rules presented in the _Gamemastery Guide_ assume PCs research divisions within a library, but in this adventure, the terminology used differs slightly. Instead of being organized under libraries, divisions are listed as topics, such as “Ioseff Xarwin” or “Psychopomps.” Within each topic, numerous venues are listed, be it the PCs' own knowledge, a collection of books, journals found in the manor, discussions with NPCs, phantasms, or dreams experienced while under the manor's influence. The amount of time needed to perform the check varies by venue but is listed in each topic's stat block.\n\n Each topic has a level associated with it. Once the PCs reach all of a topic's research thresholds, they earn XP as if they'd defeated a creature of the topic's level. For example, a party of 3rd-level characters, upon completing research about a 5th-level topic, earn 80 XP, the same amount this party would have earned for defeating a 5th-level creature. To keep things moving, you should let the PCs know when they've completed research on a topic rather than let them continue trying in vain learn more.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Special Terminology","next_link":{"label":"Dream Research","url":"/Rules.aspx?ID=1465"},"previous_link":{"label":"Adapting Western Weapons","url":"/Rules.aspx?ID=1462"},"rarity":"common","release_date":"2021-07-07","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Malevolence](/Sources.aspx?ID=88) pg. 59</row>\r\n\r\nResearching the Malevolence\r\n</additional-info>","source":["Malevolence"],"source_raw":["Malevolence pg. 59"],"source_category":"Adventures","source_group":"Malevolence","source_markdown":"<row gap=\"tiny\">[Malevolence](/Sources.aspx?ID=88) pg. 59</row>","speed":{},"text":" Special Terminology Source Malevolence pg. 59 The rules presented in the Gamemastery Guide assume PCs research divisions within a library, but in this adventure, the terminology used differs slightly. Instead of being organized under libraries, divisions are listed as topics, such as “Ioseff Xarwin” or “Psychopomps.” Within each topic, numerous venues are listed, be it the PCs' own knowledge, a collection of books, journals found in the manor, discussions with NPCs, phantasms, or dreams experienced while under the manor's influence. The amount of time needed to perform the check varies by venue but is listed in each topic's stat block. Each topic has a level associated with it. Once the PCs reach all of a topic's research thresholds, they earn XP as if they'd defeated a creature of the topic's level. For example, a party of 3rd-level characters, upon completing research about a 5th-level topic, earn 80 XP, the same amount this party would have earned for defeating a 5th-level creature. To keep things moving, you should let the PCs know when they've completed research on a topic rather than let them continue trying in vain learn more. ","type":"Rules","url":"/Rules.aspx?ID=1464","weakness":{}}},{"_index":"aon18","_id":"rules-1465","_score":2.3741803,"_source":{"breadcrumbs":["Researching the Malevolence"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1465","markdown":"<title level=\"1\" right=\"Rules\">[Dream Research](/Rules.aspx?ID=1465)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Malevolence](/Sources.aspx?ID=88) pg. 59</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce the PCs visit Xarwin Manor, their psyches become linked to the malevolence. Thereafter, whenever they sleep within a five-mile radius of the manor, they experience disturbing and unsettling dreams that seem to simultaneously present strangely precise clues and revelations. The PCs might all share the same or very similar dreams, or each character might receive a different visions in the same night, at the GM's discretion.\n\n Whenever the PCs have these strange dreams, have them roll a DC 15 Arcana (trained), Nature (trained), Occultism (untrained), or Religion (untrained) check while they dream. On a success, that PC realizes that they can use this dream to research topics they've unlocked during the adventure by taking the Dream Research activity. \n\n<title level=\"3\" right=\"\">Dream Research</title> <traits><trait label=\"Concentrate\" /> <trait label=\"Downtime\" /> </traits>**Trigger** You fall asleep within 5 miles of Xarwin Manor.<br /> **Frequency** once per 12 hours<br /> While you sleep, you experience dreams that verge on nightmares. In these dreams, your mind drifts from your soul, and everything you know feels like it's being drawn up into the dark places between the stars to be devoured. During the dream, you can concentrate on one research topic you've unlocked that you haven't fully investigated. If you choose a topic for which the party has already discovered all research thresholds, you can immediately switch to a different topic.\n\n The skill you use and the DC for the check depend on the topic, as detailed in that topic's Dreams venue. If you're not dreaming within the manor grounds, the spiritual link to the malevolence is lessened and you take a 2 status penalty to the check.<br />**Critical Success** You gain 2 RP. <br />**Success** You gain 1 RP. <br />**Critical Failure** You peer too far into the malevolence, which notices your attempt. You manage to break the mental link just before you lose some memories to its ravenous appetite. Increase your malevolence condition value by 1.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dream Research","next_link":{"label":"Research Topics","url":"/Rules.aspx?ID=1466"},"previous_link":{"label":"Special Terminology","url":"/Rules.aspx?ID=1464"},"rarity":"common","release_date":"2021-07-07","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Malevolence](/Sources.aspx?ID=88) pg. 59</row>\r\n\r\nResearching the Malevolence\r\n</additional-info>","source":["Malevolence"],"source_raw":["Malevolence pg. 59"],"source_category":"Adventures","source_group":"Malevolence","source_markdown":"<row gap=\"tiny\">[Malevolence](/Sources.aspx?ID=88) pg. 59</row>","speed":{},"text":" Dream Research Source Malevolence pg. 59 Once the PCs visit Xarwin Manor, their psyches become linked to the malevolence. Thereafter, whenever they sleep within a five-mile radius of the manor, they experience disturbing and unsettling dreams that seem to simultaneously present strangely precise clues and revelations. The PCs might all share the same or very similar dreams, or each character might receive a different visions in the same night, at the GM's discretion. Whenever the PCs have these strange dreams, have them roll a DC 15 Arcana (trained), Nature (trained), Occultism (untrained), or Religion (untrained) check while they dream. On a success, that PC realizes that they can use this dream to research topics they've unlocked during the adventure by taking the Dream Research activity. Dream Research Trigger You fall asleep within 5 miles of Xarwin Manor. Frequency once per 12 hours While you sleep, you experience dreams that verge on nightmares. In these dreams, your mind drifts from your soul, and everything you know feels like it's being drawn up into the dark places between the stars to be devoured. During the dream, you can concentrate on one research topic you've unlocked that you haven't fully investigated. If you choose a topic for which the party has already discovered all research thresholds, you can immediately switch to a different topic. The skill you use and the DC for the check depend on the topic, as detailed in that topic's Dreams venue. If you're not dreaming within the manor grounds, the spiritual link to the malevolence is lessened and you take a 2 status penalty to the check. Critical Success You gain 2 RP. Success You gain 1 RP. Critical Failure You peer too far into the malevolence, which notices your attempt. You manage to break the mental link just before you lose some memories to its ravenous appetite. Increase your malevolence condition value by 1. ","type":"Rules","url":"/Rules.aspx?ID=1465","weakness":{}}},{"_index":"aon18","_id":"rules-1466","_score":2.3741803,"_source":{"breadcrumbs":["Researching the Malevolence"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1466","markdown":"<title level=\"1\" right=\"Rules\">[Research Topics](/Rules.aspx?ID=1466)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Malevolence](/Sources.aspx?ID=88) pg. 60</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen Malevolence begins, the PCs might start with certain research topics already unlocked, depending on what adventure hook you choose. In this case, a PC can use the Regional Lore venue to perform research before traveling to Xarwin Manor.\n\n In cases where a PC must attempt a Library Lore check, you can allow a PC with another potentially appropriate Lore skill to roll that skill instead. Options to Recall Knowledge to know information automatically can only be attempted once per character per venue.\n\n Before the PCs can research a topic, they must unlock that topic. A topic can be unlocked during play in encounter mode, or it can be unlocked by successfully researching related topics. As this adventure progresses, you (or a player) should keep a list of unlocked Research topics for quick reference as needed during play.\n\n Note that for most of these topics, the final research threshold manifests as a dream. If the PCs reach this threshold using the normal Research activity rather than Dream Research, this final revelation manifests as a sort of waking dream or vision on the spot, triggered by a final bit of successful study on the topic.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Research Topics","next_link":{"label":"Life in the Academy","url":"/Rules.aspx?ID=1467"},"previous_link":{"label":"Dream Research","url":"/Rules.aspx?ID=1465"},"rarity":"common","release_date":"2021-07-07","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Malevolence](/Sources.aspx?ID=88) pg. 60</row>\r\n\r\nResearching the Malevolence\r\n</additional-info>","source":["Malevolence"],"source_raw":["Malevolence pg. 60"],"source_category":"Adventures","source_group":"Malevolence","source_markdown":"<row gap=\"tiny\">[Malevolence](/Sources.aspx?ID=88) pg. 60</row>","speed":{},"text":" Research Topics Source Malevolence pg. 60 When Malevolence begins, the PCs might start with certain research topics already unlocked, depending on what adventure hook you choose. In this case, a PC can use the Regional Lore venue to perform research before traveling to Xarwin Manor. In cases where a PC must attempt a Library Lore check, you can allow a PC with another potentially appropriate Lore skill to roll that skill instead. Options to Recall Knowledge to know information automatically can only be attempted once per character per venue. Before the PCs can research a topic, they must unlock that topic. A topic can be unlocked during play in encounter mode, or it can be unlocked by successfully researching related topics. As this adventure progresses, you (or a player) should keep a list of unlocked Research topics for quick reference as needed during play. Note that for most of these topics, the final research threshold manifests as a dream. If the PCs reach this threshold using the normal Research activity rather than Dream Research, this final revelation manifests as a sort of waking dream or vision on the spot, triggered by a final bit of successful study on the topic. ","type":"Rules","url":"/Rules.aspx?ID=1466","weakness":{}}},{"_index":"aon18","_id":"rules-1467","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1467","markdown":"<title level=\"1\" right=\"Rules\">[Life in the Academy](/Rules.aspx?ID=1467)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 61</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn the Strength of Thousands Adventure Path, you'll have the opportunity to play characters who are students at the Magaambya, the oldest and most storied magic school in all Golarion. You'll learn new magic, advance in your studies, choose one of the five prestigious branches to join, and more. As you continue your academic career, adventure will call, but you'll never cease to be a Magaambyan, tied inextricably to the thousands upon thousands of students who came before you, stretching across eight millennia of history and tracing back to the legacy of Old-Mage Jatembe, one of the most legendary and powerful wizards in the history of Golarion.\n\n The academia subsystem helps you express your character's academic and intellectual growth throughout your time at the Magaambya, starting as a new initiate struggling to find your place at the school to an academic powerhouse respected by all researchers in your field and beyond. You'll continue your studies alongside your adventuring career, allowing you to gain a series of useful benefits to improve your character's capabilities based on the progress of your academic work.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Academia? No Thanks</title>\r\n\r\nWhile many players in an Adventure Path about a magic academy might be interested in developing their characters' academic careers, some might want to skip right to the action. That's okay! You can either skip the subsystem entirely, in which case characters will be a little less versatile than normal, or just allow characters to automatically advance their primary branch at every even level, to a maximum branch level of 11 when the character reaches level 20.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">GMs, Share this With your Players</title>\r\n\r\nThe details of the academia subsystem aren't a secret. This article is spoiler-free and written from a player's perspective, so you can share it with your players and help them make informed decisions for their characters' academic careers. Throughout the Adventure Path, you'll find numerous opportunities to tie into the academia subsystem, called out either in sidebars or in the text.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Roleplaying Academia</title>\r\n\r\nThe academia subsystem is at its best when the players and GM use the opportunity as a backdrop for roleplaying events and occurrences that highlight the reality of life at a magic academy, rather than just quickly rolling some skill checks and tallying up branch levels. Maybe one hero has to go on a hunt for a book that should be available in the library but has been lent out multiple times, while another must convince a straitlaced professor to allow them to conduct a potentially dangerous experiment. For more guidance on ideas for downtime events and how to intersperse them throughout downtime, refer to [Running Downtime](/Rules.aspx?ID=870) and [Tasks and Events](/Rules.aspx?ID=877).\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1468\" />\r\n\r\n<document level=\"2\" id=\"rules-1471\" />\r\n\r\n<document level=\"2\" id=\"rules-1472\" />","name":"Life in the Academy","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=1483"},"previous_link":{"label":"Researching the Malevolence","url":"/Rules.aspx?ID=1463"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 61</row>\n\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 61"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 61</row>","speed":{},"text":" Life in the Academy Source Pathfinder #169: Kindled Magic pg. 61 In the Strength of Thousands Adventure Path, you'll have the opportunity to play characters who are students at the Magaambya, the oldest and most storied magic school in all Golarion. You'll learn new magic, advance in your studies, choose one of the five prestigious branches to join, and more. As you continue your academic career, adventure will call, but you'll never cease to be a Magaambyan, tied inextricably to the thousands upon thousands of students who came before you, stretching across eight millennia of history and tracing back to the legacy of Old-Mage Jatembe, one of the most legendary and powerful wizards in the history of Golarion. The academia subsystem helps you express your character's academic and intellectual growth throughout your time at the Magaambya, starting as a new initiate struggling to find your place at the school to an academic powerhouse respected by all researchers in your field and beyond. You'll continue your studies alongside your adventuring career, allowing you to gain a series of useful benefits to improve your character's capabilities based on the progress of your academic work. Academia? No Thanks While many players in an Adventure Path about a magic academy might be interested in developing their characters' academic careers, some might want to skip right to the action. That's okay! You can either skip the subsystem entirely, in which case characters will be a little less versatile than normal, or just allow characters to automatically advance their primary branch at every even level, to a maximum branch level of 11 when the character reaches level 20. GMs, Share this With your Players The details of the academia subsystem aren't a secret. This article is spoiler-free and written from a player's perspective, so you can share it with your players and help them make informed decisions for their characters' academic careers. Throughout the Adventure Path, you'll find numerous opportunities to tie into the academia subsystem, called out either in sidebars or in the text. Roleplaying Academia The academia subsystem is at its best when the players and GM use the opportunity as a backdrop for roleplaying events and occurrences that highlight the reality of life at a magic academy, rather than just quickly rolling some skill checks and tallying up branch levels. Maybe one hero has to go on a hunt for a book that should be available in the library but has been lent out multiple times, while another must convince a straitlaced professor to allow them to conduct a potentially dangerous experiment. For more guidance on ideas for downtime events and how to intersperse them throughout downtime, refer to Running Downtime and Tasks and Events. ","type":"Rules","url":"/Rules.aspx?ID=1467","weakness":{}}},{"_index":"aon18","_id":"rules-1468","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1468","markdown":"<title level=\"1\" right=\"Rules\">[The Five Branches of Scholarship](/Rules.aspx?ID=1468)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 61</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMagaambyan scholars believe in many fundamental values of scholarship. Key among them are adaptability, camaraderie, imagination, knowledge, and valor. The school's faculty and lessons are divided into five branches, each emphasizing one of these values.\n\n **Cascade Bearers** esteem **imagination**, from the dreams of the most visionary magical theorists to the innovations of creative problem-solvers of all stripes.\n\n **Emerald Boughs** emphasize **camaraderie**, the sense of community and connection to fellow Magaambyans; they also interact with those outside the Magaambya and spread the academy's message.\n\n **Rain-Scribes** value **adaptability** in thoughts and deeds, as well as a willingness to admit errors and learn from past mistakes.\n\n **Tempest-Sun Mages** inspire **valor**, not only the physical courage to stand up for friends and the school, but also the intellectual courage to consider opposing viewpoints and widen one's understanding rather than staying entrenched in a single paradigm.\n\n **Uzunjati** understand that **knowledge** lives in stories passed down through the generations and also is earned every day through personal experience.\n\n While all Magaambyans are expected to embody these values to varying degrees, and members of the different branches work together on and off campus, every student joins one primary branch to shape their academic understanding. In addition to this choice, you'll also select a secondary branch that influences the expression of your primary branch and supplements your education. Your learning within these branches progresses from levels 1 to 20, just like your character. You can never have more levels in your primary branch than your character's level, and you can never have more levels in your secondary branch than half your character's level. When you create your character, choose a primary branch and a secondary branch; both begin at level 0.\n\n Classes at the Magaambya are open to students of any branch, but each focuses on the values embodied by a specific branch. If your primary branch is Tempest-Sun Mages and your secondary branch is Rain-Scribes, you'll attend Tempest-Sun Mage classes to advance your level in your primary branch or Rain-Scribe classes to advance your level in your secondary branch. You don't need to create a specific course load or class schedule, since you're always choosing whether to focus on your primary or secondary branch.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1469\" />\r\n\r\n<document level=\"2\" id=\"rules-1470\" />","name":"The Five Branches of Scholarship","next_link":{"label":"Advancing Your Branch Level","url":"/Rules.aspx?ID=1471"},"previous_link":{"label":"Researching the Malevolence","url":"/Rules.aspx?ID=1463"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 61</row>\r\n\r\nLife in the Academy\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 61"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 61</row>","speed":{},"text":" The Five Branches of Scholarship Source Pathfinder #169: Kindled Magic pg. 61 Magaambyan scholars believe in many fundamental values of scholarship. Key among them are adaptability, camaraderie, imagination, knowledge, and valor. The school's faculty and lessons are divided into five branches, each emphasizing one of these values. Cascade Bearers esteem imagination , from the dreams of the most visionary magical theorists to the innovations of creative problem-solvers of all stripes. Emerald Boughs emphasize camaraderie , the sense of community and connection to fellow Magaambyans; they also interact with those outside the Magaambya and spread the academy's message. Rain-Scribes value adaptability in thoughts and deeds, as well as a willingness to admit errors and learn from past mistakes. Tempest-Sun Mages inspire valor , not only the physical courage to stand up for friends and the school, but also the intellectual courage to consider opposing viewpoints and widen one's understanding rather than staying entrenched in a single paradigm. Uzunjati understand that knowledge lives in stories passed down through the generations and also is earned every day through personal experience. While all Magaambyans are expected to embody these values to varying degrees, and members of the different branches work together on and off campus, every student joins one primary branch to shape their academic understanding. In addition to this choice, you'll also select a secondary branch that influences the expression of your primary branch and supplements your education. Your learning within these branches progresses from levels 1 to 20, just like your character. You can never have more levels in your primary branch than your character's level, and you can never have more levels in your secondary branch than half your character's level. When you create your character, choose a primary branch and a secondary branch; both begin at level 0. Classes at the Magaambya are open to students of any branch, but each focuses on the values embodied by a specific branch. If your primary branch is Tempest-Sun Mages and your secondary branch is Rain-Scribes, you'll attend Tempest-Sun Mage classes to advance your level in your primary branch or Rain-Scribe classes to advance your level in your secondary branch. You don't need to create a specific course load or class schedule, since you're always choosing whether to focus on your primary or secondary branch. ","type":"Rules","url":"/Rules.aspx?ID=1468","weakness":{}}},{"_index":"aon18","_id":"rules-1469","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy","The Five Branches of Scholarship"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1469","markdown":"<title level=\"1\" right=\"Rules\">[Branch Skills, Lores, and Feats](/Rules.aspx?ID=1469)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 62</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach branch has two or three associated skills, one or more subcategories of lore, and a general feat. As you gain levels in your branch, you'll gain benefits that apply to the associated skills and lore, as well as the associated general feat. \n\n## Table 1: Branches, Skills, Lores, And Feats\n<row gap=\"tiny\">\n<table> <tr><td>**Branch**</td><td>**Skills**</td><td>**[Lore](/Skills.aspx?ID=8)**</td><td>**General Feat**</td></tr> <tr><td>Cascade Bearers</td><td>[Arcana](/Skills.aspx?ID=2), [Occultism](/Skills.aspx?ID=11), [Religion](/Skills.aspx?ID=13)</td><td>Academia Lore</td><td>[Canny Acumen](/Feats.aspx?ID=764)</td></tr> <tr><td>Emerald Boughs</td><td>[Deception](/Skills.aspx?ID=5), [Diplomacy](/Skills.aspx?ID=6), [Society](/Skills.aspx?ID=14)</td><td>Specific settlement (such as Nantambu Lore)</td><td>[Adopted Ancestry](/Feats.aspx?ID=751)</td></tr> <tr><td>Rain-Scribes</td><td>[Medicine](/Skills.aspx?ID=9), [Nature](/Skills.aspx?ID=10), [Survival](/Skills.aspx?ID=16)</td><td>Specific terrain (such as Forest Lore)</td><td>[Fleet](/Feats.aspx?ID=784)</td></tr> <tr><td>Tempest-Sun Mages</td><td>[Intimidation](/Skills.aspx?ID=7), [Performance](/Skills.aspx?ID=12)</td><td>Warfare Lore</td><td>[Toughness](/Feats.aspx?ID=855)</td></tr> <tr><td>Uzunjati</td><td>[Crafting](/Skills.aspx?ID=4), Lore</td><td>Any Lore</td><td>[Incredible Initiative](/Feats.aspx?ID=794)</td></tr> </table>\r\n</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Branch Skills, Lores, and Feats","next_link":{"label":"Changing Branches","url":"/Rules.aspx?ID=1470"},"previous_link":{"label":"Researching the Malevolence","url":"/Rules.aspx?ID=1463"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 62</row>\r\n\r\nLife in the Academy / The Five Branches of Scholarship\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 62"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 62</row>","speed":{},"text":" Branch Skills, Lores, and Feats Source Pathfinder #169: Kindled Magic pg. 62 Each branch has two or three associated skills, one or more subcategories of lore, and a general feat. As you gain levels in your branch, you'll gain benefits that apply to the associated skills and lore, as well as the associated general feat. ## Table 1: Branches, Skills, Lores, And Feats Branch Skills Lore General Feat Cascade Bearers Arcana, Occultism, Religion Academia Lore Canny Acumen Emerald Boughs Deception, Diplomacy, Society Specific settlement (such as Nantambu Lore) Adopted Ancestry Rain-Scribes Medicine, Nature, Survival Specific terrain (such as Forest Lore) Fleet Tempest-Sun Mages Intimidation, Performance Warfare Lore Toughness Uzunjati Crafting, Lore Any Lore Incredible Initiative ","type":"Rules","url":"/Rules.aspx?ID=1469","weakness":{}}},{"_index":"aon18","_id":"rules-1470","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy","The Five Branches of Scholarship"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1470","markdown":"<title level=\"1\" right=\"Rules\">[Changing Branches](/Rules.aspx?ID=1470)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 62</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIt's perfectly natural that a player might choose a primary or secondary branch at character creation and, after roleplaying the character for some time, decide it was the wrong branch to represent their character's personality. While your GM could create a downtime activity to allow branch retraining in place of advancing in a branch, this can wind up permanently leaving your character behind the rest of your party. Instead, work with your GM to swap out your branches. Keep in mind, the Magaambya looks extremely poorly on those who flippantly attempt to alter their branches of scholarship to gain personal power and will staunchly deny any such exploit.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Changing Branches","next_link":{"label":"Advancing Your Branch Level","url":"/Rules.aspx?ID=1471"},"previous_link":{"label":"Branch Skills, Lores, and Feats","url":"/Rules.aspx?ID=1469"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 62</row>\r\n\r\nLife in the Academy / The Five Branches of Scholarship\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 62"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 62</row>","speed":{},"text":" Changing Branches Source Pathfinder #169: Kindled Magic pg. 62 It's perfectly natural that a player might choose a primary or secondary branch at character creation and, after roleplaying the character for some time, decide it was the wrong branch to represent their character's personality. While your GM could create a downtime activity to allow branch retraining in place of advancing in a branch, this can wind up permanently leaving your character behind the rest of your party. Instead, work with your GM to swap out your branches. Keep in mind, the Magaambya looks extremely poorly on those who flippantly attempt to alter their branches of scholarship to gain personal power and will staunchly deny any such exploit. ","type":"Rules","url":"/Rules.aspx?ID=1470","weakness":{}}},{"_index":"aon18","_id":"rules-1471","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1471","markdown":"<title level=\"1\" right=\"Rules\">[Advancing Your Branch Level](/Rules.aspx?ID=1471)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 62</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUnlike your character's level, your levels in your primary and secondary branches don't advance automatically when you gain Experience Points. Instead, you advance your branches through academic achievement; early in your career, this typically happens via bookwork and exams. As a student at the Magaambya, you can use either the Study downtime activity or the Cram downtime activity to represent your accomplishments in your studies and exams, with the timing based on the academic calendar (as noted for the GM in each volume of the Adventure Path).\n\n Truly accomplished scholars also might be able to use the Practical Research activity as a downtime activity in the field to gain additional new insights and academic advancements during adventures, as opposed to during the normal curriculum. Later volumes of the Adventure Path will note such opportunities for the GM, but if you have additional ideas for location-based research beyond those provided in the adventures themselves, the GM might reward your creativity with an additional opportunity to perform the Practical Research activity and raise your branch levels!\n\n Even with these extra opportunities, you can't advance your primary branch level above your character's level, or your secondary branch level above half your character's level (both with a minimum of 0). If the result of any of these activities would raise a branch level past those limits, put a star next to your branch's level. The next time your character gains a level, raise that branch's level to the new limit and erase the star. This way, if you have an opportunity to advance your branch level, you don't have to wait until your character level is high enough to pursue it.\n\n Each of these downtime activities takes a few months, as they occur over an academic semester. You might have encounters during or between these checks as the story requires.\n\n<document level=\"2\" id=\"action-752\" />\n\n<document level=\"2\" id=\"action-753\" />\n\n<document level=\"2\" id=\"action-754\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Advancing Your Branch Level","next_link":{"label":"Branch Benefits","url":"/Rules.aspx?ID=1472"},"previous_link":{"label":"The Five Branches of Scholarship","url":"/Rules.aspx?ID=1468"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 62</row>\r\n\r\nLife in the Academy\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 62"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 62</row>","speed":{},"text":" Advancing Your Branch Level Source Pathfinder #169: Kindled Magic pg. 62 Unlike your character's level, your levels in your primary and secondary branches don't advance automatically when you gain Experience Points. Instead, you advance your branches through academic achievement; early in your career, this typically happens via bookwork and exams. As a student at the Magaambya, you can use either the Study downtime activity or the Cram downtime activity to represent your accomplishments in your studies and exams, with the timing based on the academic calendar (as noted for the GM in each volume of the Adventure Path). Truly accomplished scholars also might be able to use the Practical Research activity as a downtime activity in the field to gain additional new insights and academic advancements during adventures, as opposed to during the normal curriculum. Later volumes of the Adventure Path will note such opportunities for the GM, but if you have additional ideas for location-based research beyond those provided in the adventures themselves, the GM might reward your creativity with an additional opportunity to perform the Practical Research activity and raise your branch levels! Even with these extra opportunities, you can't advance your primary branch level above your character's level, or your secondary branch level above half your character's level (both with a minimum of 0). If the result of any of these activities would raise a branch level past those limits, put a star next to your branch's level. The next time your character gains a level, raise that branch's level to the new limit and erase the star. This way, if you have an opportunity to advance your branch level, you don't have to wait until your character level is high enough to pursue it. Each of these downtime activities takes a few months, as they occur over an academic semester. You might have encounters during or between these checks as the story requires.\n","type":"Rules","url":"/Rules.aspx?ID=1471","weakness":{}}},{"_index":"aon18","_id":"rules-1472","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1472","markdown":"<title level=\"1\" right=\"Rules\">[Branch Benefits](/Rules.aspx?ID=1472)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 63</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt every branch level, you gain the benefit listed in Table 2. The benefit entries below also include the branch levels at which you gain them.\n\n## Table 2: Branch Benefits by Level\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Benefit**</td></tr> <tr><td>1</td><td>Additional Lore</td></tr> <tr><td>2</td><td>Steeped in History +1</td></tr> <tr><td>3</td><td>Dedicated Attendant</td></tr> <tr><td>4</td><td>Skill Feat (Trained)</td></tr> <tr><td>5</td><td>Branch Influence +1</td></tr> <tr><td>6</td><td>Skill Increase (Expert)</td></tr> <tr><td>7</td><td>First Branch Feat</td></tr> <tr><td>8</td><td>General Feat</td></tr> <tr><td>9</td><td>Skill Feat (Expert)</td></tr> <tr><td>10</td><td>Skill Increase (Master)</td></tr> <tr><td>11</td><td>Steeped in History +2</td></tr> <tr><td>12</td><td>Second Branch Feat</td></tr> <tr><td>13</td><td>Branch Influence +2</td></tr> <tr><td>14</td><td>Skill Increase (Master)</td></tr> <tr><td>15</td><td>Skill Feat (Master)</td></tr> <tr><td>16</td><td>Make Your Own Luck</td></tr> <tr><td>17</td><td>Branch Influence +3</td></tr> <tr><td>18</td><td>Skill Increase (Legendary)</td></tr> <tr><td>19</td><td>Skill Feat (Legendary)</td></tr> <tr><td>20</td><td>Magical Paragon</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1473\" />\r\n\r\n<document level=\"2\" id=\"rules-1474\" />\r\n\r\n<document level=\"2\" id=\"rules-1475\" />\r\n\r\n<document level=\"2\" id=\"rules-1476\" />\r\n\r\n<document level=\"2\" id=\"rules-1477\" />\r\n\r\n<document level=\"2\" id=\"rules-1478\" />\r\n\r\n<document level=\"2\" id=\"rules-1479\" />\r\n\r\n<document level=\"2\" id=\"rules-1480\" />\r\n\r\n<document level=\"2\" id=\"rules-1481\" />\r\n\r\n<document level=\"2\" id=\"rules-1482\" />","name":"Branch Benefits","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=1483"},"previous_link":{"label":"Advancing Your Branch Level","url":"/Rules.aspx?ID=1471"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 63</row>\r\n\r\nLife in the Academy\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 63"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 63</row>","speed":{},"text":" Branch Benefits Source Pathfinder #169: Kindled Magic pg. 63 At every branch level, you gain the benefit listed in Table 2. The benefit entries below also include the branch levels at which you gain them. ## Table 2: Branch Benefits by Level Level Benefit 1 Additional Lore 2 Steeped in History +1 3 Dedicated Attendant 4 Skill Feat (Trained) 5 Branch Influence +1 6 Skill Increase (Expert) 7 First Branch Feat 8 General Feat 9 Skill Feat (Expert) 10 Skill Increase (Master) 11 Steeped in History +2 12 Second Branch Feat 13 Branch Influence +2 14 Skill Increase (Master) 15 Skill Feat (Master) 16 Make Your Own Luck 17 Branch Influence +3 18 Skill Increase (Legendary) 19 Skill Feat (Legendary) 20 Magical Paragon ","type":"Rules","url":"/Rules.aspx?ID=1472","weakness":{}}},{"_index":"aon18","_id":"rules-1473","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy","Branch Benefits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1473","markdown":"<title level=\"1\" right=\"Rules\">[Additional Lore 1st](/Rules.aspx?ID=1473)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 63</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 1st level in a branch, you learn more of the Magaambya's deep well of lore associated with your branch. You gain the [Additional Lore](/Feats.aspx?ID=750) feat in a Lore skill associated with the branch.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Additional Lore 1st","next_link":{"label":"Steeped In History 2nd","url":"/Rules.aspx?ID=1474"},"previous_link":{"label":"Advancing Your Branch Level","url":"/Rules.aspx?ID=1471"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 63</row>\r\n\r\nLife in the Academy / Branch Benefits\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 63"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 63</row>","speed":{},"text":" Additional Lore 1st Source Pathfinder #169: Kindled Magic pg. 63 At 1st level in a branch, you learn more of the Magaambya's deep well of lore associated with your branch. You gain the Additional Lore feat in a Lore skill associated with the branch. ","type":"Rules","url":"/Rules.aspx?ID=1473","weakness":{}}},{"_index":"aon18","_id":"rules-1474","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy","Branch Benefits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1474","markdown":"<title level=\"1\" right=\"Rules\">[Steeped In History 2nd](/Rules.aspx?ID=1474)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 2nd level in a branch, you learn about the history of the branch and the Magaambya in general. You gain a +1 circumstance bonus to [Recall Knowledge](/Actions.aspx?ID=26) about the Magaambya, the tenets or history of your branch, and members of your branch.\n\n At 11th level, this increases to a +2 circumstance bonus.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Steeped In History 2nd","next_link":{"label":"Dedicated Attendant 3rd","url":"/Rules.aspx?ID=1475"},"previous_link":{"label":"Additional Lore 1st","url":"/Rules.aspx?ID=1473"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\nLife in the Academy / Branch Benefits\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 64"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>","speed":{},"text":" Steeped In History 2nd Source Pathfinder #169: Kindled Magic pg. 64 At 2nd level in a branch, you learn about the history of the branch and the Magaambya in general. You gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. ","type":"Rules","url":"/Rules.aspx?ID=1474","weakness":{}}},{"_index":"aon18","_id":"rules-1475","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy","Branch Benefits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1475","markdown":"<title level=\"1\" right=\"Rules\">[Dedicated Attendant 3rd](/Rules.aspx?ID=1475)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 3rd level in a branch, if you have completed your Perquisite, you have proven your commitment to a sufficient degree that your branch promotes and supports you as an affiliated attendant. The first time you reach this level in a branch, you gain the [Magaambyan Attendant Dedication](/Feats.aspx?ID=1102) feat as a bonus feat (even if you haven't taken enough feats with a previous archetype to take another dedication feat).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Dedicated Attendant 3rd","next_link":{"label":"Skill Feat 4th","url":"/Rules.aspx?ID=1476"},"previous_link":{"label":"Steeped In History 2nd","url":"/Rules.aspx?ID=1474"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\nLife in the Academy / Branch Benefits\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 64"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>","speed":{},"text":" Dedicated Attendant 3rd Source Pathfinder #169: Kindled Magic pg. 64 At 3rd level in a branch, if you have completed your Perquisite, you have proven your commitment to a sufficient degree that your branch promotes and supports you as an affiliated attendant. The first time you reach this level in a branch, you gain the Magaambyan Attendant Dedication feat as a bonus feat (even if you haven't taken enough feats with a previous archetype to take another dedication feat). ","type":"Rules","url":"/Rules.aspx?ID=1475","weakness":{}}},{"_index":"aon18","_id":"rules-1476","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy","Branch Benefits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1476","markdown":"<title level=\"1\" right=\"Rules\">[Skill Feat 4th](/Rules.aspx?ID=1476)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 4th level in a branch, you uncover hidden techniques that grant you extra benefits from your branch's associated skills. You gain a skill feat that requires the trained rank in one the branch's associated skills.\n\n At 9th level, you gain an additional skill feat that requires the expert or trained rank in one the branch's associated skills; at 15th level, you gain an additional skill feat that requires master or lower rank in one of the branch's associated skills; and at 19th level, you gain an additional skill feat that requires legendary or lower rank in one of the branch's associated skills. For any of these skill feats, you can select a variable skill feat, such as [Automatic Knowledge](/Feats.aspx?ID=757) or [Assurance](/Feats.aspx?ID=756), as long as you do so for an associated skill.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill Feat 4th","next_link":{"label":"Branch Influence 5th","url":"/Rules.aspx?ID=1477"},"previous_link":{"label":"Dedicated Attendant 3rd","url":"/Rules.aspx?ID=1475"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\nLife in the Academy / Branch Benefits\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 64"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>","speed":{},"text":" Skill Feat 4th Source Pathfinder #169: Kindled Magic pg. 64 At 4th level in a branch, you uncover hidden techniques that grant you extra benefits from your branch's associated skills. You gain a skill feat that requires the trained rank in one the branch's associated skills. At 9th level, you gain an additional skill feat that requires the expert or trained rank in one the branch's associated skills; at 15th level, you gain an additional skill feat that requires master or lower rank in one of the branch's associated skills; and at 19th level, you gain an additional skill feat that requires legendary or lower rank in one of the branch's associated skills. For any of these skill feats, you can select a variable skill feat, such as Automatic Knowledge or Assurance, as long as you do so for an associated skill. ","type":"Rules","url":"/Rules.aspx?ID=1476","weakness":{}}},{"_index":"aon18","_id":"rules-1477","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy","Branch Benefits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1477","markdown":"<title level=\"1\" right=\"Rules\">[Branch Influence 5th](/Rules.aspx?ID=1477)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 5th level in a branch, you gain greater influence, making it easier to collaborate, hoodwink, or browbeat members of that branch. You gain a +1 circumstance bonus on [Deception](/Skills.aspx?ID=5), [Diplomacy](/Skills.aspx?ID=6), [Intimidation](/Skills.aspx?ID=7), and [Performance](/Skills.aspx?ID=12) checks to interact with members of the branch.\n\n At 13th level, this increases to a +2 circumstance bonus, and at 17th level, it increases again to a +3 circumstance bonus.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Branch Influence 5th","next_link":{"label":"Skill Increase 6th","url":"/Rules.aspx?ID=1478"},"previous_link":{"label":"Skill Feat 4th","url":"/Rules.aspx?ID=1476"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\nLife in the Academy / Branch Benefits\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 64"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>","speed":{},"text":" Branch Influence 5th Source Pathfinder #169: Kindled Magic pg. 64 At 5th level in a branch, you gain greater influence, making it easier to collaborate, hoodwink, or browbeat members of that branch. You gain a +1 circumstance bonus on Deception, Diplomacy, Intimidation, and Performance checks to interact with members of the branch. At 13th level, this increases to a +2 circumstance bonus, and at 17th level, it increases again to a +3 circumstance bonus. ","type":"Rules","url":"/Rules.aspx?ID=1477","weakness":{}}},{"_index":"aon18","_id":"rules-1478","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy","Branch Benefits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1478","markdown":"<title level=\"1\" right=\"Rules\">[Skill Increase 6th](/Rules.aspx?ID=1478)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 6th level in a branch, and every 4 levels thereafter, your studies lead you to deeper understanding of your branch's associated skills, causing you to gain an additional skill increase that you can use to raise one of the branch's associated skills, up to a maximum of expert.\n\n At 10th branch level or higher, you can use these skill increases to become a master in a skill in which you're already an expert. At 18th level, you can use this skill increase to become legendary in a skill in which you're already a master. For Uzunjati, who have [Lore](/Skills.aspx?ID=8) as an associated skill, you gain the [Additional Lore](/Feats.aspx?ID=750) feat when you choose to improve Lore, instead of gaining a single skill increase to a Lore.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill Increase 6th","next_link":{"label":"Branch Feat 7th","url":"/Rules.aspx?ID=1479"},"previous_link":{"label":"Branch Influence 5th","url":"/Rules.aspx?ID=1477"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\nLife in the Academy / Branch Benefits\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 64"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>","speed":{},"text":" Skill Increase 6th Source Pathfinder #169: Kindled Magic pg. 64 At 6th level in a branch, and every 4 levels thereafter, your studies lead you to deeper understanding of your branch's associated skills, causing you to gain an additional skill increase that you can use to raise one of the branch's associated skills, up to a maximum of expert. At 10th branch level or higher, you can use these skill increases to become a master in a skill in which you're already an expert. At 18th level, you can use this skill increase to become legendary in a skill in which you're already a master. For Uzunjati, who have Lore as an associated skill, you gain the Additional Lore feat when you choose to improve Lore, instead of gaining a single skill increase to a Lore. ","type":"Rules","url":"/Rules.aspx?ID=1478","weakness":{}}},{"_index":"aon18","_id":"rules-1479","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy","Branch Benefits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1479","markdown":"<title level=\"1\" right=\"Rules\">[Branch Feat 7th](/Rules.aspx?ID=1479)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 7th level in a branch, you become so immersed in your branch's secrets that you gain access to special training only offered to other members of your branch. You gain the 6th-level [Magaambyan attendant archetype](/Archetypes.aspx?ID=29) feat requiring affiliation with your branch (such as [Uzunjati Storytelling](/Feats.aspx?ID=1109) for the Uzunjati). You must still meet any skill prerequisites the feat has. If you already have that feat, you gain an additional 6th-level class feat (even if your branch's feat was not a class feat).\n\n At 12th level, you also gain the 10th-level Magaambyan attendant archetype feat requiring affiliation with the branch (such as [Tempest-Sun Shielding](/Feats.aspx?ID=1113) for the Tempest-Sun Mages). If you already have that feat, you gain an additional 10th-level class feat (even if your branch's feat was not a class feat).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Branch Feat 7th","next_link":{"label":"General Feat 8th","url":"/Rules.aspx?ID=1480"},"previous_link":{"label":"Skill Increase 6th","url":"/Rules.aspx?ID=1478"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\nLife in the Academy / Branch Benefits\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 64"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>","speed":{},"text":" Branch Feat 7th Source Pathfinder #169: Kindled Magic pg. 64 At 7th level in a branch, you become so immersed in your branch's secrets that you gain access to special training only offered to other members of your branch. You gain the 6th-level Magaambyan attendant archetype feat requiring affiliation with your branch (such as Uzunjati Storytelling for the Uzunjati). You must still meet any skill prerequisites the feat has. If you already have that feat, you gain an additional 6th-level class feat (even if your branch's feat was not a class feat). At 12th level, you also gain the 10th-level Magaambyan attendant archetype feat requiring affiliation with the branch (such as Tempest-Sun Shielding for the Tempest-Sun Mages). If you already have that feat, you gain an additional 10th-level class feat (even if your branch's feat was not a class feat). ","type":"Rules","url":"/Rules.aspx?ID=1479","weakness":{}}},{"_index":"aon18","_id":"rules-1480","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy","Branch Benefits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1480","markdown":"<title level=\"1\" right=\"Rules\">[General Feat 8th](/Rules.aspx?ID=1480)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 8th level in a branch, your understanding of your branch's traditions improves your general capabilities, stretching beyond your studies in specific skills. You gain the general feat associated with the branch. If you already have that general feat, you gain a 1st-level general feat of your choice instead.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"General Feat 8th","next_link":{"label":"Make Your Own Luck 16th","url":"/Rules.aspx?ID=1481"},"previous_link":{"label":"Branch Feat 7th","url":"/Rules.aspx?ID=1479"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>\r\n\r\nLife in the Academy / Branch Benefits\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 64"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 64</row>","speed":{},"text":" General Feat 8th Source Pathfinder #169: Kindled Magic pg. 64 At 8th level in a branch, your understanding of your branch's traditions improves your general capabilities, stretching beyond your studies in specific skills. You gain the general feat associated with the branch. If you already have that general feat, you gain a 1st-level general feat of your choice instead. ","type":"Rules","url":"/Rules.aspx?ID=1480","weakness":{}}},{"_index":"aon18","_id":"rules-1481","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy","Branch Benefits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1481","markdown":"<title level=\"1\" right=\"Rules\">[Make Your Own Luck 16th](/Rules.aspx?ID=1481)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 65</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 16th level in a branch, you're so accomplished with your branch's associated skills that you make your own luck. Once per day, you can reroll a skill check with one of those skills and take the new result. This is a fortune effect.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Make Your Own Luck 16th","next_link":{"label":"Magical Paragon 20th","url":"/Rules.aspx?ID=1482"},"previous_link":{"label":"General Feat 8th","url":"/Rules.aspx?ID=1480"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 65</row>\r\n\r\nLife in the Academy / Branch Benefits\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 65"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 65</row>","speed":{},"text":" Make Your Own Luck 16th Source Pathfinder #169: Kindled Magic pg. 65 At 16th level in a branch, you're so accomplished with your branch's associated skills that you make your own luck. Once per day, you can reroll a skill check with one of those skills and take the new result. This is a fortune effect. ","type":"Rules","url":"/Rules.aspx?ID=1481","weakness":{}}},{"_index":"aon18","_id":"rules-1482","_score":2.3741803,"_source":{"breadcrumbs":["Life in the Academy","Branch Benefits"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1482","markdown":"<title level=\"1\" right=\"Rules\">[Magical Paragon 20th](/Rules.aspx?ID=1482)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 65</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 20th level in a branch, you embody the branch so completely that you gain a unique special ability depending on your branch. Many of these abilities build upon Magaambyan attendant archetype feats you have gained.\n\n **Cascade Bearers**: Nothing is beyond your imagination. Once per day, you can cast any common 7th-level spell from the arcane, divine, occult, or primal spell lists without expending a spell slot. When you do, you use your spellcasting proficiency for your halcyon spells.\n\n **Emerald Boughs**: You can stretch your hideaway well beyond the original intended usage, creating a special extradimensional abode in which to rest with your allies, host visiting diplomats, and more. At any time, you can spend 1 minute to enter and expand your hideaway into a [_magnificent mansion_](/Spells.aspx?ID=183); it remains in this form until you leave, at which point it expels all remaining guests and becomes a normal hideaway as [Emerald Boughs Hideaway](/Feats.aspx?ID=1111) until you spend another minute to enter and expand your hideaway again.\n\n **Rain-Scribes**: You can adapt to almost any situation. You can survive in [severe and extreme cold and heat](/Rules.aspx?ID=642) without taking damage. You move at full Speed through difficult terrain and greater difficult terrain, and take no damage from hazardous terrain. When using [Rain-Scribe Mobility](/Feats.aspx?ID=1112), you clear the effects of all three types of terrain from the spaces you enter for 1 round.\n\n **Tempest-Sun Mages**: You have the courage and magic to protect all your allies from harm. When you use [Tempest-Sun Shielding](/Feats.aspx?ID=1113), you can choose to reduce the triggering damage to you and all allies within 30 feet by four times the spell level, rather than reducing the triggering damage to you or a single ally by four times the spell level.\n\n **Uzunjati**: You know a surprising number of stories, and you weave them all together into a coherent narrative. When you use [Uzunjati Recollection](/Feats.aspx?ID=1114), you [Recall Knowledge](/Actions.aspx?ID=26) three times instead of once, each with a +2 circumstance bonus. You also gain a +2 circumstance bonus to your skill check for [Uzunjati Storytelling](/Feats.aspx?ID=1109) from the captivating combined narrative.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Magical Paragon 20th","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=1483"},"previous_link":{"label":"Make Your Own Luck 16th","url":"/Rules.aspx?ID=1481"},"rarity":"common","release_date":"2021-08-05","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 65</row>\r\n\r\nLife in the Academy / Branch Benefits\r\n</additional-info>","source":["Pathfinder #169: Kindled Magic"],"source_raw":["Pathfinder #169: Kindled Magic pg. 65"],"source_category":"Adventure Paths","source_group":"Strength of Thousands","source_markdown":"<row gap=\"tiny\">[Pathfinder #169: Kindled Magic](/Sources.aspx?ID=94) pg. 65</row>","speed":{},"text":" Magical Paragon 20th Source Pathfinder #169: Kindled Magic pg. 65 At 20th level in a branch, you embody the branch so completely that you gain a unique special ability depending on your branch. Many of these abilities build upon Magaambyan attendant archetype feats you have gained. Cascade Bearers : Nothing is beyond your imagination. Once per day, you can cast any common 7th-level spell from the arcane, divine, occult, or primal spell lists without expending a spell slot. When you do, you use your spellcasting proficiency for your halcyon spells. Emerald Boughs : You can stretch your hideaway well beyond the original intended usage, creating a special extradimensional abode in which to rest with your allies, host visiting diplomats, and more. At any time, you can spend 1 minute to enter and expand your hideaway into a magnificent mansion ; it remains in this form until you leave, at which point it expels all remaining guests and becomes a normal hideaway as Emerald Boughs Hideaway until you spend another minute to enter and expand your hideaway again. Rain-Scribes : You can adapt to almost any situation. You can survive in severe and extreme cold and heat without taking damage. You move at full Speed through difficult terrain and greater difficult terrain, and take no damage from hazardous terrain. When using Rain-Scribe Mobility, you clear the effects of all three types of terrain from the spaces you enter for 1 round. Tempest-Sun Mages : You have the courage and magic to protect all your allies from harm. When you use Tempest-Sun Shielding, you can choose to reduce the triggering damage to you and all allies within 30 feet by four times the spell level, rather than reducing the triggering damage to you or a single ally by four times the spell level. Uzunjati : You know a surprising number of stories, and you weave them all together into a coherent narrative. When you use Uzunjati Recollection, you Recall Knowledge three times instead of once, each with a +2 circumstance bonus. You also gain a +2 circumstance bonus to your skill check for Uzunjati Storytelling from the captivating combined narrative. ","type":"Rules","url":"/Rules.aspx?ID=1482","weakness":{}}},{"_index":"aon18","_id":"rules-1483","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1483","markdown":"<title level=\"1\" right=\"Rules\">[Introduction](/Rules.aspx?ID=1483)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 5 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMagic's secrets are limitless. No one person can hope to understand them all. Powerful yet delicate, infinite in scope but precise in execution, magic is a conundrum that challenges the greatest minds and the most naturally talented souls. Within this book, you'll find rules and descriptions of all kinds of magic, but they need players and Game Masters to bring out their full potential!\n\n _Secrets of Magic_ goes beyond the basics of magic in ways both large and small. You'll find everything from a new cantrip that creates a small spout of water to rules for pervasive magic that can totally transform a campaign's world. And more than just the rules, this book digs deep into how magic feels and the ways spellcasters understand the magic of their world. Though the Essentials of Magic chapter goes in-depth on this topic, you'll find notes among the spells and magic items written by the people of Golarion, and the Book of Unlimited Magic explains in each section how that form of magic can affect roleplaying and the game world.\n\n The knowledge and methods of magic recounted in this book come from all sorts of sources, and only the most seasoned experts in the game world are familiar with them all. When using these sources, consider which areas a given character or institution knows how to use or is familiar with—and, crucially, which ones they're unaware of. A druid who knows geomancy and druidic circles in great depth might be entirely unfamiliar with arts practiced by arcane or occult casters. Separate what you as a player or GM understand and think of fun wrinkles or misunderstandings a character might make based on their limited experience. As another example, the magical essences are crucial to magic working, but a follower of a certain tradition might only know the practical spellcraft that lets them actually use magic. They might be unaware of the deeper sources, or even consider them unnecessary to learn—frivolous time wasted on esoterica when one could be studying a new spell!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1484\" />\r\n\r\n<document level=\"2\" id=\"rules-1485\" />","name":"Introduction","next_link":{"label":"Magic Items","url":"/Rules.aspx?ID=1486"},"previous_link":{"label":"Life in the Academy","url":"/Rules.aspx?ID=1467"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 5 <sup>1.1</sup></row>\n\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 5"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 5 <sup>1.1</sup></row>","speed":{},"text":" Introduction Source Secrets of Magic pg. 5 1.1 Magic's secrets are limitless. No one person can hope to understand them all. Powerful yet delicate, infinite in scope but precise in execution, magic is a conundrum that challenges the greatest minds and the most naturally talented souls. Within this book, you'll find rules and descriptions of all kinds of magic, but they need players and Game Masters to bring out their full potential! Secrets of Magic goes beyond the basics of magic in ways both large and small. You'll find everything from a new cantrip that creates a small spout of water to rules for pervasive magic that can totally transform a campaign's world. And more than just the rules, this book digs deep into how magic feels and the ways spellcasters understand the magic of their world. Though the Essentials of Magic chapter goes in-depth on this topic, you'll find notes among the spells and magic items written by the people of Golarion, and the Book of Unlimited Magic explains in each section how that form of magic can affect roleplaying and the game world. The knowledge and methods of magic recounted in this book come from all sorts of sources, and only the most seasoned experts in the game world are familiar with them all. When using these sources, consider which areas a given character or institution knows how to use or is familiar with—and, crucially, which ones they're unaware of. A druid who knows geomancy and druidic circles in great depth might be entirely unfamiliar with arts practiced by arcane or occult casters. Separate what you as a player or GM understand and think of fun wrinkles or misunderstandings a character might make based on their limited experience. As another example, the magical essences are crucial to magic working, but a follower of a certain tradition might only know the practical spellcraft that lets them actually use magic. They might be unaware of the deeper sources, or even consider them unnecessary to learn—frivolous time wasted on esoterica when one could be studying a new spell! ","type":"Rules","url":"/Rules.aspx?ID=1483","weakness":{}}},{"_index":"aon18","_id":"rules-1484","_score":2.3741803,"_source":{"breadcrumbs":["Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1484","markdown":"<title level=\"1\" right=\"Rules\">[Choosing Expansions](/Rules.aspx?ID=1484)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 5 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe _Pathfinder Core Rulebook_ and _Pathfinder Advanced Player's Guide_ include rules useful to the vast majority of games. Parts of _Secrets of Magic_ aren't meant for every table. Chapter 5 in particular, with its new forms of magic, is more appropriate for certain games and circumstances than others. Some of that chapter's entries have rarities above common to more clearly indicate this. If you're running a game or want to use options like these for your character, think in advance about what their inclusion means for your game. You might even want to have a discussion about the implications with the rest of your group.\n\n That said, Chapters 2, 3, and 4 are more broadly useful. Even if you don't want to have elementalists as a specific type of caster in your game, the elemental spells in Chapter 3 could still be useful for any caster of the appropriate tradition. The classes in this book are common, as are the vast majority of spells and magic items.\n\n The pieces of this book are meant to play well together. Exploring the spells and items can open up more options for the new rules in the Book of Unlimited Magic, and the new classes will find spells that work well with their abilities. Pick and choose your favorites, and above all, experiment!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Choosing Expansions","next_link":{"label":"Bounded Spellcasting Archetype","url":"/Rules.aspx?ID=1485"},"previous_link":{"label":"Life in the Academy","url":"/Rules.aspx?ID=1467"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 5 <sup>1.1</sup></row>\r\n\r\nIntroduction\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 5"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 5 <sup>1.1</sup></row>","speed":{},"text":" Choosing Expansions Source Secrets of Magic pg. 5 1.1 The Pathfinder Core Rulebook and Pathfinder Advanced Player's Guide include rules useful to the vast majority of games. Parts of Secrets of Magic aren't meant for every table. Chapter 5 in particular, with its new forms of magic, is more appropriate for certain games and circumstances than others. Some of that chapter's entries have rarities above common to more clearly indicate this. If you're running a game or want to use options like these for your character, think in advance about what their inclusion means for your game. You might even want to have a discussion about the implications with the rest of your group. That said, Chapters 2, 3, and 4 are more broadly useful. Even if you don't want to have elementalists as a specific type of caster in your game, the elemental spells in Chapter 3 could still be useful for any caster of the appropriate tradition. The classes in this book are common, as are the vast majority of spells and magic items. The pieces of this book are meant to play well together. Exploring the spells and items can open up more options for the new rules in the Book of Unlimited Magic, and the new classes will find spells that work well with their abilities. Pick and choose your favorites, and above all, experiment! ","type":"Rules","url":"/Rules.aspx?ID=1484","weakness":{}}},{"_index":"aon18","_id":"rules-1485","_score":2.3741803,"_source":{"breadcrumbs":["Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1485","markdown":"<title level=\"1\" right=\"Rules\">[Bounded Spellcasting Archetype](/Rules.aspx?ID=1485)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 74 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome archetypes, such as the [magus](/Archetypes.aspx?ID=95) and [summoner](/Archetypes.aspx?ID=96) multiclass archetypes, grant you spellcasting abilities based on the way magi and summoners cast spells, albeit delayed compared to a character from those classes. In this book, both archetypes are bounded spellcasting archetypes, but future books might introduce bounded spellcasting archetypes that aren't multiclass archetypes. A bounded spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can, and the basic bounded spellcasting feat counts as having a spellcasting class feature.\n\n Bounded spellcasting archetypes always have a basic bounded spellcasting feat, an expert bounded spellcasting feat, and a master bounded spellcasting feat. These feats share their name with the archetype. For instance, the magus's master spellcasting feat is called [Master Magus Spellcasting](/Feats.aspx?ID=2952). All spell slots you gain from bounded spellcasting archetypes have restrictions depending on the archetype. For example, the summoner archetype grants you spell slots you can use only to cast spells from your summoner repertoire, even if you are a sorcerer with spells of the same tradition in your sorcerer repertoire.\n\n **Basic Bounded Spellcasting Feat**: Usually gained at 6th level, these feats give you a 1st-level spell slot and a 2nd-level spell slot from that magical tradition. If you have a spell repertoire, you can select one spell from your repertoire as a signature spell. Archetypes refer to these benefits as the “basic bounded spellcasting benefits.” At 10th level, you replace your 1st-level spell slot with a 3rd-level spell slot.\n\n **Expert Bounded Spellcasting Feat**: Usually taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition. You gain an additional 3rd-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, you replace your spell slots with two 4th-level spell slots and one 5th-level spell slot, and at 16th level, you replace your spell slots with two 5th-level spell slots and one 6th-level spell slot. Archetypes refer to these benefits as the “expert bounded spellcasting benefits.”\n\n **Master Bounded Spellcasting Feat**: Usually taken at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you an additional 6th-level spell slot. At 20th level, they replace your two 5th-level spell slots with two 7th-level spell slots. Archetypes refer to these benefits as the “master bounded spellcasting benefits.”\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bounded Spellcasting Archetype","next_link":{"label":"Magic Items","url":"/Rules.aspx?ID=1486"},"previous_link":{"label":"Choosing Expansions","url":"/Rules.aspx?ID=1484"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 74 <sup>1.1</sup></row>\r\n\r\nIntroduction\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 74"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 74 <sup>1.1</sup></row>","speed":{},"text":" Bounded Spellcasting Archetype Source Secrets of Magic pg. 74 1.1 Some archetypes, such as the magus and summoner multiclass archetypes, grant you spellcasting abilities based on the way magi and summoners cast spells, albeit delayed compared to a character from those classes. In this book, both archetypes are bounded spellcasting archetypes, but future books might introduce bounded spellcasting archetypes that aren't multiclass archetypes. A bounded spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can, and the basic bounded spellcasting feat counts as having a spellcasting class feature. Bounded spellcasting archetypes always have a basic bounded spellcasting feat, an expert bounded spellcasting feat, and a master bounded spellcasting feat. These feats share their name with the archetype. For instance, the magus's master spellcasting feat is called Master Magus Spellcasting. All spell slots you gain from bounded spellcasting archetypes have restrictions depending on the archetype. For example, the summoner archetype grants you spell slots you can use only to cast spells from your summoner repertoire, even if you are a sorcerer with spells of the same tradition in your sorcerer repertoire. Basic Bounded Spellcasting Feat : Usually gained at 6th level, these feats give you a 1st-level spell slot and a 2nd-level spell slot from that magical tradition. If you have a spell repertoire, you can select one spell from your repertoire as a signature spell. Archetypes refer to these benefits as the “basic bounded spellcasting benefits.” At 10th level, you replace your 1st-level spell slot with a 3rd-level spell slot. Expert Bounded Spellcasting Feat : Usually taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition. You gain an additional 3rd-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, you replace your spell slots with two 4th-level spell slots and one 5th-level spell slot, and at 16th level, you replace your spell slots with two 5th-level spell slots and one 6th-level spell slot. Archetypes refer to these benefits as the “expert bounded spellcasting benefits.” Master Bounded Spellcasting Feat : Usually taken at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you an additional 6th-level spell slot. At 20th level, they replace your two 5th-level spell slots with two 7th-level spell slots. Archetypes refer to these benefits as the “master bounded spellcasting benefits.” ","type":"Rules","url":"/Rules.aspx?ID=1485","weakness":{}}},{"_index":"aon18","_id":"rules-1486","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1486","markdown":"<title level=\"1\" right=\"Rules\">[Magic Items](/Rules.aspx?ID=1486)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 155 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMagic items come in many shapes and sizes, but that doesn't mean they're interchangeable! Each magic item is as different as the crafter who created it, and the experience of using them can be as rote and detached or as rich and detailed as you can imagine.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1487\" />\r\n\r\n<document level=\"2\" id=\"rules-1488\" />\r\n\r\n<document level=\"2\" id=\"rules-1489\" />\r\n\r\n<document level=\"2\" id=\"rules-1490\" />\r\n\r\n<document level=\"2\" id=\"rules-1494\" />\r\n\r\n<document level=\"2\" id=\"rules-1495\" />\r\n\r\n<document level=\"2\" id=\"rules-1499\" />\r\n\r\n<document level=\"2\" id=\"rules-1509\" />\r\n\r\n<document level=\"2\" id=\"rules-1510\" />","name":"Magic Items","next_link":{"label":"Book of Unlimited Magic","url":"/Rules.aspx?ID=1511"},"previous_link":{"label":"Introduction","url":"/Rules.aspx?ID=1483"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 155 <sup>1.1</sup></row>\n\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 155"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 155 <sup>1.1</sup></row>","speed":{},"text":" Magic Items Source Secrets of Magic pg. 155 1.1 Magic items come in many shapes and sizes, but that doesn't mean they're interchangeable! Each magic item is as different as the crafter who created it, and the experience of using them can be as rote and detached or as rich and detailed as you can imagine. ","type":"Rules","url":"/Rules.aspx?ID=1486","weakness":{}}},{"_index":"aon18","_id":"rules-1487","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1487","markdown":"<title level=\"1\" right=\"Rules\">[Creating a Magic Item](/Rules.aspx?ID=1487)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 155 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs a crafter, creating a magic item is one of the most intensely personal projects you can undertake. While every [_serpentine wondrous figurine_](/Equipment.aspx?ID=270) might more or less resemble a knotted snake carved out of jade, what type of snake is it? And what type of jade? Ten different figurines from ten different crafters could each show a distinct artistic mark, and experts can identify the handiwork of noteworthy crafters on sight. Similarly, items activated with commands typically each have unique utterances determined by the crafter. Before setting out to create a magic item, contemplate how your personality might inhabit and shape the item created.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Creating a Magic Item","next_link":{"label":"Investing a Magic Item","url":"/Rules.aspx?ID=1488"},"previous_link":{"label":"Introduction","url":"/Rules.aspx?ID=1483"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 155 <sup>1.1</sup></row>\r\n\r\nMagic Items\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 155"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 155 <sup>1.1</sup></row>","speed":{},"text":" Creating a Magic Item Source Secrets of Magic pg. 155 1.1 As a crafter, creating a magic item is one of the most intensely personal projects you can undertake. While every serpentine wondrous figurine might more or less resemble a knotted snake carved out of jade, what type of snake is it? And what type of jade? Ten different figurines from ten different crafters could each show a distinct artistic mark, and experts can identify the handiwork of noteworthy crafters on sight. Similarly, items activated with commands typically each have unique utterances determined by the crafter. Before setting out to create a magic item, contemplate how your personality might inhabit and shape the item created. ","type":"Rules","url":"/Rules.aspx?ID=1487","weakness":{}}},{"_index":"aon18","_id":"rules-1488","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1488","markdown":"<title level=\"1\" right=\"Rules\">[Investing a Magic Item](/Rules.aspx?ID=1488)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 155 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe word “preparation” means different things to different wearers of invested magic items. To some, investing a [_diadem of intellect_](/Equipment.aspx?ID=401) may involve sitting silently with it at the beginning of the day and feeling the magical energy course through it and themselves, but others may simply pull the headband out of their rucksack, wipe it off, and give it a glance to make sure the gems aren't cracked. Still others might refuse to ever take the headband off in the first place, even while washing up or sleeping. Any of these could work! The difference between these habits isn't a matter of respect or proper vs. improper technique, it simply reflects what investiture means to the person using the item.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Investing a Magic Item","next_link":{"label":"Activating a Magic Item","url":"/Rules.aspx?ID=1489"},"previous_link":{"label":"Creating a Magic Item","url":"/Rules.aspx?ID=1487"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 155 <sup>1.1</sup></row>\r\n\r\nMagic Items\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 155"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 155 <sup>1.1</sup></row>","speed":{},"text":" Investing a Magic Item Source Secrets of Magic pg. 155 1.1 The word “preparation” means different things to different wearers of invested magic items. To some, investing a diadem of intellect may involve sitting silently with it at the beginning of the day and feeling the magical energy course through it and themselves, but others may simply pull the headband out of their rucksack, wipe it off, and give it a glance to make sure the gems aren't cracked. Still others might refuse to ever take the headband off in the first place, even while washing up or sleeping. Any of these could work! The difference between these habits isn't a matter of respect or proper vs. improper technique, it simply reflects what investiture means to the person using the item. ","type":"Rules","url":"/Rules.aspx?ID=1488","weakness":{}}},{"_index":"aon18","_id":"rules-1489","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1489","markdown":"<title level=\"1\" right=\"Rules\">[Activating a Magic Item](/Rules.aspx?ID=1489)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 155 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou might activate a magic item flamboyantly, pragmatically, intensely, or off-handedly, but those choices are only external manifestations of how you activate the item. A deeper question is what the act of using a magic item feels like. Does the world seem to emit a deep thrum for an instant as a third eye gemstone sinks into your brow and manifests as a tattoo? Do you experience a counter-intuitive icy coolness when a blast from a _[potion of dragon's breath](/Equipment.aspx?ID=185)_ explodes from your mouth? A wizard might have a step-by-step instruction list that they mentally follow when they use a staff of power—potentially out of habit or concerns for safety. Imagining how you interact with magic items, some of which possess world-altering power, can be a revealing window into how you view your place in the cosmos.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Activating a Magic Item","next_link":{"label":"Fulus","url":"/Rules.aspx?ID=1490"},"previous_link":{"label":"Investing a Magic Item","url":"/Rules.aspx?ID=1488"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 155 <sup>1.1</sup></row>\r\n\r\nMagic Items\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 155"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 155 <sup>1.1</sup></row>","speed":{},"text":" Activating a Magic Item Source Secrets of Magic pg. 155 1.1 You might activate a magic item flamboyantly, pragmatically, intensely, or off-handedly, but those choices are only external manifestations of how you activate the item. A deeper question is what the act of using a magic item feels like. Does the world seem to emit a deep thrum for an instant as a third eye gemstone sinks into your brow and manifests as a tattoo? Do you experience a counter-intuitive icy coolness when a blast from a potion of dragon's breath explodes from your mouth? A wizard might have a step-by-step instruction list that they mentally follow when they use a staff of power—potentially out of habit or concerns for safety. Imagining how you interact with magic items, some of which possess world-altering power, can be a revealing window into how you view your place in the cosmos. ","type":"Rules","url":"/Rules.aspx?ID=1489","weakness":{}}},{"_index":"aon18","_id":"rules-1490","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1490","markdown":"<title level=\"1\" right=\"Rules\">[Fulus](/Rules.aspx?ID=1490)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 158 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese rectangular paper charms originate from the temples of Tian Xia, where priests provide them to ward a homestead or protect travelers on the road. Others use fulus in rituals, summoning spirits to aid them in cleansing evil. \n\nMany regional variants of fulus, each of which carries a different name, exist throughout Tian Xia. The workings behind the writings remained a secret until scholars correctly deduced that the charms were, in fact, edicts that commanded magic to act in the fashion prescribed by the talisman. Deciphering these writings allowed for the creation of fulus that draw power from sources as diverse as a witch's patron, an arcane legacy, or the changing of the seasons. For the creative adventurer, this lightweight paper makes a versatile tool with many potential applications.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Creating your own Fulu</title>\r\n\r\nMany fulus replicate spell effects, functioning much like scrolls affixed onto the targets. As the GM, if you want to create a new fulu using this concept, in general, the number of fulus needed to replicate a spell is the same as the number of actions required to Cast the Spell. You can draw that full set of fulus into one hand with the same Interact action. While this means affixing time is equal to casting time, the fulus don't need to be affixed on the same turn, so take that into account when deciding whether or how to build a particular fulu. If a spell has more than three targets, such as a heightened [_remove fear_](/Spells.aspx?ID=252), you might allow for the creation of a fulu that's affixed to the ground and that affects targets within a certain distance once a character places the last one.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1491\" />\r\n\r\n<document level=\"2\" id=\"rules-1492\" />\r\n\r\n<document level=\"2\" id=\"rules-1493\" />","name":"Fulus","next_link":{"label":"Grimoires","url":"/Rules.aspx?ID=1494"},"previous_link":{"label":"Activating a Magic Item","url":"/Rules.aspx?ID=1489"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 158 <sup>1.1</sup></row>\r\n\r\nMagic Items\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 158"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 158 <sup>1.1</sup></row>","speed":{},"text":" Fulus Source Secrets of Magic pg. 158 1.1 These rectangular paper charms originate from the temples of Tian Xia, where priests provide them to ward a homestead or protect travelers on the road. Others use fulus in rituals, summoning spirits to aid them in cleansing evil. Many regional variants of fulus, each of which carries a different name, exist throughout Tian Xia. The workings behind the writings remained a secret until scholars correctly deduced that the charms were, in fact, edicts that commanded magic to act in the fashion prescribed by the talisman. Deciphering these writings allowed for the creation of fulus that draw power from sources as diverse as a witch's patron, an arcane legacy, or the changing of the seasons. For the creative adventurer, this lightweight paper makes a versatile tool with many potential applications. Creating your own Fulu Many fulus replicate spell effects, functioning much like scrolls affixed onto the targets. As the GM, if you want to create a new fulu using this concept, in general, the number of fulus needed to replicate a spell is the same as the number of actions required to Cast the Spell. You can draw that full set of fulus into one hand with the same Interact action. While this means affixing time is equal to casting time, the fulus don't need to be affixed on the same turn, so take that into account when deciding whether or how to build a particular fulu. If a spell has more than three targets, such as a heightened remove fear , you might allow for the creation of a fulu that's affixed to the ground and that affects targets within a certain distance once a character places the last one. ","type":"Rules","url":"/Rules.aspx?ID=1490","weakness":{}}},{"_index":"aon18","_id":"rules-1491","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Fulus"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1491","markdown":"<title level=\"1\" right=\"Rules\">[Fulu Rules](/Rules.aspx?ID=1491)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 158 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n**Fulu**: Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper.\n\n All fulus have the [fulu](/Traits.aspx?ID=378) and [consumable](/Traits.aspx?ID=36) traits. Fulus also have a tradition trait—either [arcane](/Traits.aspx?ID=11), [divine](/Traits.aspx?ID=48), [occult](/Traits.aspx?ID=120) or [primal](/Traits.aspx?ID=134)—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the divine trait, whereas a witch who dabbles in fate might create a fulu with the occult trait. Some fulus also have the [talisman](/Traits.aspx?ID=155) trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon.\n\n Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the [Affix a Fulu](/Actions.aspx?ID=772) activity, or the [Affix a Talisman](/Actions.aspx?ID=520) action instead if the fulu is also a talisman.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Fulu Rules","next_link":{"label":"Using Fulus","url":"/Rules.aspx?ID=1492"},"previous_link":{"label":"Activating a Magic Item","url":"/Rules.aspx?ID=1489"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 158 <sup>1.1</sup></row>\r\n\r\nMagic Items / Fulus\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 158"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 158 <sup>1.1</sup></row>","speed":{},"text":" Fulu Rules Source Secrets of Magic pg. 158 1.1 Fulu : Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. All fulus have the fulu and consumable traits. Fulus also have a tradition trait—either arcane, divine, occult or primal—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the divine trait, whereas a witch who dabbles in fate might create a fulu with the occult trait. Some fulus also have the talisman trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the Affix a Fulu activity, or the Affix a Talisman action instead if the fulu is also a talisman. ","type":"Rules","url":"/Rules.aspx?ID=1491","weakness":{}}},{"_index":"aon18","_id":"rules-1492","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Fulus"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1492","markdown":"<title level=\"1\" right=\"Rules\">[Using Fulus](/Rules.aspx?ID=1492)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 158 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBeyond fulu talismans, non-talisman fulus can be affixed or removed easily, though removing a fulu causes it to immediately burn out. The paper is fragile, easily destroyed by hazards such as water, fire, or an observant enemy when either unattended or affixed to the ground or a structure. Fulus that are also talismans use the normal rules for Affixing and removing talismans instead of the action presented here.\n\n<document level=\"2\" id=\"action-772\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Using Fulus","next_link":{"label":"Crafting a Fulu","url":"/Rules.aspx?ID=1493"},"previous_link":{"label":"Fulu Rules","url":"/Rules.aspx?ID=1491"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 158 <sup>1.1</sup></row>\r\n\r\nMagic Items / Fulus\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 158"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 158 <sup>1.1</sup></row>","speed":{},"text":" Using Fulus Source Secrets of Magic pg. 158 1.1 Beyond fulu talismans, non-talisman fulus can be affixed or removed easily, though removing a fulu causes it to immediately burn out. The paper is fragile, easily destroyed by hazards such as water, fire, or an observant enemy when either unattended or affixed to the ground or a structure. Fulus that are also talismans use the normal rules for Affixing and removing talismans instead of the action presented here.\n","type":"Rules","url":"/Rules.aspx?ID=1492","weakness":{}}},{"_index":"aon18","_id":"rules-1493","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Fulus"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1493","markdown":"<title level=\"1\" right=\"Rules\">[Crafting a Fulu](/Rules.aspx?ID=1493)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 158 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFulus can be created using the [Crafting](/Skills.aspx?ID=4) skill like any other magic item, and they have a batch size of four, meaning you can Craft four copies of the same fulu at a time. A fulu's script consists of symbols citing the person or place from which the fulu draws power, a symbol of command, details of the desired effect, and other formulaic elements to complete the charm. Each part is written as the crafter recites a spell mantra, with the crafter's powers and magic essences weaving into the ink and paper. As creating a fulu requires knowledge of these mantras, a fulu can't be disassembled to learn its formula like many other items—the formula for a fulu can be learned only firsthand.\n\n Unlike most items, the ritualistic aspect of fulus' creation allows the creator to expedite the process, though doing so decreases the fulus' stability. A character with the formula for a fulu can [Craft](/Actions.aspx?ID=43) up to four fulus for their full price in a single day of downtime, rather than taking four days as normal for the Craft downtime activity. However, if they do so, the fulus only last for a month, rather than a year. This is perfect for fulus you expect to use soon after Crafting them, as in that case, there isn't much difference between a month and a year.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Crafting a Fulu","next_link":{"label":"Grimoires","url":"/Rules.aspx?ID=1494"},"previous_link":{"label":"Using Fulus","url":"/Rules.aspx?ID=1492"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 158 <sup>1.1</sup></row>\r\n\r\nMagic Items / Fulus\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 158"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 158 <sup>1.1</sup></row>","speed":{},"text":" Crafting a Fulu Source Secrets of Magic pg. 158 1.1 Fulus can be created using the Crafting skill like any other magic item, and they have a batch size of four, meaning you can Craft four copies of the same fulu at a time. A fulu's script consists of symbols citing the person or place from which the fulu draws power, a symbol of command, details of the desired effect, and other formulaic elements to complete the charm. Each part is written as the crafter recites a spell mantra, with the crafter's powers and magic essences weaving into the ink and paper. As creating a fulu requires knowledge of these mantras, a fulu can't be disassembled to learn its formula like many other items—the formula for a fulu can be learned only firsthand. Unlike most items, the ritualistic aspect of fulus' creation allows the creator to expedite the process, though doing so decreases the fulus' stability. A character with the formula for a fulu can Craft up to four fulus for their full price in a single day of downtime, rather than taking four days as normal for the Craft downtime activity. However, if they do so, the fulus only last for a month, rather than a year. This is perfect for fulus you expect to use soon after Crafting them, as in that case, there isn't much difference between a month and a year. ","type":"Rules","url":"/Rules.aspx?ID=1493","weakness":{}}},{"_index":"aon18","_id":"rules-1494","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1494","markdown":"<title level=\"1\" right=\"Rules\">[Grimoires](/Rules.aspx?ID=1494)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 162 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSpellbooks are useful tools for any magic user to write down incantations and runes of power, but where most spellbooks are nothing more than ink on parchment, grimoires have absorbed the magic of the spells within—magic that knowledgeable spellcasters can use to augment their spells.\n\n Most grimoires can hold up to 100 spells, like any [spellbook](/Equipment.aspx?ID=53), but allow spellcasters to erase spells written by a book's previous owner in favor of spells that employ their own magical formulas. If a spellcaster wants to transfer their spells from one of their spellbooks to a grimoire, they can conduct a simple, 1-minute ritual with the two books to cause the spells to vanish from their spellbook and appear in the grimoire.\n\n If you prepare spells (whether from your class features, like a cleric or wizard, or from a special feat or ability, like the [Esoteric Polymath](/Feats.aspx?ID=184) bard feat), you can study a grimoire during your daily preparations to enhance one or more of the spells within. Until your next daily preparations, you gain the ability to Activate the grimoire. As you've already absorbed the power from the grimoire during your daily preparations, you can Activate it even if you later lose possession of the book itself. Grimoires' benefits apply only to spells cast via spell slots—not cantrips, focus spells, or innate spells. No one can use more than one grimoire per day, nor can a grimoire be used by more than one person per day.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Grimoires","next_link":{"label":"Magical Tattoos","url":"/Rules.aspx?ID=1495"},"previous_link":{"label":"Fulus","url":"/Rules.aspx?ID=1490"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 162 <sup>1.1</sup></row>\r\n\r\nMagic Items\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 162"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 162 <sup>1.1</sup></row>","speed":{},"text":" Grimoires Source Secrets of Magic pg. 162 1.1 Spellbooks are useful tools for any magic user to write down incantations and runes of power, but where most spellbooks are nothing more than ink on parchment, grimoires have absorbed the magic of the spells within—magic that knowledgeable spellcasters can use to augment their spells. Most grimoires can hold up to 100 spells, like any spellbook, but allow spellcasters to erase spells written by a book's previous owner in favor of spells that employ their own magical formulas. If a spellcaster wants to transfer their spells from one of their spellbooks to a grimoire, they can conduct a simple, 1-minute ritual with the two books to cause the spells to vanish from their spellbook and appear in the grimoire. If you prepare spells (whether from your class features, like a cleric or wizard, or from a special feat or ability, like the Esoteric Polymath bard feat), you can study a grimoire during your daily preparations to enhance one or more of the spells within. Until your next daily preparations, you gain the ability to Activate the grimoire. As you've already absorbed the power from the grimoire during your daily preparations, you can Activate it even if you later lose possession of the book itself. Grimoires' benefits apply only to spells cast via spell slots—not cantrips, focus spells, or innate spells. No one can use more than one grimoire per day, nor can a grimoire be used by more than one person per day. ","type":"Rules","url":"/Rules.aspx?ID=1494","weakness":{}}},{"_index":"aon18","_id":"rules-1495","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1495","markdown":"<title level=\"1\" right=\"Rules\">[Magical Tattoos](/Rules.aspx?ID=1495)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 164 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTattoos carry great significance for many who practice the art. Tattooing can be an intimate process loaded with meaning and emotion—an honored practice of a culture, a ceremony of supernatural importance, a permanent commitment to a cause—signifying a bit of personal decoration or self-expression, or both. Some tattoos can even instill magic into your very skin. Even more so than others, these tattoos aren't given lightly, nor should they be accepted lightly.\n\n Tattooing is a precise art, and making magical tattoos requires developing a special rapport between the artist and their living canvas. For this reason, it can be difficult to find someone to ink a magical tattoo on your body. (Consequently, most most magical tattoos other than the ones appearing here are [uncommon](/Traits.aspx?ID=159).) Securing such services might require a person to achieve notable deeds, become a member of a community, or prove their character and commitment to the artist.\n\n Most magical tattooing requires the same tools as traditional methods, just using magical inks and, sometimes, magical implements, such as needles, bone tattooing rakes, or the like. Some processes, including certain traditional Varisian methods, etch the magic directly into the skin without puncturing it. The pain remains the same.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1496\" />","name":"Magical Tattoos","next_link":{"label":"Personal Staves","url":"/Rules.aspx?ID=1499"},"previous_link":{"label":"Grimoires","url":"/Rules.aspx?ID=1494"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 164 <sup>1.1</sup></row>\r\n\r\nMagic Items\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 164 <sup>1.1</sup></row>","speed":{},"text":" Magical Tattoos Source Secrets of Magic pg. 164 1.1 Tattoos carry great significance for many who practice the art. Tattooing can be an intimate process loaded with meaning and emotion—an honored practice of a culture, a ceremony of supernatural importance, a permanent commitment to a cause—signifying a bit of personal decoration or self-expression, or both. Some tattoos can even instill magic into your very skin. Even more so than others, these tattoos aren't given lightly, nor should they be accepted lightly. Tattooing is a precise art, and making magical tattoos requires developing a special rapport between the artist and their living canvas. For this reason, it can be difficult to find someone to ink a magical tattoo on your body. (Consequently, most most magical tattoos other than the ones appearing here are uncommon.) Securing such services might require a person to achieve notable deeds, become a member of a community, or prove their character and commitment to the artist. Most magical tattooing requires the same tools as traditional methods, just using magical inks and, sometimes, magical implements, such as needles, bone tattooing rakes, or the like. Some processes, including certain traditional Varisian methods, etch the magic directly into the skin without puncturing it. The pain remains the same. ","type":"Rules","url":"/Rules.aspx?ID=1495","weakness":{}}},{"_index":"aon18","_id":"rules-1496","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Magical Tattoos"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1496","markdown":"<title level=\"1\" right=\"Rules\">[Tattooing Rules](/Rules.aspx?ID=1496)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 164 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo craft a magical tattoo, you must be able to craft magic items and have a specialty in tattooing. You can attain these requirements by taking the [Tattoo Artist](/Feats.aspx?ID=2962) skill feat, or you can take both the [Magical Crafting](/Feats.aspx?ID=812) and [Specialty Crafting](/Feats.aspx?ID=844) skill feats, choosing artistry as your specialty.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1497\" />\r\n\r\n<document level=\"2\" id=\"rules-1498\" />","name":"Tattooing Rules","next_link":{"label":"Personal Staves","url":"/Rules.aspx?ID=1499"},"previous_link":{"label":"Grimoires","url":"/Rules.aspx?ID=1494"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 164 <sup>1.1</sup></row>\r\n\r\nMagic Items / Magical Tattoos\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 164 <sup>1.1</sup></row>","speed":{},"text":" Tattooing Rules Source Secrets of Magic pg. 164 1.1 To craft a magical tattoo, you must be able to craft magic items and have a specialty in tattooing. You can attain these requirements by taking the Tattoo Artist skill feat, or you can take both the Magical Crafting and Specialty Crafting skill feats, choosing artistry as your specialty. ","type":"Rules","url":"/Rules.aspx?ID=1496","weakness":{}}},{"_index":"aon18","_id":"rules-1497","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Magical Tattoos","Tattooing Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1497","markdown":"<title level=\"1\" right=\"Rules\">[Crafting a Tattoo](/Rules.aspx?ID=1497)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 164 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nInking a magical tattoo onto a creature is much like etching a rune onto an item. The tattooist uses the [Craft](/Actions.aspx?ID=43) activity, and the subject must be present throughout the process. The tattooist must meet any special Craft requirements, and they can ink only one tattoo at a time. Not only does a magical tattoo not have any effect until the Craft activity is complete, but it also requires a healing period. Though this time frame can last up to a month, applying magical or alchemical healing can shorten it to as little as a day.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Crafting a Tattoo","next_link":{"label":"The Tattoo Trait","url":"/Rules.aspx?ID=1498"},"previous_link":{"label":"Grimoires","url":"/Rules.aspx?ID=1494"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 164 <sup>1.1</sup></row>\r\n\r\nMagic Items / Magical Tattoos / Tattooing Rules\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 164 <sup>1.1</sup></row>","speed":{},"text":" Crafting a Tattoo Source Secrets of Magic pg. 164 1.1 Inking a magical tattoo onto a creature is much like etching a rune onto an item. The tattooist uses the Craft activity, and the subject must be present throughout the process. The tattooist must meet any special Craft requirements, and they can ink only one tattoo at a time. Not only does a magical tattoo not have any effect until the Craft activity is complete, but it also requires a healing period. Though this time frame can last up to a month, applying magical or alchemical healing can shorten it to as little as a day. ","type":"Rules","url":"/Rules.aspx?ID=1497","weakness":{}}},{"_index":"aon18","_id":"rules-1498","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Magical Tattoos","Tattooing Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1498","markdown":"<title level=\"1\" right=\"Rules\">[The Tattoo Trait](/Rules.aspx?ID=1498)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 164 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA magical tattoo has the [tattoo](/Traits.aspx?ID=262) trait. It's permanently a part of the subject's body, and reduces the number of items that creature can invest per day by 1. Each tattoo has the [invested](/Traits.aspx?ID=98) trait to indicate this limitation—a magical tattoo is like an invested item that the tattooed creature has no choice but to invest. If the tattoo loses its magic or is destroyed, it no longer reduces your investiture.\n\n Just like a physical magic item, a magical tattoo can be [counteracted](/Rules.aspx?ID=371) by spells like [_dispel magic_](/Spells.aspx?ID=78) or [_disjunction_](/Spells.aspx?ID=77). If destroyed, the tattoo fades from the skin.\n\n If a creature gets a new magical tattoo when their limit on invested items has already been reduced to zero, the new tattoo's magic fails to take hold, and it becomes a non-magical tattoo instead. However, a tattooist can alter an existing tattoo when they Craft a tattoo, modifying the old one into a different magical tattoo and removing the old effect. Magical tattoos can usually be [upgraded into their greater versions](/Rules.aspx?ID=701) by having a tattooist add to or modify the existing tattoo.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Tattoo Trait","next_link":{"label":"Personal Staves","url":"/Rules.aspx?ID=1499"},"previous_link":{"label":"Crafting a Tattoo","url":"/Rules.aspx?ID=1497"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 164 <sup>1.1</sup></row>\r\n\r\nMagic Items / Magical Tattoos / Tattooing Rules\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 164 <sup>1.1</sup></row>","speed":{},"text":" The Tattoo Trait Source Secrets of Magic pg. 164 1.1 A magical tattoo has the tattoo trait. It's permanently a part of the subject's body, and reduces the number of items that creature can invest per day by 1. Each tattoo has the invested trait to indicate this limitation—a magical tattoo is like an invested item that the tattooed creature has no choice but to invest. If the tattoo loses its magic or is destroyed, it no longer reduces your investiture. Just like a physical magic item, a magical tattoo can be counteracted by spells like dispel magic or disjunction . If destroyed, the tattoo fades from the skin. If a creature gets a new magical tattoo when their limit on invested items has already been reduced to zero, the new tattoo's magic fails to take hold, and it becomes a non-magical tattoo instead. However, a tattooist can alter an existing tattoo when they Craft a tattoo, modifying the old one into a different magical tattoo and removing the old effect. Magical tattoos can usually be upgraded into their greater versions by having a tattooist add to or modify the existing tattoo. ","type":"Rules","url":"/Rules.aspx?ID=1498","weakness":{}}},{"_index":"aon18","_id":"rules-1499","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1499","markdown":"<title level=\"1\" right=\"Rules\">[Personal Staves](/Rules.aspx?ID=1499)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen the local shops' offerings don't quite match up with the needs of an adventuring spellcaster, they might want to make their own staff to reflect their personal brand of magic. Doing so isn't easy, and only a chosen few know the techniques to create a brand new staff.\n\n A custom staff is always [unique](/Traits.aspx?ID=161), and you need your GM's permission to create one and introduce it to your game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1500\" />\r\n\r\n<document level=\"2\" id=\"rules-1508\" />","name":"Personal Staves","next_link":{"label":"Spell Catalysts","url":"/Rules.aspx?ID=1509"},"previous_link":{"label":"Magical Tattoos","url":"/Rules.aspx?ID=1495"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\nMagic Items\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>","speed":{},"text":" Personal Staves Source Secrets of Magic pg. 166 1.1 When the local shops' offerings don't quite match up with the needs of an adventuring spellcaster, they might want to make their own staff to reflect their personal brand of magic. Doing so isn't easy, and only a chosen few know the techniques to create a brand new staff. A custom staff is always unique, and you need your GM's permission to create one and introduce it to your game. ","type":"Rules","url":"/Rules.aspx?ID=1499","weakness":{}}},{"_index":"aon18","_id":"rules-1500","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Personal Staves"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1500","markdown":"<title level=\"1\" right=\"Rules\">[Creating a Personal Staff](/Rules.aspx?ID=1500)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEstablishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait ([air](/Traits.aspx?ID=5), [earth](/Traits.aspx?ID=55), [fire](/Traits.aspx?ID=72), or [water](/Traits.aspx?ID=165)), energy trait ([acid](/Traits.aspx?ID=3), [cold](/Traits.aspx?ID=27), [electricity](/Traits.aspx?ID=56), fire, [sonic](/Traits.aspx?ID=147), [positive](/Traits.aspx?ID=128), [negative](/Traits.aspx?ID=118), or [force](/Traits.aspx?ID=75)), alignment trait, the [detection](/Traits.aspx?ID=43) trait, the [light](/Traits.aspx?ID=100) trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including [incapacitation](/Traits.aspx?ID=93) and the traits for spell schools and traditions. The GM might add others to this list.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1501\" />\r\n\r\n<document level=\"2\" id=\"rules-1502\" />\r\n\r\n<document level=\"2\" id=\"rules-1504\" />\r\n\r\n<document level=\"2\" id=\"rules-1506\" />","name":"Creating a Personal Staff","next_link":{"label":"Revising the Staff","url":"/Rules.aspx?ID=1508"},"previous_link":{"label":"Magical Tattoos","url":"/Rules.aspx?ID=1495"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\nMagic Items / Personal Staves\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>","speed":{},"text":" Creating a Personal Staff Source Secrets of Magic pg. 166 1.1 Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list. ","type":"Rules","url":"/Rules.aspx?ID=1500","weakness":{}}},{"_index":"aon18","_id":"rules-1501","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Personal Staves","Creating a Personal Staff"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1501","markdown":"<title level=\"1\" right=\"Rules\">[Determining Level and Price](/Rules.aspx?ID=1501)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.\n\n## Table 4-2: Personal Staves\n<row gap=\"tiny\">\n<table><tr><td colspan=\"2\"></td><td colspan=\"9\">**Maximum Spells**</td></tr><tr><td>**Staff Level**</td><td>**Price**</td><td>**Cantrip**</td><td>**1st**</td><td>**2nd**</td><td>**3rd**</td><td>**4th**</td><td>**5th**</td><td>**6th**</td><td>**7th**</td><td>**8th**</td></tr><tr><td>5</td><td>160 gp</td><td>1</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>7</td><td>250 gp</td><td>1</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>9</td><td>700 gp</td><td>1</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>11</td><td>1,400 gp</td><td>1</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>13</td><td>3,000 gp</td><td>1</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td><td>—</td></tr><tr><td>15</td><td>6,500 gp</td><td>1</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td><td>—</td></tr><tr><td>17</td><td>15,000 gp</td><td>1</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>—</td></tr><tr><td>19</td><td>40,000 gp</td><td>1</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td><td>2</td></tr></table>\r\n</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Determining Level and Price","next_link":{"label":"Picking Your Spells","url":"/Rules.aspx?ID=1502"},"previous_link":{"label":"Magical Tattoos","url":"/Rules.aspx?ID=1495"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\nMagic Items / Personal Staves / Creating a Personal Staff\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>","speed":{},"text":" Determining Level and Price Source Secrets of Magic pg. 166 1.1 Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below. ## Table 4-2: Personal Staves Maximum Spells Staff Level Price Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 5 160 gp 1 2 — — — — — — — 7 250 gp 1 2 2 — — — — — — 9 700 gp 1 2 2 2 — — — — — 11 1,400 gp 1 2 2 2 2 — — — — 13 3,000 gp 1 2 2 2 2 2 — — — 15 6,500 gp 1 2 2 2 2 2 2 — — 17 15,000 gp 1 2 2 2 2 2 2 2 — 19 40,000 gp 1 2 2 2 2 2 2 2 2 ","type":"Rules","url":"/Rules.aspx?ID=1501","weakness":{}}},{"_index":"aon18","_id":"rules-1502","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Personal Staves","Creating a Personal Staff"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1502","markdown":"<title level=\"1\" right=\"Rules\">[Picking Your Spells](/Rules.aspx?ID=1502)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your [undine](/Ancestries.aspx?ID=37) [sorcerer](/Classes.aspx?ID=11) might create a deep sea staff themed around the [water](/Traits.aspx?ID=165) trait, inscribing it with spells such as [_create water_](/Spells.aspx?ID=53) and [_hydraulic push_](/Spells.aspx?ID=154). You can inscribe a number of common spells on the staff depending on its level, as shown on the table above. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using [Trick Magic Item](/Feats.aspx?ID=857); however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1503\" />","name":"Picking Your Spells","next_link":{"label":"Crafting the Staff","url":"/Rules.aspx?ID=1504"},"previous_link":{"label":"Determining Level and Price","url":"/Rules.aspx?ID=1501"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\nMagic Items / Personal Staves / Creating a Personal Staff\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>","speed":{},"text":" Picking Your Spells Source Secrets of Magic pg. 166 1.1 Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your undine sorcerer might create a deep sea staff themed around the water trait, inscribing it with spells such as create water and hydraulic push . You can inscribe a number of common spells on the staff depending on its level, as shown on the table above. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using Trick Magic Item; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters. ","type":"Rules","url":"/Rules.aspx?ID=1502","weakness":{}}},{"_index":"aon18","_id":"rules-1503","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Personal Staves","Creating a Personal Staff","Picking Your Spells"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1503","markdown":"<title level=\"1\" right=\"Rules\">[Example](/Rules.aspx?ID=1503)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the [plant](/Traits.aspx?ID=125) trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:\n\n **Cantrip**: [_tanglefoot_](/Spells.aspx?ID=330) <br />**1st**: [_protector tree_](/Spells.aspx?ID=976), [_shillelagh_](/Spells.aspx?ID=282) <br />**2nd**: [_entangle_](/Spells.aspx?ID=103), [_shape wood_](/Spells.aspx?ID=277) <br />**3rd**: [_tree shape_](/Spells.aspx?ID=342), [_wall of thorns_](/Spells.aspx?ID=366) <br />**4th**: [_barkskin_](/Spells.aspx?ID=20), [_speak with plants_](/Spells.aspx?ID=294) <br />**5th**: [_plant form_](/Spells.aspx?ID=223), _wall of thorns_ <br />**6th**: [_nature's reprisal_](/Spells.aspx?ID=954), _plant form_\n\n Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as _plant form_ giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Example","next_link":{"label":"Crafting the Staff","url":"/Rules.aspx?ID=1504"},"previous_link":{"label":"Determining Level and Price","url":"/Rules.aspx?ID=1501"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\nMagic Items / Personal Staves / Creating a Personal Staff / Picking Your Spells\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>","speed":{},"text":" Example Source Secrets of Magic pg. 166 1.1 Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells: Cantrip : tanglefoot 1st : protector tree , shillelagh 2nd : entangle , shape wood 3rd : tree shape , wall of thorns 4th : barkskin , speak with plants 5th : plant form , wall of thorns 6th : nature's reprisal , plant form Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot. ","type":"Rules","url":"/Rules.aspx?ID=1503","weakness":{}}},{"_index":"aon18","_id":"rules-1504","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Personal Staves","Creating a Personal Staff"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1504","markdown":"<title level=\"1\" right=\"Rules\">[Crafting the Staff](/Rules.aspx?ID=1504)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items. As with normal staves, one casting of all listed levels of all spells in the staff must be provided during [Crafting](/Actions.aspx?ID=43).\n\n Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the [magical](/Traits.aspx?ID=103) trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.\n\n You still need to Craft the staff. If you're not good at [Crafting](/Skills.aspx?ID=4), you can have somebody use the Craft activity for you, but you must be present the whole time. Since the creation of a custom staff is rare, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1505\" />","name":"Crafting the Staff","next_link":{"label":"Naming the Staff","url":"/Rules.aspx?ID=1506"},"previous_link":{"label":"Picking Your Spells","url":"/Rules.aspx?ID=1502"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>\r\n\r\nMagic Items / Personal Staves / Creating a Personal Staff\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 166 <sup>1.1</sup></row>","speed":{},"text":" Crafting the Staff Source Secrets of Magic pg. 166 1.1 Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items. As with normal staves, one casting of all listed levels of all spells in the staff must be provided during Crafting. Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the magical trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list. You still need to Craft the staff. If you're not good at Crafting, you can have somebody use the Craft activity for you, but you must be present the whole time. Since the creation of a custom staff is rare, you and the GM might decide to have a special quest for esoteric ingredients and methods as part of the story. ","type":"Rules","url":"/Rules.aspx?ID=1504","weakness":{}}},{"_index":"aon18","_id":"rules-1505","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Personal Staves","Creating a Personal Staff","Crafting the Staff"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1505","markdown":"<title level=\"1\" right=\"Rules\">[Example](/Rules.aspx?ID=1505)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 167 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLini selected mostly transmutation spells for her staff, so she chooses the [transmutation](/Traits.aspx?ID=157) trait. She could give it the [primal](/Traits.aspx?ID=134) trait, but choses to keep it open with the [magical](/Traits.aspx?ID=103) trait, much like the [_verdant staff_](/Equipment.aspx?ID=364) in the _Core Rulebook_.\n\n To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a [Crafting](/Skills.aspx?ID=4) check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Example","next_link":{"label":"Naming the Staff","url":"/Rules.aspx?ID=1506"},"previous_link":{"label":"Picking Your Spells","url":"/Rules.aspx?ID=1502"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 167 <sup>1.1</sup></row>\r\n\r\nMagic Items / Personal Staves / Creating a Personal Staff / Crafting the Staff\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 167"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 167 <sup>1.1</sup></row>","speed":{},"text":" Example Source Secrets of Magic pg. 167 1.1 Lini selected mostly transmutation spells for her staff, so she chooses the transmutation trait. She could give it the primal trait, but choses to keep it open with the magical trait, much like the verdant staff in the Core Rulebook . To Craft the staff, Lini follows the normal rules. She provides 3,250 gp in raw materials, spends 4 days at work, and attempts a Crafting check. Each day she works on it, she prepares the spells she needs to put into the staff given its Craft Requirements. ","type":"Rules","url":"/Rules.aspx?ID=1505","weakness":{}}},{"_index":"aon18","_id":"rules-1506","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Personal Staves","Creating a Personal Staff"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1506","markdown":"<title level=\"1\" right=\"Rules\">[Naming the Staff](/Rules.aspx?ID=1506)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 167 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1507\" />","name":"Naming the Staff","next_link":{"label":"Revising the Staff","url":"/Rules.aspx?ID=1508"},"previous_link":{"label":"Crafting the Staff","url":"/Rules.aspx?ID=1504"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 167 <sup>1.1</sup></row>\r\n\r\nMagic Items / Personal Staves / Creating a Personal Staff\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 167"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 167 <sup>1.1</sup></row>","speed":{},"text":" Naming the Staff Source Secrets of Magic pg. 167 1.1 When your staff is complete, give it a name—though skeptics might sneer, spellcasters believe that naming a staff upon creation will help it attune to its new master. ","type":"Rules","url":"/Rules.aspx?ID=1506","weakness":{}}},{"_index":"aon18","_id":"rules-1507","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Personal Staves","Creating a Personal Staff","Naming the Staff"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1507","markdown":"<title level=\"1\" right=\"Rules\">[Example](/Rules.aspx?ID=1507)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 167 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLini christens her new creation _[Lini's Leafstick](/Equipment.aspx?ID=1001)_!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Example","next_link":{"label":"Revising the Staff","url":"/Rules.aspx?ID=1508"},"previous_link":{"label":"Crafting the Staff","url":"/Rules.aspx?ID=1504"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 167 <sup>1.1</sup></row>\r\n\r\nMagic Items / Personal Staves / Creating a Personal Staff / Naming the Staff\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 167"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 167 <sup>1.1</sup></row>","speed":{},"text":" Example Source Secrets of Magic pg. 167 1.1 Lini christens her new creation Lini's Leafstick ! ","type":"Rules","url":"/Rules.aspx?ID=1507","weakness":{}}},{"_index":"aon18","_id":"rules-1508","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items","Personal Staves"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1508","markdown":"<title level=\"1\" right=\"Rules\">[Revising the Staff](/Rules.aspx?ID=1508)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 167 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs you level up, your staff will get less useful unless you upgrade it. You might also want to make revisions as you play if you come to dislike the spells you chose.\n\n To change spells already in the staff, use the [Craft](/Actions.aspx?ID=43) activity with a Price equal to 1/10th the staff's Price. You can swap out any of the spells in the staff when you finish. The new spells have to have the staff's chosen trait and be an appropriate level, just as though you were choosing them when initially making the staff, and you must provide castings of them.\n\n Upgrading the staff is similar to [upgrading an item to a higher-level version](/Rules.aspx?ID=701). Decide the staff's new level. Pay the difference in Price, pick the new spells, and use Craft for the upgrade. You must supply castings of the new spells. Upgrading doesn't let you switch any of the spells you'd previously chosen.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Revising the Staff","next_link":{"label":"Spell Catalysts","url":"/Rules.aspx?ID=1509"},"previous_link":{"label":"Creating a Personal Staff","url":"/Rules.aspx?ID=1500"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 167 <sup>1.1</sup></row>\r\n\r\nMagic Items / Personal Staves\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 167"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 167 <sup>1.1</sup></row>","speed":{},"text":" Revising the Staff Source Secrets of Magic pg. 167 1.1 As you level up, your staff will get less useful unless you upgrade it. You might also want to make revisions as you play if you come to dislike the spells you chose. To change spells already in the staff, use the Craft activity with a Price equal to 1/10th the staff's Price. You can swap out any of the spells in the staff when you finish. The new spells have to have the staff's chosen trait and be an appropriate level, just as though you were choosing them when initially making the staff, and you must provide castings of them. Upgrading the staff is similar to upgrading an item to a higher-level version. Decide the staff's new level. Pay the difference in Price, pick the new spells, and use Craft for the upgrade. You must supply castings of the new spells. Upgrading doesn't let you switch any of the spells you'd previously chosen. ","type":"Rules","url":"/Rules.aspx?ID=1508","weakness":{}}},{"_index":"aon18","_id":"rules-1509","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1509","markdown":"<title level=\"1\" right=\"Rules\">[Spell Catalysts](/Rules.aspx?ID=1509)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 168 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe divergent magical practices of Golarion mean there's no one way to cast a spell. Whether out of competitiveness or a desire to personalize their spellwork, many magic users have added or substituted material components beyond the conventional. <br />Items with the [catalyst](/Traits.aspx?ID=396) trait are [consumable](/Traits.aspx?ID=36) material spell components that alter or magnify specific spells. Activating a catalyst is part of Casting the Spell. The catalyst might increase the number of actions required to Cast the Spell, as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of Casting the Spell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spell Catalysts","next_link":{"label":"Spellhearts","url":"/Rules.aspx?ID=1510"},"previous_link":{"label":"Personal Staves","url":"/Rules.aspx?ID=1499"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 168 <sup>1.1</sup></row>\r\n\r\nMagic Items\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 168"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 168 <sup>1.1</sup></row>","speed":{},"text":" Spell Catalysts Source Secrets of Magic pg. 168 1.1 The divergent magical practices of Golarion mean there's no one way to cast a spell. Whether out of competitiveness or a desire to personalize their spellwork, many magic users have added or substituted material components beyond the conventional. Items with the catalyst trait are consumable material spell components that alter or magnify specific spells. Activating a catalyst is part of Casting the Spell. The catalyst might increase the number of actions required to Cast the Spell, as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of Casting the Spell. ","type":"Rules","url":"/Rules.aspx?ID=1509","weakness":{}}},{"_index":"aon18","_id":"rules-1510","_score":2.3741803,"_source":{"breadcrumbs":["Magic Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1510","markdown":"<title level=\"1\" right=\"Rules\">[Spellhearts](/Rules.aspx?ID=1510)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 170 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSpellhearts are made from the same basic materials as talismans, though their complex construction—magically iterated around the concept of a single kind of spell—gives them a variety of additional powers and means they persist rather than burning out when used. \n\n Unlike [talismans](/Rules.aspx?ID=725), a spellheart can be used repeatedly, and doesn't burn out after use. Each spellheart can be attached to different items, giving a benefit depending on your choice, which means you can plan ahead in facing expected dangers. They have the [spellheart](/Traits.aspx?ID=391) trait.\n\n **Spellheart**: Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to [Affix a Talisman](/Actions.aspx?ID=520). The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. Crafting a spellheart requires the spells the spellheart can cast. For example, a [_major five-feather wreath_](/Equipment.aspx?ID=1013) requires [_air walk_](/Spells.aspx?ID=6), [_gale blast_](/Spells.aspx?ID=917), and [_wall of wind_](/Spells.aspx?ID=367).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spellhearts","next_link":{"label":"Book of Unlimited Magic","url":"/Rules.aspx?ID=1511"},"previous_link":{"label":"Spell Catalysts","url":"/Rules.aspx?ID=1509"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 170 <sup>1.1</sup></row>\r\n\r\nMagic Items\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 170"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 170 <sup>1.1</sup></row>","speed":{},"text":" Spellhearts Source Secrets of Magic pg. 170 1.1 Spellhearts are made from the same basic materials as talismans, though their complex construction—magically iterated around the concept of a single kind of spell—gives them a variety of additional powers and means they persist rather than burning out when used. Unlike talismans, a spellheart can be used repeatedly, and doesn't burn out after use. Each spellheart can be attached to different items, giving a benefit depending on your choice, which means you can plan ahead in facing expected dangers. They have the spellheart trait. Spellheart : Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to Affix a Talisman. The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. Crafting a spellheart requires the spells the spellheart can cast. For example, a major five-feather wreath requires air walk , gale blast , and wall of wind . ","type":"Rules","url":"/Rules.aspx?ID=1510","weakness":{}}},{"_index":"aon18","_id":"rules-1511","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1511","markdown":"<title level=\"1\" right=\"Rules\">[Book of Unlimited Magic](/Rules.aspx?ID=1511)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 193 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis chapter provides you with a wide variety of unusual magical practices and character options, many of them uncommon or rare. By adding them to your game, you can expand and enrich the narrative of how magic works. The chapter is organized into the following sections.\n\n [**Cathartic Magic**](/Rules.aspx?ID=1512) allows a spellcaster to harness pent-up emotions to enter a state of emotional fervor, gaining special benefits from the emotion but risking emotional fallout once the fervor ends.\n\n [**Elementalism**](/Rules.aspx?ID=1516) has options for characters focused on elemental magic, including elementalists who focus their entire spell list on the elements, elemental stances for monks, and druid orders of flame, stone, and waves.\n\n [**Flexible Preparation**](/Rules.aspx?ID=1519) represents the culmination of spellcasters' research and experimentation to gain the best of both worlds between prepared spellcasting and spontaneous spellcasting.\n\n [**Geomancy**](/Rules.aspx?ID=1520) taps into the natural world around the spellcaster, giving them benefits depending on the terrain, even allowing the spellcaster to simulate the energies of a different terrain.\n\n [**Ley Lines**](/Rules.aspx?ID=1531) embody the magical veins and arteries of the multiverse, flowing with energy across worlds and planes alike and gathering at special locations called nodes. Spellcasters can learn to tap into ley lines, though doing so presents a significant gamble.\n\n [**Pervasive Magic**](/Rules.aspx?ID=1538) covers situations and settings where magic is everywhere, infusing the land itself with unusual effects and trickling down to every creature in the area.\n\n [**Shadow Magic**](/Rules.aspx?ID=1554) surrenders the piece of a spellcaster's soul that keeps out the darkness, allowing themselves to learn new magic or to gain shadowy animal companions and familiars.\n\n [**Soul Seeds**](/Rules.aspx?ID=1558) magically attach to a creature's soul, then grow in the breadth of their magic in a similar fashion to relics.\n\n [**Soulforged Armaments**](/Rules.aspx?ID=1560) bond weapons, armor, or shields to the forger's soul, allowing the soulforger to manifest their armament at a moment's notice and even bring forth an empowered true form.\n\n [**Thassilonian Rune Magic**](/Rules.aspx?ID=1567) divides magic into seven runes associated with the seven sins. Each runelord embodies one of the seven schools, gaining significant advantages with their school spells.\n\n [**True Names**](/Rules.aspx?ID=1569) allow a practitioner to learn the secrets of a being's inner nature, granting them an incredible amount of leverage to compel that creature into service.\n\n [**Wellspring Magic**](/Rules.aspx?ID=1576) is both a blessing and a curse: it grants a deep infusion of magic, potentially allowing the casting of many spells, but it also risks out-of-control wellspring surges if the power becomes too much to handle.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Targeting Companions and Eidolons</title>\r\n\r\nSome spells in this chapter can affect the caster's companion or eidolon. When “companion” is used in a stat block, it refers to animal companions, familiars, and future types of companions—such as construct companions—but not eidolons. Some spells are even more specific. For example, if the spell says, “Targets your familiar,” you could cast it only on a familiar, not other kinds of companions. If you Cast a Spell that can benefit only a type of creature you don't have, such as Casting a Spell that can target only an eidolon when you don't have an eidolon, the spell does nothing.\n\n If the spell would affect an ability the creature doesn't have, the spell doesn't give the creature that ability unless the spell says it does. For example, a spell that causes your companion to make a Strike wouldn't let a familiar make a Strike but would give it all other benefits of the spell.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1512\" />\r\n\r\n<document level=\"2\" id=\"rules-1516\" />\r\n\r\n<document level=\"2\" id=\"rules-1519\" />\r\n\r\n<document level=\"2\" id=\"rules-1520\" />\r\n\r\n<document level=\"2\" id=\"rules-1531\" />\r\n\r\n<document level=\"2\" id=\"rules-1538\" />\r\n\r\n<document level=\"2\" id=\"rules-1554\" />\r\n\r\n<document level=\"2\" id=\"rules-1558\" />\r\n\r\n<document level=\"2\" id=\"rules-1560\" />\r\n\r\n<document level=\"2\" id=\"rules-1567\" />\r\n\r\n<document level=\"2\" id=\"rules-1569\" />\r\n\r\n<document level=\"2\" id=\"rules-1576\" />","name":"Book of Unlimited Magic","next_link":{"label":"Eidolons","url":"/Rules.aspx?ID=1581"},"previous_link":{"label":"Magic Items","url":"/Rules.aspx?ID=1486"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 193 <sup>1.1</sup></row>\n\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 193"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 193 <sup>1.1</sup></row>","speed":{},"text":" Book of Unlimited Magic Source Secrets of Magic pg. 193 1.1 This chapter provides you with a wide variety of unusual magical practices and character options, many of them uncommon or rare. By adding them to your game, you can expand and enrich the narrative of how magic works. The chapter is organized into the following sections. Cathartic Magic allows a spellcaster to harness pent-up emotions to enter a state of emotional fervor, gaining special benefits from the emotion but risking emotional fallout once the fervor ends. Elementalism has options for characters focused on elemental magic, including elementalists who focus their entire spell list on the elements, elemental stances for monks, and druid orders of flame, stone, and waves. Flexible Preparation represents the culmination of spellcasters' research and experimentation to gain the best of both worlds between prepared spellcasting and spontaneous spellcasting. Geomancy taps into the natural world around the spellcaster, giving them benefits depending on the terrain, even allowing the spellcaster to simulate the energies of a different terrain. Ley Lines embody the magical veins and arteries of the multiverse, flowing with energy across worlds and planes alike and gathering at special locations called nodes. Spellcasters can learn to tap into ley lines, though doing so presents a significant gamble. Pervasive Magic covers situations and settings where magic is everywhere, infusing the land itself with unusual effects and trickling down to every creature in the area. Shadow Magic surrenders the piece of a spellcaster's soul that keeps out the darkness, allowing themselves to learn new magic or to gain shadowy animal companions and familiars. Soul Seeds magically attach to a creature's soul, then grow in the breadth of their magic in a similar fashion to relics. Soulforged Armaments bond weapons, armor, or shields to the forger's soul, allowing the soulforger to manifest their armament at a moment's notice and even bring forth an empowered true form. Thassilonian Rune Magic divides magic into seven runes associated with the seven sins. Each runelord embodies one of the seven schools, gaining significant advantages with their school spells. True Names allow a practitioner to learn the secrets of a being's inner nature, granting them an incredible amount of leverage to compel that creature into service. Wellspring Magic is both a blessing and a curse: it grants a deep infusion of magic, potentially allowing the casting of many spells, but it also risks out-of-control wellspring surges if the power becomes too much to handle. Targeting Companions and Eidolons Some spells in this chapter can affect the caster's companion or eidolon. When “companion” is used in a stat block, it refers to animal companions, familiars, and future types of companions—such as construct companions—but not eidolons. Some spells are even more specific. For example, if the spell says, “Targets your familiar,” you could cast it only on a familiar, not other kinds of companions. If you Cast a Spell that can benefit only a type of creature you don't have, such as Casting a Spell that can target only an eidolon when you don't have an eidolon, the spell does nothing. If the spell would affect an ability the creature doesn't have, the spell doesn't give the creature that ability unless the spell says it does. For example, a spell that causes your companion to make a Strike wouldn't let a familiar make a Strike but would give it all other benefits of the spell. ","type":"Rules","url":"/Rules.aspx?ID=1511","weakness":{}}},{"_index":"aon18","_id":"rules-1512","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1512","markdown":"<title level=\"1\" right=\"Rules\">[Cathartic Magic](/Rules.aspx?ID=1512)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_Some spellcasters draw their magic from the gods, while others shape it by precisely manipulating unseen energy. Still others fuel their magic with raw emotion: the cathartic mages. Their emotional magic is powerful, but raw and unpredictable._\n\n**Rarity**: [Uncommon](/Traits.aspx?ID=159)\n\n Catharsis, the process of purging pent-up emotions, places a cathartic mage in a heightened emotional state much like a barbarian's rage. Magical energy pours out, often manifesting in visible displays that cascade off the mage. This can even produce a faint echo of the released emotion within those nearby. Though it seems reasonable that the caster's pent-up emotion would be one that they normally repress, this is by no means required. A cathartic mage could be a generally happy and positive person who still enters an enhanced state as a magical wave of joy overwhelms them.\n\n The magic of emotions is as difficult to master as emotions themselves. Practitioners of this art find themselves tired, unfocused, or in physical pain after tapping into their deepest feelings. It often takes time for these users to reclaim mastery of their own minds. Most cathartic mages find a mundane activity to help settle themselves, such as reading, needlepoint, or simple meditation.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1513\" />\r\n\r\n<document level=\"2\" id=\"rules-1514\" />","name":"Cathartic Magic","next_link":{"label":"Elementalism","url":"/Rules.aspx?ID=1516"},"previous_link":{"label":"Magic Items","url":"/Rules.aspx?ID=1486"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>","speed":{},"text":" Cathartic Magic Source Secrets of Magic pg. 194 1.1 Some spellcasters draw their magic from the gods, while others shape it by precisely manipulating unseen energy. Still others fuel their magic with raw emotion: the cathartic mages. Their emotional magic is powerful, but raw and unpredictable. Rarity : Uncommon Catharsis, the process of purging pent-up emotions, places a cathartic mage in a heightened emotional state much like a barbarian's rage. Magical energy pours out, often manifesting in visible displays that cascade off the mage. This can even produce a faint echo of the released emotion within those nearby. Though it seems reasonable that the caster's pent-up emotion would be one that they normally repress, this is by no means required. A cathartic mage could be a generally happy and positive person who still enters an enhanced state as a magical wave of joy overwhelms them. The magic of emotions is as difficult to master as emotions themselves. Practitioners of this art find themselves tired, unfocused, or in physical pain after tapping into their deepest feelings. It often takes time for these users to reclaim mastery of their own minds. Most cathartic mages find a mundane activity to help settle themselves, such as reading, needlepoint, or simple meditation. ","type":"Rules","url":"/Rules.aspx?ID=1512","weakness":{}}},{"_index":"aon18","_id":"rules-1513","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Cathartic Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1513","markdown":"<title level=\"1\" right=\"Rules\">[Roleplaying](/Rules.aspx?ID=1513)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUsing cathartic magic in your game invites heavy use of role-playing emotional states, which can be a challenge for some game tables. Players need to check with their GMs and other players to ensure these rules are appropriate for the game. Entering an emotional fervor doesn't mean anything a character does in that state is acceptable. As always, adding new rules doesn't excuse being rude to other players.\n\n It's also important to keep the cathartic emotion from overshadowing the other parts of your character, as it works best as part of a well-rounded personality. It's a powerful emotion, though not your only emotion. This power can be a double-edged sword, but it doesn't have to be. It could be a fun quirk, a deep struggle, or a mysterious power your character wants to investigate.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Roleplaying","next_link":{"label":"Gamemastering","url":"/Rules.aspx?ID=1514"},"previous_link":{"label":"Magic Items","url":"/Rules.aspx?ID=1486"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Cathartic Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>","speed":{},"text":" Roleplaying Source Secrets of Magic pg. 194 1.1 Using cathartic magic in your game invites heavy use of role-playing emotional states, which can be a challenge for some game tables. Players need to check with their GMs and other players to ensure these rules are appropriate for the game. Entering an emotional fervor doesn't mean anything a character does in that state is acceptable. As always, adding new rules doesn't excuse being rude to other players. It's also important to keep the cathartic emotion from overshadowing the other parts of your character, as it works best as part of a well-rounded personality. It's a powerful emotion, though not your only emotion. This power can be a double-edged sword, but it doesn't have to be. It could be a fun quirk, a deep struggle, or a mysterious power your character wants to investigate. ","type":"Rules","url":"/Rules.aspx?ID=1513","weakness":{}}},{"_index":"aon18","_id":"rules-1514","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Cathartic Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1514","markdown":"<title level=\"1\" right=\"Rules\">[Gamemastering](/Rules.aspx?ID=1514)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOne of the reasons cathartic magic is uncommon has to do with the adjustments the GM must make to incorporate it in the game. Some situations that would normally be detrimental for PCs, like becoming controlled or critically failing at a roll, can be a trigger for powering up instead! Some emotions require a PC or NPC to be an emotional focus, making the ability largely useless if the PC is separated from that person.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1515\" />","name":"Gamemastering","next_link":{"label":"Elementalism","url":"/Rules.aspx?ID=1516"},"previous_link":{"label":"Roleplaying","url":"/Rules.aspx?ID=1513"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Cathartic Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>","speed":{},"text":" Gamemastering Source Secrets of Magic pg. 194 1.1 One of the reasons cathartic magic is uncommon has to do with the adjustments the GM must make to incorporate it in the game. Some situations that would normally be detrimental for PCs, like becoming controlled or critically failing at a roll, can be a trigger for powering up instead! Some emotions require a PC or NPC to be an emotional focus, making the ability largely useless if the PC is separated from that person. ","type":"Rules","url":"/Rules.aspx?ID=1514","weakness":{}}},{"_index":"aon18","_id":"rules-1515","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Cathartic Magic","Gamemastering"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1515","markdown":"<title level=\"1\" right=\"Rules\">[Unplanned Catharsis](/Rules.aspx?ID=1515)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn the right circumstances, a GM might introduce cathartic magic into the game without a player pursuing it first. For example, if a mind-controlled bodyguard is ordered to slay someone they vowed to protect, the GM might decide they can take the Catharsis reaction from the [Cathartic Mage Dedication](/Feats.aspx?ID=2963). Like any reaction, it still poses a choice—the player could choose not to take it. If the player enjoys this mechanical reveal, they might even want to invest feats into the [Cathartic Mage](/Archetypes.aspx?ID=97) archetype.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Unplanned Catharsis","next_link":{"label":"Elementalism","url":"/Rules.aspx?ID=1516"},"previous_link":{"label":"Roleplaying","url":"/Rules.aspx?ID=1513"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Cathartic Magic / Gamemastering\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 194"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 194 <sup>1.1</sup></row>","speed":{},"text":" Unplanned Catharsis Source Secrets of Magic pg. 194 1.1 In the right circumstances, a GM might introduce cathartic magic into the game without a player pursuing it first. For example, if a mind-controlled bodyguard is ordered to slay someone they vowed to protect, the GM might decide they can take the Catharsis reaction from the Cathartic Mage Dedication. Like any reaction, it still poses a choice—the player could choose not to take it. If the player enjoys this mechanical reveal, they might even want to invest feats into the Cathartic Mage archetype. ","type":"Rules","url":"/Rules.aspx?ID=1515","weakness":{}}},{"_index":"aon18","_id":"rules-1516","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1516","markdown":"<title level=\"1\" right=\"Rules\">[Elementalism](/Rules.aspx?ID=1516)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 198 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_The world is a reflection of the Elemental Planes. Fire blazes in its core, cradled and calmed in a bed of Earth. Water brings the parched soil relief, strengthening as it soothes. All this is encapsulated by Air, which breathes life into the world. Elementalism is the belief these four elements are the components used to create all matter. Thus, magic is simply the manipulation of the four elements. Understanding these elements is the essence of elementalism._\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Elementalism on Golarion</title>\r\n\r\nGolarion has numerous ties to the Elemental Planes across the land, along with many groups and traditions that use elemental magic.\n\n **Elemental Lord Cults**: Long ago, the four evil elemental lords, deities representing the worst of each element, sealed away the four good elemental lords in nigh-indestructible artifacts. With the good elemental lord of air, [Ranginori](/Deities.aspx?ID=106), now free, adventurers and cultists seek to liberate the others as well.\n\n **Elemental Saturations**: Some places across the world are so saturated with elemental magic that they might imbue those nearby with some elemental energy, potentially creating an elemental sorcerer or even a geniekin. Perhaps the most famous is the elemental air saturation located within the enormous swirling storm of the Eye of Abendego, but others exist around the world, including the Crystal Womb, a crystalline cavern with enough earth energy to transform someone into an oread; the volcanic Mt. Kumijinja in Tian Xia, which can remove curses with purgative flames; and the River Kingdom of Outsea, which transmutes massive volumes of fresh water into sea water.\n\n **Monks**: Though Jalmeray's four Houses of Perfection are the most famous examples of elementalist monks, many other forms exist. In resplendent pagodas, disciples of the Stoked Flame strike with such speed that their motions emit sparks. Others stoke their inner fire so high, their bodies turn ice to steam and the surrounding air becomes distorted with heat. On placid lakeshores, with feet sinking into wet sand, initiates learn the graceful motions of the Pavilion of Reflective Ripples; a peaceful, meditative martial art that's as much a dance as a form of combat. Their artistry is breathtaking and their forms impossibly fluid.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">The Four Elements</title>\r\n\r\nThe elements are clearly observable in the natural world, but philosophers ascribe deeper attributes that can be seen in a gust or heard in a geode.\n\n **Fire** is unbridled potential but must be tended with care. When nurtured, flames bring warmth and healing. They illuminate darkness and reveal truth, clearing old growth for new. But fire also burns, obscures, and destroys. An elementalist must learn to both bank and fuel the flames.\n\n **Earth** is both cradle and tomb. It's home for most creatures, providing nourishment and shelter. But the earth runs deep and is too vast to fully control. An elementalist must listen carefully to the stones or risk their anger.\n\n **Water** is soothing and enigmatic. Most living creatures are composed primarily of water and require water to survive; controlling water thus gives an elementalist power over the flow of life. Though water is the easiest element to work with, its depths are a mystery.\n\n **Air** breathes life into myriad worlds but is ephemeral and often overlooked. In truth, air is the most difficult of elements to work with, as learning to grasp the ungraspable and see the unseen is notoriously difficult. Mastering air requires intuition, subtlety, and impressive powers of perception.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1517\" />\r\n\r\n<document level=\"2\" id=\"rules-1518\" />","name":"Elementalism","next_link":{"label":"Flexible Preparation","url":"/Rules.aspx?ID=1519"},"previous_link":{"label":"Cathartic Magic","url":"/Rules.aspx?ID=1512"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 198 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 198"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 198 <sup>1.1</sup></row>","speed":{},"text":" Elementalism Source Secrets of Magic pg. 198 1.1 The world is a reflection of the Elemental Planes. Fire blazes in its core, cradled and calmed in a bed of Earth. Water brings the parched soil relief, strengthening as it soothes. All this is encapsulated by Air, which breathes life into the world. Elementalism is the belief these four elements are the components used to create all matter. Thus, magic is simply the manipulation of the four elements. Understanding these elements is the essence of elementalism. Elementalism on Golarion Golarion has numerous ties to the Elemental Planes across the land, along with many groups and traditions that use elemental magic. Elemental Lord Cults : Long ago, the four evil elemental lords, deities representing the worst of each element, sealed away the four good elemental lords in nigh-indestructible artifacts. With the good elemental lord of air, Ranginori, now free, adventurers and cultists seek to liberate the others as well. Elemental Saturations : Some places across the world are so saturated with elemental magic that they might imbue those nearby with some elemental energy, potentially creating an elemental sorcerer or even a geniekin. Perhaps the most famous is the elemental air saturation located within the enormous swirling storm of the Eye of Abendego, but others exist around the world, including the Crystal Womb, a crystalline cavern with enough earth energy to transform someone into an oread; the volcanic Mt. Kumijinja in Tian Xia, which can remove curses with purgative flames; and the River Kingdom of Outsea, which transmutes massive volumes of fresh water into sea water. Monks : Though Jalmeray's four Houses of Perfection are the most famous examples of elementalist monks, many other forms exist. In resplendent pagodas, disciples of the Stoked Flame strike with such speed that their motions emit sparks. Others stoke their inner fire so high, their bodies turn ice to steam and the surrounding air becomes distorted with heat. On placid lakeshores, with feet sinking into wet sand, initiates learn the graceful motions of the Pavilion of Reflective Ripples; a peaceful, meditative martial art that's as much a dance as a form of combat. Their artistry is breathtaking and their forms impossibly fluid. The Four Elements The elements are clearly observable in the natural world, but philosophers ascribe deeper attributes that can be seen in a gust or heard in a geode. Fire is unbridled potential but must be tended with care. When nurtured, flames bring warmth and healing. They illuminate darkness and reveal truth, clearing old growth for new. But fire also burns, obscures, and destroys. An elementalist must learn to both bank and fuel the flames. Earth is both cradle and tomb. It's home for most creatures, providing nourishment and shelter. But the earth runs deep and is too vast to fully control. An elementalist must listen carefully to the stones or risk their anger. Water is soothing and enigmatic. Most living creatures are composed primarily of water and require water to survive; controlling water thus gives an elementalist power over the flow of life. Though water is the easiest element to work with, its depths are a mystery. Air breathes life into myriad worlds but is ephemeral and often overlooked. In truth, air is the most difficult of elements to work with, as learning to grasp the ungraspable and see the unseen is notoriously difficult. Mastering air requires intuition, subtlety, and impressive powers of perception. ","type":"Rules","url":"/Rules.aspx?ID=1516","weakness":{}}},{"_index":"aon18","_id":"rules-1517","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Elementalism"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1517","markdown":"<title level=\"1\" right=\"Rules\">[Druidic Orders](/Rules.aspx?ID=1517)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 198 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nElementalists eschew traditional magical divisions in favor of the elemental quaternity and rarely attempt a formal education. Instead, they travel Golarion, learning from the environment and elemental masters. These sojourns are referred to as pilgrimages, and the lessons learned along the way are called exposures or forms.\n\n [Druids](/Classes.aspx?ID=6) are among the most well-known elemental masters, capable of harnessing the power of nature that exists below a mountain or flows through an ocean. Although some act as wardens to the world as a whole, most specialize into one of three orders that revere individual elements. Within these orders, as well as the [storm order](/DruidicOrders.aspx?ID=3) that focuses on air, a sizable contingent of druids devote themselves fully to elemental magic, choosing the [elementalist](/Archetypes.aspx?ID=98) class archetype. However, just as many druids in these orders access magic from the primal spell list normally, believing that they can still take a wider view of nature through the lens of their element.\n\n Elementalist druids are more common in regions with strong traditions involving the cycle of elements, such as Jalmeray.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Druidic Orders","next_link":{"label":"Elemental Spell List","url":"/Rules.aspx?ID=1518"},"previous_link":{"label":"Cathartic Magic","url":"/Rules.aspx?ID=1512"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 198 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Elementalism\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 198"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 198 <sup>1.1</sup></row>","speed":{},"text":" Druidic Orders Source Secrets of Magic pg. 198 1.1 Elementalists eschew traditional magical divisions in favor of the elemental quaternity and rarely attempt a formal education. Instead, they travel Golarion, learning from the environment and elemental masters. These sojourns are referred to as pilgrimages, and the lessons learned along the way are called exposures or forms. Druids are among the most well-known elemental masters, capable of harnessing the power of nature that exists below a mountain or flows through an ocean. Although some act as wardens to the world as a whole, most specialize into one of three orders that revere individual elements. Within these orders, as well as the storm order that focuses on air, a sizable contingent of druids devote themselves fully to elemental magic, choosing the elementalist class archetype. However, just as many druids in these orders access magic from the primal spell list normally, believing that they can still take a wider view of nature through the lens of their element. Elementalist druids are more common in regions with strong traditions involving the cycle of elements, such as Jalmeray. ","type":"Rules","url":"/Rules.aspx?ID=1517","weakness":{}}},{"_index":"aon18","_id":"rules-1518","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Elementalism"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1518","markdown":"<title level=\"1\" right=\"Rules\">[Elemental Spell List](/Rules.aspx?ID=1518)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 203 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe [elementalist](/Archetypes.aspx?ID=98) archetype uses this elemental spell list. It includes spells from all hardcover rulebooks up to this release with a superscript indicating the book. \n\nYou can discuss with the GM any spells from other sources you want to add to your list. As a general rule, spells with the [air](/Domains.aspx?ID=2), [earth](/Domains.aspx?ID=10), [fire](/Domains.aspx?ID=13), or [water](/Domains.aspx?ID=35) trait belong on the list, including spells that add one of those traits depending on how they're cast, such as [_elemental zone_](/Spells.aspx?ID=905). Spells that are general and appear on every tradition's spell list also make good candidates. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Elemental Spell List","next_link":{"label":"Flexible Preparation","url":"/Rules.aspx?ID=1519"},"previous_link":{"label":"Druidic Orders","url":"/Rules.aspx?ID=1517"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 203 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Elementalism\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 203"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 203 <sup>1.1</sup></row>","speed":{},"text":" Elemental Spell List Source Secrets of Magic pg. 203 1.1 The elementalist archetype uses this elemental spell list. It includes spells from all hardcover rulebooks up to this release with a superscript indicating the book. You can discuss with the GM any spells from other sources you want to add to your list. As a general rule, spells with the air, earth, fire, or water trait belong on the list, including spells that add one of those traits depending on how they're cast, such as elemental zone . Spells that are general and appear on every tradition's spell list also make good candidates. ","type":"Rules","url":"/Rules.aspx?ID=1518","weakness":{}}},{"_index":"aon18","_id":"rules-1519","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1519","markdown":"<title level=\"1\" right=\"Rules\">[Flexible Preparation](/Rules.aspx?ID=1519)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 208 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_For millennia, debate raged among magical circles as to which spellcasters have the edge: those who cast spells spontaneously from a repertoire, since they can pull out whichever of those spells they require in a pinch, or those who prepare their daily spells, since they can plan and change out their spells each day to meet their varying needs. Yet, there have also been those who dared to have it all._\n\n Flexible spellcasters learn to prepare spells into a collection each day and can cast spells from their collection spontaneously. This combination makes such spellcasters the envy of their peers, but it comes with a significant cost. The magical power required to fuel their flexible casting draws heavily upon their magic's mental or vital essence, so they can cast far fewer spells each day. The strain manifests differently for each flexible spellcaster and varies by tradition, though it most commonly starts as a mild headache for arcane and occult spellcasters or fatigue for divine and primal spellcasters.\n\n Flexible spellcasting [wizards](/Classes.aspx?ID=12)—who sometimes prefer to use the more generic term for arcane spellcasters, arcanists—are more common in schools and other places that practice experimental or innovative magic, such as the Occularium in the atheist nation of Rahadoum, the Magaambya magic school in the jungle of the Mwangi Expanse, or the many academies in the arcane nation of Nex. Flexible spellcasting [druids](/Classes.aspx?ID=6), sometimes called fey callers, use the infinite possibilities of the [First World](/Planes.aspx?ID=10) and the magical curiosity of the fey to power their flexible magic. They more commonly appear in places where the veil to the First World is thin, such as the Land of the Linnorm Kings or the River Kingdoms. Flexible spellcasting [clerics](/Classes.aspx?ID=5), sometimes called ecclesiasts, have an unorthodox connection to their deity, allowing them flexibility in the grace they earn through their prayers. They're more commonly itinerant, rather than connected to an established church. Flexible spellcasting [witches](/Classes.aspx?ID=16), sometimes called invokers, have more personal connections with their patrons (even though the patron is still an enigma), allowing them to adjust their magic more easily\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Restricted Spell Slots</title>\r\n\r\nWhen applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist wizard's specialist school spells or the cleric's divine bond, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast heal spells of the highest level you can cast, but doesn't add heal to your spell collection. A harming font does the same for the harm spell. As a specialist wizard, you prepare one spell per level from your specialty school, which also aren't added to your spell collection.\r\n</aside>","name":"Flexible Preparation","next_link":{"label":"Geomancy","url":"/Rules.aspx?ID=1520"},"previous_link":{"label":"Elementalism","url":"/Rules.aspx?ID=1516"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 208 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 208"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 208 <sup>1.1</sup></row>","speed":{},"text":" Flexible Preparation Source Secrets of Magic pg. 208 1.1 For millennia, debate raged among magical circles as to which spellcasters have the edge: those who cast spells spontaneously from a repertoire, since they can pull out whichever of those spells they require in a pinch, or those who prepare their daily spells, since they can plan and change out their spells each day to meet their varying needs. Yet, there have also been those who dared to have it all. Flexible spellcasters learn to prepare spells into a collection each day and can cast spells from their collection spontaneously. This combination makes such spellcasters the envy of their peers, but it comes with a significant cost. The magical power required to fuel their flexible casting draws heavily upon their magic's mental or vital essence, so they can cast far fewer spells each day. The strain manifests differently for each flexible spellcaster and varies by tradition, though it most commonly starts as a mild headache for arcane and occult spellcasters or fatigue for divine and primal spellcasters. Flexible spellcasting wizards—who sometimes prefer to use the more generic term for arcane spellcasters, arcanists—are more common in schools and other places that practice experimental or innovative magic, such as the Occularium in the atheist nation of Rahadoum, the Magaambya magic school in the jungle of the Mwangi Expanse, or the many academies in the arcane nation of Nex. Flexible spellcasting druids, sometimes called fey callers, use the infinite possibilities of the First World and the magical curiosity of the fey to power their flexible magic. They more commonly appear in places where the veil to the First World is thin, such as the Land of the Linnorm Kings or the River Kingdoms. Flexible spellcasting clerics, sometimes called ecclesiasts, have an unorthodox connection to their deity, allowing them flexibility in the grace they earn through their prayers. They're more commonly itinerant, rather than connected to an established church. Flexible spellcasting witches, sometimes called invokers, have more personal connections with their patrons (even though the patron is still an enigma), allowing them to adjust their magic more easily Restricted Spell Slots When applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist wizard's specialist school spells or the cleric's divine bond, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast heal spells of the highest level you can cast, but doesn't add heal to your spell collection. A harming font does the same for the harm spell. As a specialist wizard, you prepare one spell per level from your specialty school, which also aren't added to your spell collection. ","type":"Rules","url":"/Rules.aspx?ID=1519","weakness":{}}},{"_index":"aon18","_id":"rules-1520","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1520","markdown":"<title level=\"1\" right=\"Rules\">[Geomancy](/Rules.aspx?ID=1520)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 210 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_The natural vistas of the world are varied and beautiful, and they contain power just waiting to be tapped. From the burning sands of a desert to the freezing tundra of a taiga, from the breathless heights of the tallest peak to the claustrophobic caverns deep underground, each type of terrain holds its own wonders. Geomancy is the study of the magic within these places, and while it has much in common with the primal forces of druidism, it focuses on the specifics of the many types of terrain and how they can resonate within someone who respects those details._\n\nTo a geomancer, the world is a living tapestry of magic, woven together in different biomes and ecosystems that each interact with those around them, sometimes working together and other times at cross purposes. A novice geomancer learns to tap into that flow of magic and enhance their castings whenever their magic has a resonance with the surrounding area, but a true master can chain magic to build an artificial resonance cobbled together out of nothing more than their own power and connection to the land.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Geomantic Saturation</title>\r\n\r\nAreas of geomantic saturation are rare phenomena wherein either elemental matter or life essence strongly saturate a site or location, granting a unique magical effect. For example, the Crystal Womb deep underground is saturated with earth elemental energy. To represent a place of geomantic saturation, the rules for magical terrain in [Pervasive Magic](/Rules.aspx?ID=1538) are a good starting point. To a geomancer, these areas also represent a potential source of power and learning. Tapping into or attuning with a saturated area might present a challenge for the geomancer, potentially requiring [research](/Rules.aspx?ID=1205) or a ritual similar to establish [leyline](/Rules.aspx?ID=1531). Successfully attuning to the areas might offer rare spells, feats, or other options for a geomancer to access or even a unique option available only by attuning with that specific saturation.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1521\" />","name":"Geomancy","next_link":{"label":"Ley Lines","url":"/Rules.aspx?ID=1531"},"previous_link":{"label":"Flexible Preparation","url":"/Rules.aspx?ID=1519"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 210 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 210"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 210 <sup>1.1</sup></row>","speed":{},"text":" Geomancy Source Secrets of Magic pg. 210 1.1 The natural vistas of the world are varied and beautiful, and they contain power just waiting to be tapped. From the burning sands of a desert to the freezing tundra of a taiga, from the breathless heights of the tallest peak to the claustrophobic caverns deep underground, each type of terrain holds its own wonders. Geomancy is the study of the magic within these places, and while it has much in common with the primal forces of druidism, it focuses on the specifics of the many types of terrain and how they can resonate within someone who respects those details. To a geomancer, the world is a living tapestry of magic, woven together in different biomes and ecosystems that each interact with those around them, sometimes working together and other times at cross purposes. A novice geomancer learns to tap into that flow of magic and enhance their castings whenever their magic has a resonance with the surrounding area, but a true master can chain magic to build an artificial resonance cobbled together out of nothing more than their own power and connection to the land. Geomantic Saturation Areas of geomantic saturation are rare phenomena wherein either elemental matter or life essence strongly saturate a site or location, granting a unique magical effect. For example, the Crystal Womb deep underground is saturated with earth elemental energy. To represent a place of geomantic saturation, the rules for magical terrain in Pervasive Magic are a good starting point. To a geomancer, these areas also represent a potential source of power and learning. Tapping into or attuning with a saturated area might present a challenge for the geomancer, potentially requiring research or a ritual similar to establish leyline. Successfully attuning to the areas might offer rare spells, feats, or other options for a geomancer to access or even a unique option available only by attuning with that specific saturation. ","type":"Rules","url":"/Rules.aspx?ID=1520","weakness":{}}},{"_index":"aon18","_id":"rules-1521","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Geomancy"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1521","markdown":"<title level=\"1\" right=\"Rules\">[Types of Terrain](/Rules.aspx?ID=1521)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 210 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach of the nine fundamental geomantic terrains represents a wide variety of environments and biomes. For instance, the mountain terrain applies to hilly regions, the forest terrain applies to jungles and rain forests, and the swamp terrain includes marshes and bogs. While each of these fundamental terrains isn't homogeneous and offers diverse magical secrets to a geomancer, over time, geomancers have nonetheless developed certain broad associations with each type. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1522\" />\r\n\r\n<document level=\"2\" id=\"rules-1523\" />\r\n\r\n<document level=\"2\" id=\"rules-1524\" />\r\n\r\n<document level=\"2\" id=\"rules-1525\" />\r\n\r\n<document level=\"2\" id=\"rules-1526\" />\r\n\r\n<document level=\"2\" id=\"rules-1527\" />\r\n\r\n<document level=\"2\" id=\"rules-1528\" />\r\n\r\n<document level=\"2\" id=\"rules-1529\" />\r\n\r\n<document level=\"2\" id=\"rules-1530\" />","name":"Types of Terrain","next_link":{"label":"Ley Lines","url":"/Rules.aspx?ID=1531"},"previous_link":{"label":"Flexible Preparation","url":"/Rules.aspx?ID=1519"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 210 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Geomancy\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 210"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 210 <sup>1.1</sup></row>","speed":{},"text":" Types of Terrain Source Secrets of Magic pg. 210 1.1 Each of the nine fundamental geomantic terrains represents a wide variety of environments and biomes. For instance, the mountain terrain applies to hilly regions, the forest terrain applies to jungles and rain forests, and the swamp terrain includes marshes and bogs. While each of these fundamental terrains isn't homogeneous and offers diverse magical secrets to a geomancer, over time, geomancers have nonetheless developed certain broad associations with each type. ","type":"Rules","url":"/Rules.aspx?ID=1521","weakness":{}}},{"_index":"aon18","_id":"rules-1522","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Geomancy","Types of Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1522","markdown":"<title level=\"1\" right=\"Rules\">[Aquatic Geomancy](/Rules.aspx?ID=1522)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRivers course, tides ebb and flow, and water shifts from ice to vapor, all while creatures grow and adapt within the depths. Casting spells in water calls for a free flow of ideas and emotions. Geomantic rituals intended to change one thing to another often take place in aquatic terrain, or in a liminal space between aquatic terrain and another type of terrain, such as a beach.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Aquatic Geomancy","next_link":{"label":"Arctic Geomancy","url":"/Rules.aspx?ID=1523"},"previous_link":{"label":"Flexible Preparation","url":"/Rules.aspx?ID=1519"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Geomancy / Types of Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>","speed":{},"text":" Aquatic Geomancy Source Secrets of Magic pg. 211 1.1 Rivers course, tides ebb and flow, and water shifts from ice to vapor, all while creatures grow and adapt within the depths. Casting spells in water calls for a free flow of ideas and emotions. Geomantic rituals intended to change one thing to another often take place in aquatic terrain, or in a liminal space between aquatic terrain and another type of terrain, such as a beach. ","type":"Rules","url":"/Rules.aspx?ID=1522","weakness":{}}},{"_index":"aon18","_id":"rules-1523","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Geomancy","Types of Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1523","markdown":"<title level=\"1\" right=\"Rules\">[Arctic Geomancy](/Rules.aspx?ID=1523)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIcy winds carry crystalline flecks of snow that distort the horizons, and desolate nights bring undulating light shows to the black skies. An arctic environment draws a geomancer toward illusory magic that replicates the splendor and mystery of the sparkling tundras, and to long-lasting protection against the elements.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Arctic Geomancy","next_link":{"label":"Desert Geomancy","url":"/Rules.aspx?ID=1524"},"previous_link":{"label":"Aquatic Geomancy","url":"/Rules.aspx?ID=1522"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Geomancy / Types of Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>","speed":{},"text":" Arctic Geomancy Source Secrets of Magic pg. 211 1.1 Icy winds carry crystalline flecks of snow that distort the horizons, and desolate nights bring undulating light shows to the black skies. An arctic environment draws a geomancer toward illusory magic that replicates the splendor and mystery of the sparkling tundras, and to long-lasting protection against the elements. ","type":"Rules","url":"/Rules.aspx?ID=1523","weakness":{}}},{"_index":"aon18","_id":"rules-1524","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Geomancy","Types of Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1524","markdown":"<title level=\"1\" right=\"Rules\">[Desert Geomancy](/Rules.aspx?ID=1524)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSandstorms rage as the sun glares down oppressive heat, only to retreat into a frigid night. Life is harsh in the desert, and only the powerful and adaptable survive; the desert's geomantic energies reflect that truth. When the environment is unforgiving, so is the geomancer, who brings forth punishing magic as merciless as trackless stone and sizzling sand.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Desert Geomancy","next_link":{"label":"Forest Geomancy","url":"/Rules.aspx?ID=1525"},"previous_link":{"label":"Arctic Geomancy","url":"/Rules.aspx?ID=1523"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Geomancy / Types of Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>","speed":{},"text":" Desert Geomancy Source Secrets of Magic pg. 211 1.1 Sandstorms rage as the sun glares down oppressive heat, only to retreat into a frigid night. Life is harsh in the desert, and only the powerful and adaptable survive; the desert's geomantic energies reflect that truth. When the environment is unforgiving, so is the geomancer, who brings forth punishing magic as merciless as trackless stone and sizzling sand. ","type":"Rules","url":"/Rules.aspx?ID=1524","weakness":{}}},{"_index":"aon18","_id":"rules-1525","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Geomancy","Types of Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1525","markdown":"<title level=\"1\" right=\"Rules\">[Forest Geomancy](/Rules.aspx?ID=1525)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nForest are defined by the thick growth of plants, a canopy of green home to creatures across every stratum from the forest floor to the treetops. All forests, from those of humid ferns to frozen conifers, share growth and creation. This generative power thrives in a geomancer, coming to life in spells that spring vines and thorns or call forth ancient creatures tied to the land.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Forest Geomancy","next_link":{"label":"Mountain Geomancy","url":"/Rules.aspx?ID=1526"},"previous_link":{"label":"Desert Geomancy","url":"/Rules.aspx?ID=1524"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Geomancy / Types of Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>","speed":{},"text":" Forest Geomancy Source Secrets of Magic pg. 211 1.1 Forest are defined by the thick growth of plants, a canopy of green home to creatures across every stratum from the forest floor to the treetops. All forests, from those of humid ferns to frozen conifers, share growth and creation. This generative power thrives in a geomancer, coming to life in spells that spring vines and thorns or call forth ancient creatures tied to the land. ","type":"Rules","url":"/Rules.aspx?ID=1525","weakness":{}}},{"_index":"aon18","_id":"rules-1526","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Geomancy","Types of Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1526","markdown":"<title level=\"1\" right=\"Rules\">[Mountain Geomancy](/Rules.aspx?ID=1526)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMountains reach to the skies above, breathtaking and impassable. They stand ever-vigilant and seemingly outside the passage of time until, over the course of eons, even they crumble. Mountains serve as barriers and thresholds: boundaries between nations and demarcations between lush windward and arid leeward. This role leads geomancers to associate mountains with wards and barriers.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Mountain Geomancy","next_link":{"label":"Plains Geomancy","url":"/Rules.aspx?ID=1527"},"previous_link":{"label":"Forest Geomancy","url":"/Rules.aspx?ID=1525"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Geomancy / Types of Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>","speed":{},"text":" Mountain Geomancy Source Secrets of Magic pg. 211 1.1 Mountains reach to the skies above, breathtaking and impassable. They stand ever-vigilant and seemingly outside the passage of time until, over the course of eons, even they crumble. Mountains serve as barriers and thresholds: boundaries between nations and demarcations between lush windward and arid leeward. This role leads geomancers to associate mountains with wards and barriers. ","type":"Rules","url":"/Rules.aspx?ID=1526","weakness":{}}},{"_index":"aon18","_id":"rules-1527","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Geomancy","Types of Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1527","markdown":"<title level=\"1\" right=\"Rules\">[Plains Geomancy](/Rules.aspx?ID=1527)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe vast expanse of grasslands represent limitless potential spanning off in every direction. Animals and caravans alike migrate across the plains, but humans and other sapient creatures also settle down and build farms. The openness of the plains calls for spells of the wind, plant cultivation, and fast, effortless travel. A geomancer on the plains feels the vastness within them, stretching as broad as the distant horizons.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Plains Geomancy","next_link":{"label":"Sky Geomancy","url":"/Rules.aspx?ID=1528"},"previous_link":{"label":"Mountain Geomancy","url":"/Rules.aspx?ID=1526"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Geomancy / Types of Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>","speed":{},"text":" Plains Geomancy Source Secrets of Magic pg. 211 1.1 The vast expanse of grasslands represent limitless potential spanning off in every direction. Animals and caravans alike migrate across the plains, but humans and other sapient creatures also settle down and build farms. The openness of the plains calls for spells of the wind, plant cultivation, and fast, effortless travel. A geomancer on the plains feels the vastness within them, stretching as broad as the distant horizons. ","type":"Rules","url":"/Rules.aspx?ID=1527","weakness":{}}},{"_index":"aon18","_id":"rules-1528","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Geomancy","Types of Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1528","markdown":"<title level=\"1\" right=\"Rules\">[Sky Geomancy](/Rules.aspx?ID=1528)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe open sky is a soaring realm of freedom and exhilaration. The sky is capricious, reflecting the moods of the firmament and altering those of the creatures that live beneath; its oppressive gray or clear blue evoke different emotions. As night falls, the heavens become a star-flecked wonderland beneath the pale gaze of the moon. The sky opens the geomancer to change and uncertainty, allowing for magic to move physical forms and enchantments to sway minds.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sky Geomancy","next_link":{"label":"Swamp Geomancy","url":"/Rules.aspx?ID=1529"},"previous_link":{"label":"Plains Geomancy","url":"/Rules.aspx?ID=1527"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Geomancy / Types of Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>","speed":{},"text":" Sky Geomancy Source Secrets of Magic pg. 211 1.1 The open sky is a soaring realm of freedom and exhilaration. The sky is capricious, reflecting the moods of the firmament and altering those of the creatures that live beneath; its oppressive gray or clear blue evoke different emotions. As night falls, the heavens become a star-flecked wonderland beneath the pale gaze of the moon. The sky opens the geomancer to change and uncertainty, allowing for magic to move physical forms and enchantments to sway minds. ","type":"Rules","url":"/Rules.aspx?ID=1528","weakness":{}}},{"_index":"aon18","_id":"rules-1529","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Geomancy","Types of Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1529","markdown":"<title level=\"1\" right=\"Rules\">[Swamp Geomancy](/Rules.aspx?ID=1529)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWetlands cultivate teeming life, though many of the organisms that thrive in swamps can also bring disease. Marshes, bogs, and fens have their own slightly different geomantic properties, but all envelop the geomancer, engulfing the self in gripping mud, murky water, and calls of buzzing insects. The magic of death and rebirth flourishes in the duality of the swamp.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Swamp Geomancy","next_link":{"label":"Underground Geomancy","url":"/Rules.aspx?ID=1530"},"previous_link":{"label":"Sky Geomancy","url":"/Rules.aspx?ID=1528"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Geomancy / Types of Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>","speed":{},"text":" Swamp Geomancy Source Secrets of Magic pg. 211 1.1 Wetlands cultivate teeming life, though many of the organisms that thrive in swamps can also bring disease. Marshes, bogs, and fens have their own slightly different geomantic properties, but all envelop the geomancer, engulfing the self in gripping mud, murky water, and calls of buzzing insects. The magic of death and rebirth flourishes in the duality of the swamp. ","type":"Rules","url":"/Rules.aspx?ID=1529","weakness":{}}},{"_index":"aon18","_id":"rules-1530","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Geomancy","Types of Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1530","markdown":"<title level=\"1\" right=\"Rules\">[Underground Geomancy](/Rules.aspx?ID=1530)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPlaces beneath the surface of the world are home to countless secrets, from the caves just under the surface to deep, dark caverns of progressively increasing mystery and alien splendor. Twisting tunnels block sight but provide ghostly echoes, revealing distant truths to those who can interpret them. Geomancers feel the pull of the mysterious knowledge held deep in the earth, tracing through the ground as surely as mineral veins. Geomancers tap into this force to learn the answers to enigmas long forgotten to those on the surface. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Underground Geomancy","next_link":{"label":"Ley Lines","url":"/Rules.aspx?ID=1531"},"previous_link":{"label":"Swamp Geomancy","url":"/Rules.aspx?ID=1529"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Geomancy / Types of Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 211"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 211 <sup>1.1</sup></row>","speed":{},"text":" Underground Geomancy Source Secrets of Magic pg. 211 1.1 Places beneath the surface of the world are home to countless secrets, from the caves just under the surface to deep, dark caverns of progressively increasing mystery and alien splendor. Twisting tunnels block sight but provide ghostly echoes, revealing distant truths to those who can interpret them. Geomancers feel the pull of the mysterious knowledge held deep in the earth, tracing through the ground as surely as mineral veins. Geomancers tap into this force to learn the answers to enigmas long forgotten to those on the surface. ","type":"Rules","url":"/Rules.aspx?ID=1530","weakness":{}}},{"_index":"aon18","_id":"rules-1531","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1531","markdown":"<title level=\"1\" right=\"Rules\">[Ley Lines](/Rules.aspx?ID=1531)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 214 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_Magical energy exists throughout the multiverse and flows within and without all aspects of reality. In places where this magical energy flows particularly strongly, it takes the form of ley lines: potent conduits of magic that flow throughout the cosmos. Magical energy travels through ley lines much like blood flows through the veins of living creatures. Ley lines transcend physical form and can be found throughout the universe, through entire worlds, and even across planes._\n\n**Rarity**: [Rare](/Traits.aspx?ID=137)\n\n Each ley line carries its own specific manifestation of magical energy. One ley line might contain the power to enhance divinations, while another forms a channel for the destructive power of fire. Regardless of a ley line's specific nature, its presence influences the world around it in subtle or overt ways.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1532\" />\r\n\r\n<document level=\"2\" id=\"rules-1533\" />\r\n\r\n<document level=\"2\" id=\"rules-1534\" />\r\n\r\n<document level=\"2\" id=\"rules-1535\" />\r\n\r\n<document level=\"2\" id=\"rules-1536\" />\r\n\r\n<document level=\"2\" id=\"rules-1537\" />","name":"Ley Lines","next_link":{"label":"Pervasive Magic","url":"/Rules.aspx?ID=1538"},"previous_link":{"label":"Geomancy","url":"/Rules.aspx?ID=1520"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 214 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 214 <sup>1.1</sup></row>","speed":{},"text":" Ley Lines Source Secrets of Magic pg. 214 1.1 Magical energy exists throughout the multiverse and flows within and without all aspects of reality. In places where this magical energy flows particularly strongly, it takes the form of ley lines: potent conduits of magic that flow throughout the cosmos. Magical energy travels through ley lines much like blood flows through the veins of living creatures. Ley lines transcend physical form and can be found throughout the universe, through entire worlds, and even across planes. Rarity : Rare Each ley line carries its own specific manifestation of magical energy. One ley line might contain the power to enhance divinations, while another forms a channel for the destructive power of fire. Regardless of a ley line's specific nature, its presence influences the world around it in subtle or overt ways. ","type":"Rules","url":"/Rules.aspx?ID=1531","weakness":{}}},{"_index":"aon18","_id":"rules-1532","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Ley Lines"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1532","markdown":"<title level=\"1\" right=\"Rules\">[Ley Lines in Your Game](/Rules.aspx?ID=1532)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 214 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThough magical essence permeates the multiverse, it rarely concentrates in high enough volume to form a ley line, and as such, ley lines are rare, inscrutable phenomena. Those who overtax a ley line might find that its power fades, reroutes, or even backfires—the ramifications of which can lead to interesting story explorations. In general, these rules assume that ley lines are few and far between in a setting and that one's presence holds notable significance in the game world.\n\n Ley lines impact the world around them in considerable ways, which presents myriad narrative possibilities; for example, a wizard might build a tower on top of a ley line with magic that aids in planar research, or an entire civilization might structure their territory along a ley line to improve their wealth. Ley lines should also manifest magical side effects that relate to their nature, such as increased ambient temperatures or prevalent brushfires along a ley line attuned to fire magic. GMs should feel encouraged to explore how ley lines can affect their world.\n\n Tapping into ley lines often provides benefits that alter spells, akin to [metamagic](/Traits.aspx?ID=107) (for example, the basic ley line on page 216 provides a choice between two metamagic effects from metamagic class feats). As such, spellcasters are the most likely to seek out and tap ley lines, but some ley lines provide benefits that any character capable of tapping into them can use; GMs should consider how an entire party can benefit from a ley line and what characters might enjoy some time in the spotlight.\n\n A ley line might be a lasting benefit to the entire party, and discovering one could even serve as an interesting reward for them. The PCs might be encouraged to build a base of operations along a ley line or to establish a nexus at a ley line node.\n\n Ultimately, the use of ley lines is rooted in the familiar mechanics of metamagic, meaning that they should be easy to add without complicating the game. Though they're presented as rare in this book, GMs might prefer them to be more common and are encouraged to create a unique setting featuring prevalent ley lines. Some settings might feature ley lines as common as rivers, influencing the magic and civilizations around them with the type of energy flowing through them. Consider whether the inclusion of ley lines will add or distract from to the richness of the story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ley Lines in Your Game","next_link":{"label":"Locating Ley Lines","url":"/Rules.aspx?ID=1533"},"previous_link":{"label":"Geomancy","url":"/Rules.aspx?ID=1520"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 214 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Ley Lines\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 214 <sup>1.1</sup></row>","speed":{},"text":" Ley Lines in Your Game Source Secrets of Magic pg. 214 1.1 Though magical essence permeates the multiverse, it rarely concentrates in high enough volume to form a ley line, and as such, ley lines are rare, inscrutable phenomena. Those who overtax a ley line might find that its power fades, reroutes, or even backfires—the ramifications of which can lead to interesting story explorations. In general, these rules assume that ley lines are few and far between in a setting and that one's presence holds notable significance in the game world. Ley lines impact the world around them in considerable ways, which presents myriad narrative possibilities; for example, a wizard might build a tower on top of a ley line with magic that aids in planar research, or an entire civilization might structure their territory along a ley line to improve their wealth. Ley lines should also manifest magical side effects that relate to their nature, such as increased ambient temperatures or prevalent brushfires along a ley line attuned to fire magic. GMs should feel encouraged to explore how ley lines can affect their world. Tapping into ley lines often provides benefits that alter spells, akin to metamagic (for example, the basic ley line on page 216 provides a choice between two metamagic effects from metamagic class feats). As such, spellcasters are the most likely to seek out and tap ley lines, but some ley lines provide benefits that any character capable of tapping into them can use; GMs should consider how an entire party can benefit from a ley line and what characters might enjoy some time in the spotlight. A ley line might be a lasting benefit to the entire party, and discovering one could even serve as an interesting reward for them. The PCs might be encouraged to build a base of operations along a ley line or to establish a nexus at a ley line node. Ultimately, the use of ley lines is rooted in the familiar mechanics of metamagic, meaning that they should be easy to add without complicating the game. Though they're presented as rare in this book, GMs might prefer them to be more common and are encouraged to create a unique setting featuring prevalent ley lines. Some settings might feature ley lines as common as rivers, influencing the magic and civilizations around them with the type of energy flowing through them. Consider whether the inclusion of ley lines will add or distract from to the richness of the story. ","type":"Rules","url":"/Rules.aspx?ID=1532","weakness":{}}},{"_index":"aon18","_id":"rules-1533","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Ley Lines"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1533","markdown":"<title level=\"1\" right=\"Rules\">[Locating Ley Lines](/Rules.aspx?ID=1533)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 214 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLey lines are typically imperceptible by mundane means, so locating a ley line requires a magical connection of some kind (though not necessarily the ability to cast spells). Typically, ley lines' sizes correlate with their potency, with higher-level ley lines usually being wider and easier to notice—but ley lines are by nature enigmatic phenomena, and some particularly powerful ones are as thin as thread. In rare cases, ley lines might have physical manifestations that make their presence more apparent. For example, a ley line attuned to electrical energy might manifest as a constant stream of sparks and electricity arcing along the ley line's path, or a ley line suffused with positive energy might appear as a strip of overgrown and mutated plants.\n\n A character can locate a ley line with a successful [Occultism](/Skills.aspx?ID=11) check to [Identify Magic](/Actions.aspx?ID=24), usually against a DC of 30 for a weak and minor ley line or 20 for a powerful one, but a particular line's presence might be more obvious if it has noticeable magical manifestations. A successful check reveals the location of a ley line but not its capabilities. Each ley line has at least one trait tied to a tradition of magic. To determine the effects of a ley line, a character must succeed at a check to Identify Magic based on its tradition, with a DC equal to the hard DC of the ley line's level. Finding the exact position, strength, and effects of a ley line can be extremely helpful for characters attempting to access the ley line's power.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Locating Ley Lines","next_link":{"label":"Ley Line Nodes","url":"/Rules.aspx?ID=1534"},"previous_link":{"label":"Ley Lines in Your Game","url":"/Rules.aspx?ID=1532"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 214 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Ley Lines\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 214"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 214 <sup>1.1</sup></row>","speed":{},"text":" Locating Ley Lines Source Secrets of Magic pg. 214 1.1 Ley lines are typically imperceptible by mundane means, so locating a ley line requires a magical connection of some kind (though not necessarily the ability to cast spells). Typically, ley lines' sizes correlate with their potency, with higher-level ley lines usually being wider and easier to notice—but ley lines are by nature enigmatic phenomena, and some particularly powerful ones are as thin as thread. In rare cases, ley lines might have physical manifestations that make their presence more apparent. For example, a ley line attuned to electrical energy might manifest as a constant stream of sparks and electricity arcing along the ley line's path, or a ley line suffused with positive energy might appear as a strip of overgrown and mutated plants. A character can locate a ley line with a successful Occultism check to Identify Magic, usually against a DC of 30 for a weak and minor ley line or 20 for a powerful one, but a particular line's presence might be more obvious if it has noticeable magical manifestations. A successful check reveals the location of a ley line but not its capabilities. Each ley line has at least one trait tied to a tradition of magic. To determine the effects of a ley line, a character must succeed at a check to Identify Magic based on its tradition, with a DC equal to the hard DC of the ley line's level. Finding the exact position, strength, and effects of a ley line can be extremely helpful for characters attempting to access the ley line's power. ","type":"Rules","url":"/Rules.aspx?ID=1533","weakness":{}}},{"_index":"aon18","_id":"rules-1534","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Ley Lines"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1534","markdown":"<title level=\"1\" right=\"Rules\">[Ley Line Nodes](/Rules.aspx?ID=1534)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 215 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLey line nodes are the point at which multiple ley lines intersect. Incredibly rare and powerful, nodes provide those who tap into them access to all of the intersecting ley lines' abilities, and they usually produce one or more additional effects based on the combination of intersecting ley lines. A ley line node's level is equal to that of the highest-level ley line that intersects at the node. Enterprising PCs or NPCs sometimes seek out nodes as sites to perform rituals to establish ley line nexuses. Such locations are jealously guarded by those who wish to claim the nexus's power.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ley Line Nodes","next_link":{"label":"Using Ley Lines","url":"/Rules.aspx?ID=1535"},"previous_link":{"label":"Locating Ley Lines","url":"/Rules.aspx?ID=1533"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 215 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Ley Lines\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 215"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 215 <sup>1.1</sup></row>","speed":{},"text":" Ley Line Nodes Source Secrets of Magic pg. 215 1.1 Ley line nodes are the point at which multiple ley lines intersect. Incredibly rare and powerful, nodes provide those who tap into them access to all of the intersecting ley lines' abilities, and they usually produce one or more additional effects based on the combination of intersecting ley lines. A ley line node's level is equal to that of the highest-level ley line that intersects at the node. Enterprising PCs or NPCs sometimes seek out nodes as sites to perform rituals to establish ley line nexuses. Such locations are jealously guarded by those who wish to claim the nexus's power. ","type":"Rules","url":"/Rules.aspx?ID=1534","weakness":{}}},{"_index":"aon18","_id":"rules-1535","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Ley Lines"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1535","markdown":"<title level=\"1\" right=\"Rules\">[Using Ley Lines](/Rules.aspx?ID=1535)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 215 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile locating a ley line might be a difficult process, making use of a ley line's power is remarkably simple. Accessing the power of a ley line requires using the &lt;%SKILLS.GENERAL%7%%&gt; Tap Ley Line &lt;%END> general skill action. The results of this action are based on the benefits and drawbacks of a ley line.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Using Ley Lines","next_link":{"label":"Sample Ley Lines","url":"/Rules.aspx?ID=1536"},"previous_link":{"label":"Ley Line Nodes","url":"/Rules.aspx?ID=1534"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 215 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Ley Lines\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 215"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 215 <sup>1.1</sup></row>","speed":{},"text":" Using Ley Lines Source Secrets of Magic pg. 215 1.1 While locating a ley line might be a difficult process, making use of a ley line's power is remarkably simple. Accessing the power of a ley line requires using the &lt;%SKILLS.GENERAL%7%%&gt; Tap Ley Line &lt;%END> general skill action. The results of this action are based on the benefits and drawbacks of a ley line. ","type":"Rules","url":"/Rules.aspx?ID=1535","weakness":{}}},{"_index":"aon18","_id":"rules-1536","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Ley Lines"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1536","markdown":"<title level=\"1\" right=\"Rules\">[Sample Ley Lines](/Rules.aspx?ID=1536)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 215 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following represent a number of different types of ley lines, each of which provides specific effects. GMs can use these ley lines as is or find some inspiration for new ley lines in their own games. Most ley lines are [rare](/Traits.aspx?ID=137), but a specific ley line can be [unique](/Traits.aspx?ID=161).\n\n<title level=\"3\" right=\"Ley Line 2\">Basic Ley Line </title> <traits><trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" /><trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" /></traits> Most ley lines are simply naturally occurring conduits of pure magical energy. Tapping into a basic ley line allows spellcasters to modify their spells. This ley line has the [arcane](/Traits.aspx?ID=11), [divine](/Traits.aspx?ID=48), [occult](/Traits.aspx?ID=120), or [primal](/Traits.aspx?ID=134) trait as appropriate. \n\n **Benefit** When you Cast a Spell, alter the spell as if you had just used your choice of either [Reach Spell](/Feats.aspx?ID=181) or [Widen Spell](/Feats.aspx?ID=315). \n\n **Backlash** The magical energy overwhelms your mind. You become [stupefied 1](/Conditions.aspx?ID=37) until the end of your next turn. \n\n \n\n<title level=\"3\" right=\"Ley Line 4\">Energy Ley Line </title> <traits><trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" /><trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" /><trait label=\"Primal\" url=\"/Traits.aspx?ID=134\" /></traits> Energy ley lines are attuned to a specific type of energy and enhance that energy's power. They might form where the power from an Inner Plane with immense energy (such as an Elemental Plane, the [Positive Energy Plane](/Planes.aspx?ID=3), or the [Negative Energy Plane](/Planes.aspx?ID=2)) seeps across a planar boundary. An energy ley line can be attuned to [acid](/Traits.aspx?ID=3), [cold](/Traits.aspx?ID=27), [electricity](/Traits.aspx?ID=56), [fire](/Traits.aspx?ID=72), [force](/Traits.aspx?ID=75), [positive](/Traits.aspx?ID=128), [negative](/Traits.aspx?ID=118), or [sonic](/Traits.aspx?ID=147) energy and gains the respective trait for that energy. Higher-level energy ley lines can deal greater [persistent damage](/Conditions.aspx?ID=29) on the benefit and greater damage on the backlash, usually 1d8 per 4 levels. \n\n **Benefit** All damage of the associated energy type you deal clings to your targets, dealing an additional 1d8 persistent damage of the ley line's energy type. \n\n **Backlash** The energy rebounds, and you take 2d8 persistent damage of the ley line's energy type. \n\n \n\n<title level=\"3\" right=\"Ley Line 10\">Focused Ley Line </title> <traits><trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" /><trait label=\"Arcane\" url=\"/Traits.aspx?ID=11\" /><trait label=\"Divine\" url=\"/Traits.aspx?ID=48\" /><trait label=\"Evocation\" url=\"/Traits.aspx?ID=65\" /><trait label=\"Occult\" url=\"/Traits.aspx?ID=120\" /><trait label=\"Primal\" url=\"/Traits.aspx?ID=134\" /></traits> Focused ley lines are concentrated points of magical energy which are even more potent than other ley lines. These ley lines allow users to realign their magical connections almost immediately. Higher-level focused ley lines allow users to gain their benefits more times in a single day. \n\n **Benefit** You gain a Focus Point, which is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool. If you don't use this focus point before the benefit of the ley line runs out, it's lost. You become temporarily immune to the benefits of this ley line for 24 hours. \n\n **Backlash** Your entire being becomes overwhelmed with magical energy. You become [stupefied 3](/Conditions.aspx?ID=37) for 1 minute, and you can't [Refocus](/Actions.aspx?ID=71) for 1 hour. \n\n \n\n<title level=\"3\" right=\"Ley Line 12\">Haunted Ley Line </title> <traits><trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" /><trait label=\"Divine\" url=\"/Traits.aspx?ID=48\" /><trait label=\"Necromancy\" url=\"/Traits.aspx?ID=117\" /><trait label=\"Occult\" url=\"/Traits.aspx?ID=120\" /></traits> Some ley lines form at sites of significant death. This results in haunted ley lines, which allow those who tap into them to blur the line between life and death. More powerful haunted ley lines grant the benefits of a higher-level [_blink_](/Spells.aspx?ID=27) spell. \n\n **Benefit** You're affected by _blink_ for the duration of the ley line benefit. You can Sustain the Spell as though you had cast it, and you can choose the direction of your reappearance when you do so (you still reappear randomly at the end of your turn). \n\n **Backlash** You get partially pulled into the [Ethereal Plane](/Planes.aspx?ID=9). For 1 minute, you vanish and reappear in a random direction at the end of your turn as noted in the effects of blink, but you don't gain any of the other effects of the spell. \n\n<title level=\"3\" right=\"Ley Line 14\">Specialized Ley Line </title> <traits><trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" /><trait label=\"Arcane\" url=\"/Traits.aspx?ID=11\" /></traits> Specialized ley lines empower specific types of magic. They most commonly come about where a practitioner of a particular type of magic has utilized their magical arts repeatedly, such as at locations of magical academies. Each specialized ley line is attuned to a specific school of magic and gains that school's trait. More powerful ones can heighten a spell multiple levels at once. \n\n **Benefit** Spells you cast of the ley line's attuned school are empowered. When you Cast a Spell of that school, that spell is automatically heightened 1 level, up to a level equal to the highest spell level you can cast. \n\n **Backlash** Your connection to the ley line's school of magic weakens, making it temporarily harder to manifest those spells. For 1 minute, all spells of the attuned school require one additional action to cast.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Sample Ley Lines","next_link":{"label":"Ley Line Rituals","url":"/Rules.aspx?ID=1537"},"previous_link":{"label":"Using Ley Lines","url":"/Rules.aspx?ID=1535"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 215 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Ley Lines\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 215"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 215 <sup>1.1</sup></row>","speed":{},"text":" Sample Ley Lines Source Secrets of Magic pg. 215 1.1 The following represent a number of different types of ley lines, each of which provides specific effects. GMs can use these ley lines as is or find some inspiration for new ley lines in their own games. Most ley lines are rare, but a specific ley line can be unique. Basic Ley Line Most ley lines are simply naturally occurring conduits of pure magical energy. Tapping into a basic ley line allows spellcasters to modify their spells. This ley line has the arcane, divine, occult, or primal trait as appropriate. Benefit When you Cast a Spell, alter the spell as if you had just used your choice of either Reach Spell or Widen Spell. Backlash The magical energy overwhelms your mind. You become stupefied 1 until the end of your next turn. Energy Ley Line Energy ley lines are attuned to a specific type of energy and enhance that energy's power. They might form where the power from an Inner Plane with immense energy (such as an Elemental Plane, the Positive Energy Plane, or the Negative Energy Plane) seeps across a planar boundary. An energy ley line can be attuned to acid, cold, electricity, fire, force, positive, negative, or sonic energy and gains the respective trait for that energy. Higher-level energy ley lines can deal greater persistent damage on the benefit and greater damage on the backlash, usually 1d8 per 4 levels. Benefit All damage of the associated energy type you deal clings to your targets, dealing an additional 1d8 persistent damage of the ley line's energy type. Backlash The energy rebounds, and you take 2d8 persistent damage of the ley line's energy type. Focused Ley Line Focused ley lines are concentrated points of magical energy which are even more potent than other ley lines. These ley lines allow users to realign their magical connections almost immediately. Higher-level focused ley lines allow users to gain their benefits more times in a single day. Benefit You gain a Focus Point, which is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool. If you don't use this focus point before the benefit of the ley line runs out, it's lost. You become temporarily immune to the benefits of this ley line for 24 hours. Backlash Your entire being becomes overwhelmed with magical energy. You become stupefied 3 for 1 minute, and you can't Refocus for 1 hour. Haunted Ley Line Some ley lines form at sites of significant death. This results in haunted ley lines, which allow those who tap into them to blur the line between life and death. More powerful haunted ley lines grant the benefits of a higher-level blink spell. Benefit You're affected by blink for the duration of the ley line benefit. You can Sustain the Spell as though you had cast it, and you can choose the direction of your reappearance when you do so (you still reappear randomly at the end of your turn). Backlash You get partially pulled into the Ethereal Plane. For 1 minute, you vanish and reappear in a random direction at the end of your turn as noted in the effects of blink, but you don't gain any of the other effects of the spell. Specialized Ley Line Specialized ley lines empower specific types of magic. They most commonly come about where a practitioner of a particular type of magic has utilized their magical arts repeatedly, such as at locations of magical academies. Each specialized ley line is attuned to a specific school of magic and gains that school's trait. More powerful ones can heighten a spell multiple levels at once. Benefit Spells you cast of the ley line's attuned school are empowered. When you Cast a Spell of that school, that spell is automatically heightened 1 level, up to a level equal to the highest spell level you can cast. Backlash Your connection to the ley line's school of magic weakens, making it temporarily harder to manifest those spells. For 1 minute, all spells of the attuned school require one additional action to cast. ","type":"Rules","url":"/Rules.aspx?ID=1536","weakness":{}}},{"_index":"aon18","_id":"rules-1537","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Ley Lines"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1537","markdown":"<title level=\"1\" right=\"Rules\">[Ley Line Rituals](/Rules.aspx?ID=1537)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 216 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThose who build a stronghold on a ley line might use rituals to increase their advantage. The following rituals allow easier or more powerful benefits from ley lines.\n\n[_Empower ley line_](/Rituals.aspx?ID=65), [_establish nexus_](/Rituals.aspx?ID=66)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ley Line Rituals","next_link":{"label":"Pervasive Magic","url":"/Rules.aspx?ID=1538"},"previous_link":{"label":"Sample Ley Lines","url":"/Rules.aspx?ID=1536"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 216 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Ley Lines\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 216"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 216 <sup>1.1</sup></row>","speed":{},"text":" Ley Line Rituals Source Secrets of Magic pg. 216 1.1 Those who build a stronghold on a ley line might use rituals to increase their advantage. The following rituals allow easier or more powerful benefits from ley lines. Empower ley line , establish nexus ","type":"Rules","url":"/Rules.aspx?ID=1537","weakness":{}}},{"_index":"aon18","_id":"rules-1538","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1538","markdown":"<title level=\"1\" right=\"Rules\">[Pervasive Magic](/Rules.aspx?ID=1538)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 216 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_While the majority of Golarion has a substantial amount of magic, it is not ubiquitous. In other worlds, though, magic could be everywhere—a part of everyday life. Creatures on these worlds have an affinity with at least one of the magic traditions, and most are capable of at least simple spellcasting._\n\n **Rarity**: [Rare](/Traits.aspx?ID=137)\n\n GMs can use the pervasive magic rules found here to create worlds where magic flows freely (or to alter only parts of a setting to be especially high in magic; see page 222 for ideas on how to incorporate pervasive magic rules into the Lost Omens setting).\n\n Adding magical traits to a campaign can enrich the setting and make it more memorable. Perhaps a cataclysmic, magical event turned part of the world into a barren wasteland—those desolated plains might still hold enough residual magic to apply the pervasive magic rules. Creatures and characters in an area might all have the arcane trait, or mountain lakes tied to the Elemental [Plane of Water](/Planes.aspx?ID=7) might infuse the nearby terrain and its inhabitants with primal magic. The constant efforts of secretive cults might cause occult power to leak into the sewers and tunnels beneath a bustling city.\n\n The GM must decide when first creating a campaign if it uses the pervasive magic rules. In pervasive magic campaigns, players choose their characters' associated magic trait and can select from the pervasive magic backgrounds and feats. Because pervasive magic represents a slight power increase overall, it's recommended that if some characters in the setting have access to pervasive magic, then all characters should to maintain balance.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Limiting Pervasive Magic</title>\r\n\r\nThis section assumes that pervasive magic is an option the GM chooses to help make a memorable high-magic campaign with a unique feel, but these rules can still be used in a way that doesn't have to be quite as... pervasive. Using these rules only in specific parts of the world can help make adventures feel special and allows you to introduce the pervasive magic a campaign that's already in progress. You can imbue a location of any size with pervasive magic, from a nation where everyone is imbued with an affinity for fire magic to a lonely forest glade where certain spells are more powerful.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1539\" />\r\n\r\n<document level=\"2\" id=\"rules-1540\" />\r\n\r\n<document level=\"2\" id=\"rules-1541\" />\r\n\r\n<document level=\"2\" id=\"rules-1542\" />\r\n\r\n<document level=\"2\" id=\"rules-1547\" />","name":"Pervasive Magic","next_link":{"label":"Shadow Magic","url":"/Rules.aspx?ID=1554"},"previous_link":{"label":"Ley Lines","url":"/Rules.aspx?ID=1531"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 216 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 216"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 216 <sup>1.1</sup></row>","speed":{},"text":" Pervasive Magic Source Secrets of Magic pg. 216 1.1 While the majority of Golarion has a substantial amount of magic, it is not ubiquitous. In other worlds, though, magic could be everywhere—a part of everyday life. Creatures on these worlds have an affinity with at least one of the magic traditions, and most are capable of at least simple spellcasting. Rarity : Rare GMs can use the pervasive magic rules found here to create worlds where magic flows freely (or to alter only parts of a setting to be especially high in magic; see page 222 for ideas on how to incorporate pervasive magic rules into the Lost Omens setting). Adding magical traits to a campaign can enrich the setting and make it more memorable. Perhaps a cataclysmic, magical event turned part of the world into a barren wasteland—those desolated plains might still hold enough residual magic to apply the pervasive magic rules. Creatures and characters in an area might all have the arcane trait, or mountain lakes tied to the Elemental Plane of Water might infuse the nearby terrain and its inhabitants with primal magic. The constant efforts of secretive cults might cause occult power to leak into the sewers and tunnels beneath a bustling city. The GM must decide when first creating a campaign if it uses the pervasive magic rules. In pervasive magic campaigns, players choose their characters' associated magic trait and can select from the pervasive magic backgrounds and feats. Because pervasive magic represents a slight power increase overall, it's recommended that if some characters in the setting have access to pervasive magic, then all characters should to maintain balance. Limiting Pervasive Magic This section assumes that pervasive magic is an option the GM chooses to help make a memorable high-magic campaign with a unique feel, but these rules can still be used in a way that doesn't have to be quite as... pervasive. Using these rules only in specific parts of the world can help make adventures feel special and allows you to introduce the pervasive magic a campaign that's already in progress. You can imbue a location of any size with pervasive magic, from a nation where everyone is imbued with an affinity for fire magic to a lonely forest glade where certain spells are more powerful. ","type":"Rules","url":"/Rules.aspx?ID=1538","weakness":{}}},{"_index":"aon18","_id":"rules-1539","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1539","markdown":"<title level=\"1\" right=\"Rules\">[Tradition Traits](/Rules.aspx?ID=1539)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 218 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEvery creature in a pervasive magic campaign, including PCs, has a trait associated with one of the magical traditions. Note that this trait is inherent and a circumstance of nature, independent of class choice—a character with the [primal](/Traits.aspx?ID=134) tradition trait can still study to be a wizard and cast [arcane](/Traits.aspx?ID=11) spells. See [Creature Adjustments](/Rules.aspx?ID=1542) for how to adjust creature stats in areas of pervasive magic. You might see primal [manticores](/Monsters.aspx?ID=294), arcane [ogres](/MonsterFamilies.aspx?ID=78), occult [gold dragons](/MonsterFamilies.aspx?ID=173), or divine [flesh golems](/Monsters.aspx?ID=238).\n\n Creatures (including PCs) gain the following: \n<ul><li>A trait associated with one of the magic traditions: [arcane](/Traits.aspx?ID=11), [divine](/Traits.aspx?ID=48), [occult](/Traits.aspx?ID=120), or [primal](/Traits.aspx?ID=134).</li><li>The ability to cast a cantrip (PCs choose one upon character creation) from the tradition associated with that trait.</li><li>The Cast a Spell activity.</li><li>Proficiency rank in spell DCs and spell attack rolls with the chosen tradition equal to their class DC or their highest proficiency rank in spell DCs, whichever is higher. They can choose any mental ability score (Intelligence, Wisdom, or Charisma) to be associated with their innate spells granted by pervasive magic.</li><li>Access to backgrounds and feats with the [pervasive magic](/Traits.aspx?ID=390) trait.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Tradition Traits","next_link":{"label":"Magical Backgrounds","url":"/Rules.aspx?ID=1540"},"previous_link":{"label":"Ley Lines","url":"/Rules.aspx?ID=1531"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 218 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 218"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 218 <sup>1.1</sup></row>","speed":{},"text":" Tradition Traits Source Secrets of Magic pg. 218 1.1 Every creature in a pervasive magic campaign, including PCs, has a trait associated with one of the magical traditions. Note that this trait is inherent and a circumstance of nature, independent of class choice—a character with the primal tradition trait can still study to be a wizard and cast arcane spells. See Creature Adjustments for how to adjust creature stats in areas of pervasive magic. You might see primal manticores, arcane ogres, occult gold dragons, or divine flesh golems. Creatures (including PCs) gain the following: A trait associated with one of the magic traditions: arcane, divine, occult, or primal. The ability to cast a cantrip (PCs choose one upon character creation) from the tradition associated with that trait. The Cast a Spell activity. Proficiency rank in spell DCs and spell attack rolls with the chosen tradition equal to their class DC or their highest proficiency rank in spell DCs, whichever is higher. They can choose any mental ability score (Intelligence, Wisdom, or Charisma) to be associated with their innate spells granted by pervasive magic. Access to backgrounds and feats with the pervasive magic trait. ","type":"Rules","url":"/Rules.aspx?ID=1539","weakness":{}}},{"_index":"aon18","_id":"rules-1540","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1540","markdown":"<title level=\"1\" right=\"Rules\">[Magical Backgrounds](/Rules.aspx?ID=1540)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters in pervasive magic campaigns choose backgrounds normally, but they also have access to backgrounds that represent the influence of constant and powerful magic during their lives. Some of these backgrounds determine your innate magical trait.\n\n[Energy scarred](/Backgrounds.aspx?ID=246), [mystic tutor](/Backgrounds.aspx?ID=247), [surge investigator](/Backgrounds.aspx?ID=248)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Magical Backgrounds","next_link":{"label":"Feats","url":"/Rules.aspx?ID=1541"},"previous_link":{"label":"Tradition Traits","url":"/Rules.aspx?ID=1539"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 219"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>","speed":{},"text":" Magical Backgrounds Source Secrets of Magic pg. 219 1.1 Characters in pervasive magic campaigns choose backgrounds normally, but they also have access to backgrounds that represent the influence of constant and powerful magic during their lives. Some of these backgrounds determine your innate magical trait. Energy scarred, mystic tutor, surge investigator ","type":"Rules","url":"/Rules.aspx?ID=1540","weakness":{}}},{"_index":"aon18","_id":"rules-1541","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1541","markdown":"<title level=\"1\" right=\"Rules\">[Feats](/Rules.aspx?ID=1541)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis section presents new feats that are available only to creatures or characters from pervasive magic campaigns. All of these feats are class feats, but they can be taken by any class. When you take the feat, it gains the trait appropriate for your class.\n\n[Cantrip Casting](/Feats.aspx?ID=3005), [Basic Spellcasting](/Feats.aspx?ID=3006), [Expert Spellcasting](/Feats.aspx?ID=3007), [Master Spellcasting](/Feats.aspx?ID=3008) \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Feats","next_link":{"label":"Creature Adjustments","url":"/Rules.aspx?ID=1542"},"previous_link":{"label":"Magical Backgrounds","url":"/Rules.aspx?ID=1540"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 219"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>","speed":{},"text":" Feats Source Secrets of Magic pg. 219 1.1 This section presents new feats that are available only to creatures or characters from pervasive magic campaigns. All of these feats are class feats, but they can be taken by any class. When you take the feat, it gains the trait appropriate for your class. Cantrip Casting, Basic Spellcasting, Expert Spellcasting, Master Spellcasting ","type":"Rules","url":"/Rules.aspx?ID=1541","weakness":{}}},{"_index":"aon18","_id":"rules-1542","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1542","markdown":"<title level=\"1\" right=\"Rules\">[Creature Adjustments](/Rules.aspx?ID=1542)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn a world of pervasive magic, creatures gain at least one trait associated with a magical tradition. These traits reflect the creature's innate magical nature. In areas of localized pervasive magic, these traits represent the area itself.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1543\" />\r\n\r\n<document level=\"2\" id=\"rules-1544\" />\r\n\r\n<document level=\"2\" id=\"rules-1545\" />\r\n\r\n<document level=\"2\" id=\"rules-1546\" />","name":"Creature Adjustments","next_link":{"label":"Magical Terrain","url":"/Rules.aspx?ID=1547"},"previous_link":{"label":"Feats","url":"/Rules.aspx?ID=1541"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 219"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>","speed":{},"text":" Creature Adjustments Source Secrets of Magic pg. 219 1.1 In a world of pervasive magic, creatures gain at least one trait associated with a magical tradition. These traits reflect the creature's innate magical nature. In areas of localized pervasive magic, these traits represent the area itself. ","type":"Rules","url":"/Rules.aspx?ID=1542","weakness":{}}},{"_index":"aon18","_id":"rules-1543","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic","Creature Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1543","markdown":"<title level=\"1\" right=\"Rules\">[Arcane Adjustments](/Rules.aspx?ID=1543)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe creature gains the [arcane](/Traits.aspx?ID=11) trait and can cast a single innate spell from the [arcane spell list](/SpellLists.aspx?Tradition=1) once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.\n\n## \n<row gap=\"tiny\">\n<table><tr><td>**Creature Level**</td><td>**Spell Level (Statistics)**</td><td>**Suggested Spells**</td></tr> <tr><td>1 to 2</td><td>Cantrip (DC 15, attack +7)</td><td>[_Daze_](/Spells.aspx?ID=61), [_detect magic_](/Spells.aspx?ID=66), [_shield_](/Spells.aspx?ID=280), [_telekinetic projectile_](/Spells.aspx?ID=334)</td></tr> <tr><td>3 to 4</td><td>1st (DC 18, attack +10)</td><td>[_Charm_](/Spells.aspx?ID=34), [_fleet step_](/Spells.aspx?ID=122), [_grim tendrils_](/Spells.aspx?ID=141), [_magic missile_](/Spells.aspx?ID=180), [_sleep_](/Spells.aspx?ID=288)</td></tr> <tr><td>5 to 6</td><td>2nd (DC 21, attack +13)</td><td>[_Blur_](/Spells.aspx?ID=28), [_invisibility_](/Spells.aspx?ID=164), [_mirror image_](/Spells.aspx?ID=197), [_see invisibility_](/Spells.aspx?ID=271), [_spider climb_](/Spells.aspx?ID=299)</td></tr> <tr><td>7 to 8</td><td>3rd (DC 23, attack +15)</td><td>[_Blindness_](/Spells.aspx?ID=26), [_fireball_](/Spells.aspx?ID=119), [_haste_](/Spells.aspx?ID=147), [_hypnotic pattern_](/Spells.aspx?ID=157), [_lightning bolt_](/Spells.aspx?ID=172), [_wall of wind_](/Spells.aspx?ID=367)</td></tr> <tr><td>9 to 10</td><td>4th (DC 26, attack +18)</td><td>[_Blink_](/Spells.aspx?ID=27), [_confusion_](/Spells.aspx?ID=48), [_fire shield_](/Spells.aspx?ID=118), [_freedom of movement_](/Spells.aspx?ID=128), [_wall of fire_](/Spells.aspx?ID=362)</td></tr> <tr><td>11 to 12</td><td>5th (DC 29, attack +21)</td><td>[_Cloak of colors_](/Spells.aspx?ID=41), [_cloudkill_](/Spells.aspx?ID=42), [_cone of cold_](/Spells.aspx?ID=47), [_tongues_](/Spells.aspx?ID=340)</td></tr> <tr><td>13 to 14</td><td>6th (DC 31, attack +23)</td><td>[_Chain lightning_](/Spells.aspx?ID=33), [_spellwrack_](/Spells.aspx?ID=298), [_true seeing_](/Spells.aspx?ID=344)</td></tr> <tr><td>15 to 16</td><td>7th (DC 34, attack +26)</td><td>[_Fiery body_](/Spells.aspx?ID=115), [_prismatic spray_](/Spells.aspx?ID=233), [_true target_](/Spells.aspx?ID=346)</td></tr> <tr><td>17 to 18</td><td>8th (DC 35, attack +27)</td><td>[_Disappearance_](/Spells.aspx?ID=73), [_horrid wilting_](/Spells.aspx?ID=152), [_maze_](/Spells.aspx?ID=187)</td></tr> <tr><td>19 to 20</td><td>9th (DC 38, attack +30)</td><td>[_Meteor swarm_](/Spells.aspx?ID=191), [_prismatic sphere_](/Spells.aspx?ID=232)</td></tr> <tr><td>21 or higher</td><td>10th (DC 42, attack +34)</td><td>[_Time stop_](/Spells.aspx?ID=339), [_wish_](/Spells.aspx?ID=377)</td></tr></table>\r\n</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Arcane Adjustments","next_link":{"label":"Divine Adjustments","url":"/Rules.aspx?ID=1544"},"previous_link":{"label":"Feats","url":"/Rules.aspx?ID=1541"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic / Creature Adjustments\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 219"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>","speed":{},"text":" Arcane Adjustments Source Secrets of Magic pg. 219 1.1 The creature gains the arcane trait and can cast a single innate spell from the arcane spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. ## Creature Level Spell Level (Statistics) Suggested Spells 1 to 2 Cantrip (DC 15, attack +7) Daze , detect magic , shield , telekinetic projectile 3 to 4 1st (DC 18, attack +10) Charm , fleet step , grim tendrils , magic missile , sleep 5 to 6 2nd (DC 21, attack +13) Blur , invisibility , mirror image , see invisibility , spider climb 7 to 8 3rd (DC 23, attack +15) Blindness , fireball , haste , hypnotic pattern , lightning bolt , wall of wind 9 to 10 4th (DC 26, attack +18) Blink , confusion , fire shield , freedom of movement , wall of fire 11 to 12 5th (DC 29, attack +21) Cloak of colors , cloudkill , cone of cold , tongues 13 to 14 6th (DC 31, attack +23) Chain lightning , spellwrack , true seeing 15 to 16 7th (DC 34, attack +26) Fiery body , prismatic spray , true target 17 to 18 8th (DC 35, attack +27) Disappearance , horrid wilting , maze 19 to 20 9th (DC 38, attack +30) Meteor swarm , prismatic sphere 21 or higher 10th (DC 42, attack +34) Time stop , wish ","type":"Rules","url":"/Rules.aspx?ID=1543","weakness":{}}},{"_index":"aon18","_id":"rules-1544","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic","Creature Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1544","markdown":"<title level=\"1\" right=\"Rules\">[Divine Adjustments](/Rules.aspx?ID=1544)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe creature gains the [divine](/Traits.aspx?ID=48) trait and can cast a single innate spell from the [divine spell list](/SpellLists.aspx?Tradition=2) once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.\n\n## \n<row gap=\"tiny\">\n<table><tr><td>**Creature Level**</td><td>**Spell Level (Statistics)**</td><td>**Suggested Spells**</td></tr> <tr><td>1 to 2</td><td>Cantrip (DC 15, attack +7)</td><td>[_Detect magic_](/Spells.aspx?ID=66), [_divine lance_](/Spells.aspx?ID=84), [_guidance_](/Spells.aspx?ID=142), [_light_](/Spells.aspx?ID=171)</td></tr> <tr><td>3 to 4</td><td>1st (DC 18, attack +10)</td><td>[_Bane_](/Spells.aspx?ID=18), [_bless_](/Spells.aspx?ID=25), [_heal_](/Spells.aspx?ID=148), [_sanctuary_](/Spells.aspx?ID=266)</td></tr> <tr><td>5 to 6</td><td>2nd (DC 21, attack +13)</td><td>[_Death knell_](/Spells.aspx?ID=63), [_restoration_](/Spells.aspx?ID=258), [_silence_](/Spells.aspx?ID=287), [_spiritual weapon_](/Spells.aspx?ID=306)</td></tr> <tr><td>7 to 8</td><td>3rd (DC 23, attack +15)</td><td>[_Chilling darkness_](/Spells.aspx?ID=36), [_heroism_](/Spells.aspx?ID=149), [_sanctified ground_](/Spells.aspx?ID=265), [_searing light_](/Spells.aspx?ID=269)</td></tr> <tr><td>9 to 10</td><td>4th (DC 26, attack +18)</td><td>[_Divine wrath_](/Spells.aspx?ID=86), [_spell immunity_](/Spells.aspx?ID=296)</td></tr> <tr><td>11 to 12</td><td>5th (DC 29, attack +21)</td><td>[_Abyssal plague_](/Spells.aspx?ID=1), [_flame strike_](/Spells.aspx?ID=120), [_sending_](/Spells.aspx?ID=272), [_spiritual guardian_](/Spells.aspx?ID=305)</td></tr> <tr><td>13 to 14</td><td>6th (DC 31, attack +23)</td><td>[_Blade barrier_](/Spells.aspx?ID=24), [_righteous might_](/Spells.aspx?ID=263)</td></tr> <tr><td>15 to 16</td><td>7th (DC 34, attack +26)</td><td>[_Eclipse burst_](/Spells.aspx?ID=96), [_energy aegis_](/Spells.aspx?ID=100), [_sunburst_](/Spells.aspx?ID=326)</td></tr> <tr><td>17 to 18</td><td>8th (DC 35, attack +27)</td><td>[_Divine aura_](/Spells.aspx?ID=81), [_spiritual epidemic_](/Spells.aspx?ID=304)</td></tr> <tr><td>19 to 20</td><td>9th (DC 38, attack +30)</td><td>[_Overwhelming presence_](/Spells.aspx?ID=212), [_wail of the banshee_](/Spells.aspx?ID=361)</td></tr> <tr><td>21 or higher</td><td>10th (DC 42, attack +34)</td><td>[_Miracle_](/Spells.aspx?ID=196), [_revival_](/Spells.aspx?ID=262)</td></tr></table>\r\n</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Divine Adjustments","next_link":{"label":"Occult Adjustments","url":"/Rules.aspx?ID=1545"},"previous_link":{"label":"Arcane Adjustments","url":"/Rules.aspx?ID=1543"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic / Creature Adjustments\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 219"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>","speed":{},"text":" Divine Adjustments Source Secrets of Magic pg. 219 1.1 The creature gains the divine trait and can cast a single innate spell from the divine spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. ## Creature Level Spell Level (Statistics) Suggested Spells 1 to 2 Cantrip (DC 15, attack +7) Detect magic , divine lance , guidance , light 3 to 4 1st (DC 18, attack +10) Bane , bless , heal , sanctuary 5 to 6 2nd (DC 21, attack +13) Death knell , restoration , silence , spiritual weapon 7 to 8 3rd (DC 23, attack +15) Chilling darkness , heroism , sanctified ground , searing light 9 to 10 4th (DC 26, attack +18) Divine wrath , spell immunity 11 to 12 5th (DC 29, attack +21) Abyssal plague , flame strike , sending , spiritual guardian 13 to 14 6th (DC 31, attack +23) Blade barrier , righteous might 15 to 16 7th (DC 34, attack +26) Eclipse burst , energy aegis , sunburst 17 to 18 8th (DC 35, attack +27) Divine aura , spiritual epidemic 19 to 20 9th (DC 38, attack +30) Overwhelming presence , wail of the banshee 21 or higher 10th (DC 42, attack +34) Miracle , revival ","type":"Rules","url":"/Rules.aspx?ID=1544","weakness":{}}},{"_index":"aon18","_id":"rules-1545","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic","Creature Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1545","markdown":"<title level=\"1\" right=\"Rules\">[Occult Adjustments](/Rules.aspx?ID=1545)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe creature gains the [occult](/Traits.aspx?ID=120) trait and can cast a single innate spell from the [occult spell list](/SpellLists.aspx?Tradition=3) once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics\n\n## \n<row gap=\"tiny\">\n<table><tr><td>**Creature Level**</td><td>**Spell Level (Statistics)**</td><td>**Suggested Spells**</td></tr> <tr><td>1 to 2</td><td>Cantrip (DC 15, attack +7)</td><td>[_Chill touch_](/Spells.aspx?ID=35), [_guidance_](/Spells.aspx?ID=142), [_ghost sound_](/Spells.aspx?ID=132), [_shield_](/Spells.aspx?ID=280)</td></tr> <tr><td>3 to 4</td><td>1st (DC 18, attack +10)</td><td>[_Bane_](/Spells.aspx?ID=18), [_charm_](/Spells.aspx?ID=34), [_fear_](/Spells.aspx?ID=110), [_grim tendrils_](/Spells.aspx?ID=141), [_ray of enfeeblement_](/Spells.aspx?ID=244)</td></tr> <tr><td>5 to 6</td><td>2nd (DC 21, attack +13)</td><td>[_Darkness_](/Spells.aspx?ID=59), [_false life_](/Spells.aspx?ID=108), [_paranoia_](/Spells.aspx?ID=214)</td></tr> <tr><td>7 to 8</td><td>3rd (DC 23, attack +15)</td><td>[_Enthrall_](/Spells.aspx?ID=104), [_haste_](/Spells.aspx?ID=147), [_slow_](/Spells.aspx?ID=289)</td></tr> <tr><td>9 to 10</td><td>4th (DC 26, attack +18)</td><td>[_Confusion_](/Spells.aspx?ID=48), [_phantasmal killer_](/Spells.aspx?ID=219), [_suggestion_](/Spells.aspx?ID=315)</td></tr> <tr><td>11 to 12</td><td>5th (DC 29, attack +21)</td><td>[_Abyssal plague_](/Spells.aspx?ID=1), [_black tentacles_](/Spells.aspx?ID=23), [_crushing despair_](/Spells.aspx?ID=57)</td></tr> <tr><td>13 to 14</td><td>6th (DC 31, attack +23)</td><td>[_Feeblemind_](/Spells.aspx?ID=112), [_repulsion_](/Spells.aspx?ID=254), [_spirit blast_](/Spells.aspx?ID=301)</td></tr> <tr><td>15 to 16</td><td>7th (DC 34, attack +26)</td><td>[_Mask of terror_](/Spells.aspx?ID=185), [_visions of danger_](/Spells.aspx?ID=358), [_warp mind_](/Spells.aspx?ID=369)</td></tr> <tr><td>17 to 18</td><td>8th (DC 35, attack +27)</td><td>[_Maze_](/Spells.aspx?ID=187), _mind_, [_spirit song_](/Spells.aspx?ID=303), [_uncontrollable dance_](/Spells.aspx?ID=347)</td></tr> <tr><td>19 to 20</td><td>9th (DC 38, attack +30)</td><td>[_Telepathic demand_](/Spells.aspx?ID=336), [_unfathomable song_](/Spells.aspx?ID=349)</td></tr> <tr><td>21 or higher</td><td>10th (DC 42, attack +34)</td><td>[_Alter reality_](/Spells.aspx?ID=8), [_fabricated truth_](/Spells.aspx?ID=106)</td></tr></table>\r\n</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Occult Adjustments","next_link":{"label":"Primal Adjustments","url":"/Rules.aspx?ID=1546"},"previous_link":{"label":"Divine Adjustments","url":"/Rules.aspx?ID=1544"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic / Creature Adjustments\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 219"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>","speed":{},"text":" Occult Adjustments Source Secrets of Magic pg. 219 1.1 The creature gains the occult trait and can cast a single innate spell from the occult spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics ## Creature Level Spell Level (Statistics) Suggested Spells 1 to 2 Cantrip (DC 15, attack +7) Chill touch , guidance , ghost sound , shield 3 to 4 1st (DC 18, attack +10) Bane , charm , fear , grim tendrils , ray of enfeeblement 5 to 6 2nd (DC 21, attack +13) Darkness , false life , paranoia 7 to 8 3rd (DC 23, attack +15) Enthrall , haste , slow 9 to 10 4th (DC 26, attack +18) Confusion , phantasmal killer , suggestion 11 to 12 5th (DC 29, attack +21) Abyssal plague , black tentacles , crushing despair 13 to 14 6th (DC 31, attack +23) Feeblemind , repulsion , spirit blast 15 to 16 7th (DC 34, attack +26) Mask of terror , visions of danger , warp mind 17 to 18 8th (DC 35, attack +27) Maze , mind , spirit song , uncontrollable dance 19 to 20 9th (DC 38, attack +30) Telepathic demand , unfathomable song 21 or higher 10th (DC 42, attack +34) Alter reality , fabricated truth ","type":"Rules","url":"/Rules.aspx?ID=1545","weakness":{}}},{"_index":"aon18","_id":"rules-1546","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic","Creature Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1546","markdown":"<title level=\"1\" right=\"Rules\">[Primal Adjustments](/Rules.aspx?ID=1546)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe creature gains the [primal](/Traits.aspx?ID=134) trait and can cast a single innate spell from the [primal spell list](/SpellLists.aspx?Tradition=4) once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.\n\n## \n<row gap=\"tiny\">\n<table><tr><td>**Creature Level**</td><td>**Spell Level (Statistics)**</td><td>**Suggested Spells**</td></tr> <tr><td>1 to 2</td><td>Cantrip (DC 15, attack +7)</td><td>[_Electric arc_](/Spells.aspx?ID=97), [_produce flame_](/Spells.aspx?ID=236)</td></tr> <tr><td>3 to 4</td><td>1st (DC 18, attack +10)</td><td>[_Heal_](/Spells.aspx?ID=148), [_jump_](/Spells.aspx?ID=167), [_magic fang_](/Spells.aspx?ID=179), [_pass without trace_](/Spells.aspx?ID=215)</td></tr> <tr><td>5 to 6</td><td>2nd (DC 21, attack +13)</td><td>[_Barkskin_](/Spells.aspx?ID=20), [_enlarge_](/Spells.aspx?ID=102), [_resist energy_](/Spells.aspx?ID=256), [_shatter_](/Spells.aspx?ID=279)</td></tr> <tr><td>7 to 8</td><td>3rd (DC 23, attack +15)</td><td>[_Blindness_](/Spells.aspx?ID=26), [_slow_](/Spells.aspx?ID=289), [_stinking cloud_](/Spells.aspx?ID=309)</td></tr> <tr><td>9 to 10</td><td>4th (DC 26, attack +18)</td><td>[_Air walk_](/Spells.aspx?ID=6), [_freedom of movement_](/Spells.aspx?ID=128), [_solid fog_](/Spells.aspx?ID=290)</td></tr> <tr><td>11 to 12</td><td>5th (DC 29, attack +21)</td><td>[_Cloudkill_](/Spells.aspx?ID=42), [_elemental form_](/Spells.aspx?ID=98), [_wall of ice_](/Spells.aspx?ID=364)</td></tr> <tr><td>13 to 14</td><td>6th (DC 31, attack +23)</td><td>[_Baleful polymorph_](/Spells.aspx?ID=17), [_field of life_](/Spells.aspx?ID=114), [_tangling creepers_](/Spells.aspx?ID=331)</td></tr> <tr><td>15 to 16</td><td>7th (DC 34, attack +26)</td><td>[_Eclipse burst_](/Spells.aspx?ID=96), [_regenerate_](/Spells.aspx?ID=248), [_sunburst_](/Spells.aspx?ID=326), [_volcanic eruption_](/Spells.aspx?ID=360)</td></tr> <tr><td>17 to 18</td><td>8th (DC 35, attack +27)</td><td>[_Earthquake_](/Spells.aspx?ID=95), [_horrid wilting_](/Spells.aspx?ID=152), [_punishing winds_](/Spells.aspx?ID=240)</td></tr> <tr><td>19 to 20</td><td>9th (DC 38, attack +30)</td><td>[_Nature's enmity_](/Spells.aspx?ID=205), [_storm of vengeance_](/Spells.aspx?ID=313)</td></tr> <tr><td>21 or higher</td><td>10th (DC 42, attack +34)</td><td>[_Cataclysm_](/Spells.aspx?ID=32), [_primal phenomenon_](/Spells.aspx?ID=231)</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Primal Adjustments","next_link":{"label":"Magical Terrain","url":"/Rules.aspx?ID=1547"},"previous_link":{"label":"Occult Adjustments","url":"/Rules.aspx?ID=1545"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic / Creature Adjustments\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 219"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 219 <sup>1.1</sup></row>","speed":{},"text":" Primal Adjustments Source Secrets of Magic pg. 219 1.1 The creature gains the primal trait and can cast a single innate spell from the primal spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics. ## Creature Level Spell Level (Statistics) Suggested Spells 1 to 2 Cantrip (DC 15, attack +7) Electric arc , produce flame 3 to 4 1st (DC 18, attack +10) Heal , jump , magic fang , pass without trace 5 to 6 2nd (DC 21, attack +13) Barkskin , enlarge , resist energy , shatter 7 to 8 3rd (DC 23, attack +15) Blindness , slow , stinking cloud 9 to 10 4th (DC 26, attack +18) Air walk , freedom of movement , solid fog 11 to 12 5th (DC 29, attack +21) Cloudkill , elemental form , wall of ice 13 to 14 6th (DC 31, attack +23) Baleful polymorph , field of life , tangling creepers 15 to 16 7th (DC 34, attack +26) Eclipse burst , regenerate , sunburst , volcanic eruption 17 to 18 8th (DC 35, attack +27) Earthquake , horrid wilting , punishing winds 19 to 20 9th (DC 38, attack +30) Nature's enmity , storm of vengeance 21 or higher 10th (DC 42, attack +34) Cataclysm , primal phenomenon ","type":"Rules","url":"/Rules.aspx?ID=1546","weakness":{}}},{"_index":"aon18","_id":"rules-1547","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1547","markdown":"<title level=\"1\" right=\"Rules\">[Magical Terrain](/Rules.aspx?ID=1547)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFrom a city where strange lights flit from street to street, a cavern that can't be found by scrying, or a bog where illusions frolic, magical terrain can create memorable locations and challenges. This section describes several types of magical terrain that the GM can use in a pervasive magic setting. The size and location of each type of terrain is entirely up to the GM. The effects of magical terrain can be constant, or they might occur only under certain circumstances, such as a forest that becomes home to potent arcane magic only at night, or every century an eclipse on the winter solstice subjects a nearby city to ghoulish hunger.\n\n Magical terrain fits well into pervasive magic campaigns, but can be used in any campaign as a way to help create unique and memorable encounters.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Example Pervasive Magic Locations</title>\r\n\r\nUse the following list as inspiration when thinking of places in your campaign where the pervasive magic rules might apply. \n<ul><li>A waterfall that grants [_heroism_](/Spells.aspx?ID=149) to anyone who survives a plunge from its heights.</li><li>A cavern that casts [_hallucinatory terrain_](/Spells.aspx?ID=145), preventing spelunkers from finding the exit.</li><li>A remote spring that removes a curse or disease once per year for those who bathe in its waters.</li><li>An impassable forest that frequently casts [_tanglefoot_](/Spells.aspx?ID=330) and [_entangle_](/Spells.aspx?ID=103) on creatures not native to its reaches.</li><li>A tavern where one patron each night is the target of a [_hideous laughter_](/Spells.aspx?ID=150) spell.</li></ul>\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1548\" />\r\n\r\n<document level=\"2\" id=\"rules-1549\" />\r\n\r\n<document level=\"2\" id=\"rules-1550\" />\r\n\r\n<document level=\"2\" id=\"rules-1551\" />\r\n\r\n<document level=\"2\" id=\"rules-1552\" />\r\n\r\n<document level=\"2\" id=\"rules-1553\" />","name":"Magical Terrain","next_link":{"label":"Shadow Magic","url":"/Rules.aspx?ID=1554"},"previous_link":{"label":"Creature Adjustments","url":"/Rules.aspx?ID=1542"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 220"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>","speed":{},"text":" Magical Terrain Source Secrets of Magic pg. 220 1.1 From a city where strange lights flit from street to street, a cavern that can't be found by scrying, or a bog where illusions frolic, magical terrain can create memorable locations and challenges. This section describes several types of magical terrain that the GM can use in a pervasive magic setting. The size and location of each type of terrain is entirely up to the GM. The effects of magical terrain can be constant, or they might occur only under certain circumstances, such as a forest that becomes home to potent arcane magic only at night, or every century an eclipse on the winter solstice subjects a nearby city to ghoulish hunger. Magical terrain fits well into pervasive magic campaigns, but can be used in any campaign as a way to help create unique and memorable encounters. Example Pervasive Magic Locations Use the following list as inspiration when thinking of places in your campaign where the pervasive magic rules might apply. A waterfall that grants heroism to anyone who survives a plunge from its heights. A cavern that casts hallucinatory terrain , preventing spelunkers from finding the exit. A remote spring that removes a curse or disease once per year for those who bathe in its waters. An impassable forest that frequently casts tanglefoot and entangle on creatures not native to its reaches. A tavern where one patron each night is the target of a hideous laughter spell. ","type":"Rules","url":"/Rules.aspx?ID=1547","weakness":{}}},{"_index":"aon18","_id":"rules-1548","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic","Magical Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1548","markdown":"<title level=\"1\" right=\"Rules\">[Energy Surge Terrain](/Rules.aspx?ID=1548)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nChoose an energy type (acid, cold, electricity, fire, force, negative, positive, or sonic). Whenever a magic effect does damage of that type, it does additional damage (usually 1d6 additional damage, but the GM might increase or decrease the amount to depict stronger or weaker areas of surging energy).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Energy Surge Terrain","next_link":{"label":"Heightened Terrain","url":"/Rules.aspx?ID=1549"},"previous_link":{"label":"Creature Adjustments","url":"/Rules.aspx?ID=1542"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic / Magical Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 220"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>","speed":{},"text":" Energy Surge Terrain Source Secrets of Magic pg. 220 1.1 Choose an energy type (acid, cold, electricity, fire, force, negative, positive, or sonic). Whenever a magic effect does damage of that type, it does additional damage (usually 1d6 additional damage, but the GM might increase or decrease the amount to depict stronger or weaker areas of surging energy). ","type":"Rules","url":"/Rules.aspx?ID=1548","weakness":{}}},{"_index":"aon18","_id":"rules-1549","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic","Magical Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1549","markdown":"<title level=\"1\" right=\"Rules\">[Heightened Terrain](/Rules.aspx?ID=1549)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis type of terrain heightens spells cast within it. An area of heightened terrain could alter anything from a single spell to an entire school of magic or magical tradition. These areas vary greatly in appearance, evincing the influence of the specific type of magic heightened. Spells that match the criteria are heightened 1 level above the spell level they were cast at.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Heightened Terrain","next_link":{"label":"Metamagic Terrain","url":"/Rules.aspx?ID=1550"},"previous_link":{"label":"Energy Surge Terrain","url":"/Rules.aspx?ID=1548"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic / Magical Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 220"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>","speed":{},"text":" Heightened Terrain Source Secrets of Magic pg. 220 1.1 This type of terrain heightens spells cast within it. An area of heightened terrain could alter anything from a single spell to an entire school of magic or magical tradition. These areas vary greatly in appearance, evincing the influence of the specific type of magic heightened. Spells that match the criteria are heightened 1 level above the spell level they were cast at. ","type":"Rules","url":"/Rules.aspx?ID=1549","weakness":{}}},{"_index":"aon18","_id":"rules-1550","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic","Magical Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1550","markdown":"<title level=\"1\" right=\"Rules\">[Metamagic Terrain](/Rules.aspx?ID=1550)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAny eligible spell cast in this terrain has a particular metamagic effect added to it—typically [Reach Spell](/Feats.aspx?ID=181) or [Widen Spell](/Feats.aspx?ID=315). If the caster uses a metamagic action before casting a spell, that action overrides the terrain's metamagic effect. These areas usually appear fairly normal, but fountains of magical energy spring up around a caster when they begin Casting a Spell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Metamagic Terrain","next_link":{"label":"Occult Magic Terrain","url":"/Rules.aspx?ID=1551"},"previous_link":{"label":"Heightened Terrain","url":"/Rules.aspx?ID=1549"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic / Magical Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 220"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>","speed":{},"text":" Metamagic Terrain Source Secrets of Magic pg. 220 1.1 Any eligible spell cast in this terrain has a particular metamagic effect added to it—typically Reach Spell or Widen Spell. If the caster uses a metamagic action before casting a spell, that action overrides the terrain's metamagic effect. These areas usually appear fairly normal, but fountains of magical energy spring up around a caster when they begin Casting a Spell. ","type":"Rules","url":"/Rules.aspx?ID=1550","weakness":{}}},{"_index":"aon18","_id":"rules-1551","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic","Magical Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1551","markdown":"<title level=\"1\" right=\"Rules\">[Occult Magic Terrain](/Rules.aspx?ID=1551)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn areas of occult magic, emotions run hotter, passions flare, and a mysterious intent permeates. Any creature casting an occult spell gains a +1 circumstance bonus to Will saves, [Deception](/Skills.aspx?ID=5) checks, [Diplomacy](/Skills.aspx?ID=6) checks, [Intimidation](/Skills.aspx?ID=7) checks, and [Performance](/Skills.aspx?ID=12) checks until the end of its next turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Occult Magic Terrain","next_link":{"label":"Primal Magic Terrain","url":"/Rules.aspx?ID=1552"},"previous_link":{"label":"Metamagic Terrain","url":"/Rules.aspx?ID=1550"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic / Magical Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 220"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>","speed":{},"text":" Occult Magic Terrain Source Secrets of Magic pg. 220 1.1 In areas of occult magic, emotions run hotter, passions flare, and a mysterious intent permeates. Any creature casting an occult spell gains a +1 circumstance bonus to Will saves, Deception checks, Diplomacy checks, Intimidation checks, and Performance checks until the end of its next turn. ","type":"Rules","url":"/Rules.aspx?ID=1551","weakness":{}}},{"_index":"aon18","_id":"rules-1552","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic","Magical Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1552","markdown":"<title level=\"1\" right=\"Rules\">[Primal Magic Terrain](/Rules.aspx?ID=1552)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn areas of primal magic, plant life is lusher, experiences are more vivid, and instincts are sharper—the land itself seems vibrant and alive. Creatures who cast a primal spell here gain a +10- foot status bonus to Speeds until the end of their next turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Primal Magic Terrain","next_link":{"label":"Spell-Touched Terrain","url":"/Rules.aspx?ID=1553"},"previous_link":{"label":"Occult Magic Terrain","url":"/Rules.aspx?ID=1551"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic / Magical Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 220"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>","speed":{},"text":" Primal Magic Terrain Source Secrets of Magic pg. 220 1.1 In areas of primal magic, plant life is lusher, experiences are more vivid, and instincts are sharper—the land itself seems vibrant and alive. Creatures who cast a primal spell here gain a +10- foot status bonus to Speeds until the end of their next turn. ","type":"Rules","url":"/Rules.aspx?ID=1552","weakness":{}}},{"_index":"aon18","_id":"rules-1553","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Pervasive Magic","Magical Terrain"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1553","markdown":"<title level=\"1\" right=\"Rules\">[Spell-Touched Terrain](/Rules.aspx?ID=1553)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSpell-touched terrain is enchanted with either a permanent spell effect or cast spells periodically.\n\n **Permanent Spell Effects**: This terrain, or all creatures in it, is affected by a certain spell. For example, all creatures in an area might be affected by [_blink_](/Spells.aspx?ID=27), or any creature that attempts to jump is automatically affected by a [_jump_](/Spells.aspx?ID=167) spell. There might be a condition required before a creature gains the effects.\n\n **Periodic Spell Casting**: The terrain itself casts spells at set intervals. These spells can affect all creatures, random creatures, or certain subcategories of creatures at the GM's discretion, and they might require a specific condition before they occur.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spell-Touched Terrain","next_link":{"label":"Shadow Magic","url":"/Rules.aspx?ID=1554"},"previous_link":{"label":"Primal Magic Terrain","url":"/Rules.aspx?ID=1552"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Pervasive Magic / Magical Terrain\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 220"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>","speed":{},"text":" Spell-Touched Terrain Source Secrets of Magic pg. 220 1.1 Spell-touched terrain is enchanted with either a permanent spell effect or cast spells periodically. Permanent Spell Effects : This terrain, or all creatures in it, is affected by a certain spell. For example, all creatures in an area might be affected by blink , or any creature that attempts to jump is automatically affected by a jump spell. There might be a condition required before a creature gains the effects. Periodic Spell Casting : The terrain itself casts spells at set intervals. These spells can affect all creatures, random creatures, or certain subcategories of creatures at the GM's discretion, and they might require a specific condition before they occur. ","type":"Rules","url":"/Rules.aspx?ID=1553","weakness":{}}},{"_index":"aon18","_id":"rules-1554","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1554","markdown":"<title level=\"1\" right=\"Rules\">[Shadow Magic](/Rules.aspx?ID=1554)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_While most types of magic are additive, arising from gaining knowledge or abilities, shadow magic is different—to touch the shadow, a spellcaster must surrender the piece of their spirit that normally keeps the darkness out. This process permanently removes the spellcaster's ability to cast spells of light and warmth but compensates them with an unmatched facility for manipulating the energies of darkness and shadow._\n\n**Rarity**: [Uncommon](/Traits.aspx?ID=159)\n\n This section has options for both spellcasters who use shadow magic and for companions that dwell in the dark.\n\n **Shadowcasters** sacrifice the magic of light to bind themselves to the darkness.\n\n **Shadow companions and familiars** can accompany shadowcasters or can join anyone else as shadowy compatriots. These creatures might follow one who's already traveling the path of shadow or might be strange ambassadors to someone of a more conventional stripe. [Shadowdancer](/Archetypes.aspx?ID=77) with companions typically choose these creatures of shadow.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1555\" />\r\n\r\n<document level=\"2\" id=\"rules-1556\" />\r\n\r\n<document level=\"2\" id=\"rules-1557\" />","name":"Shadow Magic","next_link":{"label":"Soul Seeds","url":"/Rules.aspx?ID=1558"},"previous_link":{"label":"Pervasive Magic","url":"/Rules.aspx?ID=1538"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 220"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 220 <sup>1.1</sup></row>","speed":{},"text":" Shadow Magic Source Secrets of Magic pg. 220 1.1 While most types of magic are additive, arising from gaining knowledge or abilities, shadow magic is different—to touch the shadow, a spellcaster must surrender the piece of their spirit that normally keeps the darkness out. This process permanently removes the spellcaster's ability to cast spells of light and warmth but compensates them with an unmatched facility for manipulating the energies of darkness and shadow. Rarity : Uncommon This section has options for both spellcasters who use shadow magic and for companions that dwell in the dark. Shadowcasters sacrifice the magic of light to bind themselves to the darkness. Shadow companions and familiars can accompany shadowcasters or can join anyone else as shadowy compatriots. These creatures might follow one who's already traveling the path of shadow or might be strange ambassadors to someone of a more conventional stripe. Shadowdancer with companions typically choose these creatures of shadow. ","type":"Rules","url":"/Rules.aspx?ID=1554","weakness":{}}},{"_index":"aon18","_id":"rules-1555","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Shadow Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1555","markdown":"<title level=\"1\" right=\"Rules\">[Shadowcaster Origins](/Rules.aspx?ID=1555)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 222 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nShadowcasters can come from any tradition of magic, though divine or occult casters are the most likely to attempt to master the power of shadow. Their magic is most entwined with the spirit, and thus they're most easily able to understand and accept the sacrifice necessary to become a shadowcaster. Primal practitioners are rarer, often finding the power of shadow antithetical to their goals and beliefs. Arcane spellcasters are slightly more likely to use shadow magic, but it isn't uncommon for wizards to question the value of the trade, unwilling to give up the ability to manipulate the powers of light in exchange for increased facility with shadow and darkness.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Shadowcaster Origins","next_link":{"label":"Shadow Companions","url":"/Rules.aspx?ID=1556"},"previous_link":{"label":"Pervasive Magic","url":"/Rules.aspx?ID=1538"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 222 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Shadow Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 222"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 222 <sup>1.1</sup></row>","speed":{},"text":" Shadowcaster Origins Source Secrets of Magic pg. 222 1.1 Shadowcasters can come from any tradition of magic, though divine or occult casters are the most likely to attempt to master the power of shadow. Their magic is most entwined with the spirit, and thus they're most easily able to understand and accept the sacrifice necessary to become a shadowcaster. Primal practitioners are rarer, often finding the power of shadow antithetical to their goals and beliefs. Arcane spellcasters are slightly more likely to use shadow magic, but it isn't uncommon for wizards to question the value of the trade, unwilling to give up the ability to manipulate the powers of light in exchange for increased facility with shadow and darkness. ","type":"Rules","url":"/Rules.aspx?ID=1555","weakness":{}}},{"_index":"aon18","_id":"rules-1556","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Shadow Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1556","markdown":"<title level=\"1\" right=\"Rules\">[Shadow Companions](/Rules.aspx?ID=1556)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 222 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSpellcasters aren't the sole purveyors of shadow magic. Some adventurers are guided on their path by companions with an inherent connection to shadow, whether or not the adventurer is a shadowcaster. Adventurers who would wield shadow should follow the guidance of such beings. [Shadowcasters](/Archetypes.aspx?ID=101), as well as others who might stumble across this knowledge, have access to the [shadow hound](/AnimalCompanions.aspx?ID=24) animal companion and the [shade](/AnimalCompanions.aspx?ID=12&amp;Specialized=true) specialization option.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Shadow Companions","next_link":{"label":"Shadow Familiars","url":"/Rules.aspx?ID=1557"},"previous_link":{"label":"Shadowcaster Origins","url":"/Rules.aspx?ID=1555"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 222 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Shadow Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 222"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 222 <sup>1.1</sup></row>","speed":{},"text":" Shadow Companions Source Secrets of Magic pg. 222 1.1 Spellcasters aren't the sole purveyors of shadow magic. Some adventurers are guided on their path by companions with an inherent connection to shadow, whether or not the adventurer is a shadowcaster. Adventurers who would wield shadow should follow the guidance of such beings. Shadowcasters, as well as others who might stumble across this knowledge, have access to the shadow hound animal companion and the shade specialization option. ","type":"Rules","url":"/Rules.aspx?ID=1556","weakness":{}}},{"_index":"aon18","_id":"rules-1557","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Shadow Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1557","markdown":"<title level=\"1\" right=\"Rules\">[Shadow Familiars](/Rules.aspx?ID=1557)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 228 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFamiliars bind themselves to mortals in a symbiotic relationship. Shadowcaster witches are among the most likely to obtain a familiar with the power of shadow, particularly those with the night patron. Others likely to take on [shadow familiars](/Familiars.aspx?ID=8&amp;Specific=true) include [shadow](/Bloodlines.aspx?ID=14) bloodline [sorcerers](/Classes.aspx?ID=11) and [darkness](/Domains.aspx?ID=6) domain [clerics](/Classes.aspx?ID=5).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Shadow Familiars","next_link":{"label":"Soul Seeds","url":"/Rules.aspx?ID=1558"},"previous_link":{"label":"Shadow Companions","url":"/Rules.aspx?ID=1556"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 228 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Shadow Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 228"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 228 <sup>1.1</sup></row>","speed":{},"text":" Shadow Familiars Source Secrets of Magic pg. 228 1.1 Familiars bind themselves to mortals in a symbiotic relationship. Shadowcaster witches are among the most likely to obtain a familiar with the power of shadow, particularly those with the night patron. Others likely to take on shadow familiars include shadow bloodline sorcerers and darkness domain clerics. ","type":"Rules","url":"/Rules.aspx?ID=1557","weakness":{}}},{"_index":"aon18","_id":"rules-1558","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1558","markdown":"<title level=\"1\" right=\"Rules\">[Soul Seeds](/Rules.aspx?ID=1558)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 229 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_Part magical item, part undefined mote of sentience, soul seeds are sources of magic that come to reside within a creature, granting diverse and powerful abilities. In the rare cases when a soul seed isn't already bound to a living soul, it looks like a glowing mote with a crystal-like center, often centering on a point of light.\n\n_**Rarity**: [Rare](/Traits.aspx?ID=137)<br />Soul seeds are a special type of intangible [relic](/Rules.aspx?ID=1096), though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have Interact activations.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1559\" />","name":"Soul Seeds","next_link":{"label":"Soulforged Armaments","url":"/Rules.aspx?ID=1560"},"previous_link":{"label":"Shadow Magic","url":"/Rules.aspx?ID=1554"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 229 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 229"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 229 <sup>1.1</sup></row>","speed":{},"text":" Soul Seeds Source Secrets of Magic pg. 229 1.1 Part magical item, part undefined mote of sentience, soul seeds are sources of magic that come to reside within a creature, granting diverse and powerful abilities. In the rare cases when a soul seed isn't already bound to a living soul, it looks like a glowing mote with a crystal-like center, often centering on a point of light. Rarity : Rare Soul seeds are a special type of intangible relic, though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have Interact activations. ","type":"Rules","url":"/Rules.aspx?ID=1558","weakness":{}}},{"_index":"aon18","_id":"rules-1559","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Soul Seeds"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1559","markdown":"<title level=\"1\" right=\"Rules\">[Soul Seed Gifts](/Rules.aspx?ID=1559)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 230 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe GM should follow the same guidelines and rules for granting soul seeds as for [relics](/Rules.aspx?ID=1096). They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Soul Seed Gifts","next_link":{"label":"Soulforged Armaments","url":"/Rules.aspx?ID=1560"},"previous_link":{"label":"Shadow Magic","url":"/Rules.aspx?ID=1554"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 230 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Soul Seeds\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 230"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 230 <sup>1.1</sup></row>","speed":{},"text":" Soul Seed Gifts Source Secrets of Magic pg. 230 1.1 The GM should follow the same guidelines and rules for granting soul seeds as for relics. They can have any aspect or gift that a normal relic has, and their DCs, spell attack rolls, and counteract modifiers are determined identically. The following gifts are particularly appropriate for soul seeds, though they might apply to relics in the right circumstances. Dragon gifts are often connected to the souls of ancient dragons, and soul gifts are prevalent across all sorts of soul seeds. ","type":"Rules","url":"/Rules.aspx?ID=1559","weakness":{}}},{"_index":"aon18","_id":"rules-1560","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1560","markdown":"<title level=\"1\" right=\"Rules\">[Soulforged Armaments](/Rules.aspx?ID=1560)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 230 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_Unrelenting commitment to a single purpose. Zealous compulsion to right a wrong. The inability to leave an important deed undone. These qualities have long served as primordial and potent components of magic. No starlet dropping, strand of spider's web, or poorly pronounced draconic sonnet can rival the power of belief. Tales of soulforged weapons, shields, and armor—equipment created from the tenacity of a combatant's spirit alone— have circulated throughout Golarion for centuries._ \n\n **Rarity**: [Uncommon](/Traits.aspx?ID=159)\n\n Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge a wrongful death or a shield conjured to protect one's homeland from invasion. Weaponry, shields, or armor created in this way often visually resemble the purpose they were summoned to fulfill. For example, a [dagger](/Weapons.aspx?ID=3) forged from a soulbond to assassinate the high council of a tyrannical nation might bear the names or likenesses of the targets—only to see them crossed out or fade from view as each is eliminated.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Soulforged Champions</title>\r\n\r\nThe most exalted wielders of soulforged weapons have been [champions](/Classes.aspx?ID=4), and they're much more common than other wielders. If you're a champion, you can tie your soul path to your cause. Being a champion sets a steady soul path before you; you can choose for your soul path to be the same as the tenets you follow. Corruption still comes about the same way, as it's much easier to corrupt your connection to your soulforged armament than to stray far enough from your alignment or code that you must atone.\n\n You can also have your blade ally or shield ally be your soulforged armament. You can choose particulars that fit your own story, but doing so usually means the ally is more a reflection of your conscience than a specific spiritual being sent by your deity.\n\n Finally, if you commit actions that both cause you to lose your champion abilities and corrupt your soulforged armament, undergoing the [_atone_](/Rituals.aspx?ID=2) ritual also gives you the effects of the [_purify soul path_](/Rituals.aspx?ID=67) ritual with the same degree of success you rolled for _atone_.\n\n Characters other than champions can also choose a champion cause to tie to their soul path, and devout characters sometimes tie their soul path to their deity's tenets and anathema.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1561\" />\r\n\r\n<document level=\"2\" id=\"rules-1562\" />\r\n\r\n<document level=\"2\" id=\"rules-1565\" />\r\n\r\n<document level=\"2\" id=\"rules-1566\" />","name":"Soulforged Armaments","next_link":{"label":"Thassilonian Rune Magic","url":"/Rules.aspx?ID=1567"},"previous_link":{"label":"Soul Seeds","url":"/Rules.aspx?ID=1558"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 230 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 230"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 230 <sup>1.1</sup></row>","speed":{},"text":" Soulforged Armaments Source Secrets of Magic pg. 230 1.1 Unrelenting commitment to a single purpose. Zealous compulsion to right a wrong. The inability to leave an important deed undone. These qualities have long served as primordial and potent components of magic. No starlet dropping, strand of spider's web, or poorly pronounced draconic sonnet can rival the power of belief. Tales of soulforged weapons, shields, and armor—equipment created from the tenacity of a combatant's spirit alone— have circulated throughout Golarion for centuries. Rarity : Uncommon Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge a wrongful death or a shield conjured to protect one's homeland from invasion. Weaponry, shields, or armor created in this way often visually resemble the purpose they were summoned to fulfill. For example, a dagger forged from a soulbond to assassinate the high council of a tyrannical nation might bear the names or likenesses of the targets—only to see them crossed out or fade from view as each is eliminated. Soulforged Champions The most exalted wielders of soulforged weapons have been champions, and they're much more common than other wielders. If you're a champion, you can tie your soul path to your cause. Being a champion sets a steady soul path before you; you can choose for your soul path to be the same as the tenets you follow. Corruption still comes about the same way, as it's much easier to corrupt your connection to your soulforged armament than to stray far enough from your alignment or code that you must atone. You can also have your blade ally or shield ally be your soulforged armament. You can choose particulars that fit your own story, but doing so usually means the ally is more a reflection of your conscience than a specific spiritual being sent by your deity. Finally, if you commit actions that both cause you to lose your champion abilities and corrupt your soulforged armament, undergoing the atone ritual also gives you the effects of the purify soul path ritual with the same degree of success you rolled for atone . Characters other than champions can also choose a champion cause to tie to their soul path, and devout characters sometimes tie their soul path to their deity's tenets and anathema. ","type":"Rules","url":"/Rules.aspx?ID=1560","weakness":{}}},{"_index":"aon18","_id":"rules-1561","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Soulforged Armaments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1561","markdown":"<title level=\"1\" right=\"Rules\">[Binding an Armament](/Rules.aspx?ID=1561)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 232 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou bind an armament—a weapon, shield, or suit of armor—to your soul when you select the [Soulforger Dedication](/Feats.aspx?ID=3016) feat. This represents performing a special ritual to do so. You can choose an item you own to make soulforged or spontaneously manifest an item with a form drawn from your spiritual essence. In the latter case, you choose the form, selecting a mundane weapon, shield, or armor of level 1 or lower, either common or one to which you have access. An existing armament is deconstructed and then recreated with the substance of your soul binding it together, which changes the appearance to match the state of your soul. It might have a perfect surface and gleam in the faintest light if you have a noble soul or have a twisting, chaotic shape if your soul is wracked with turmoil. This appearance can change based on your actions. Most soulforgers also choose a unique name for their armament.\n\n **Traits**: A soulforged armament is always [magical](/Traits.aspx?ID=103). If it doesn't otherwise have any traits that make it magical, it gains the magical and [evocation](/Traits.aspx?ID=65) traits if it's a weapon or the magical and [abjuration](/Traits.aspx?ID=2) traits if it's a shield or armor.\n\n **Extradimensional Storage**: The armament is stored in an extradimensional space when not in use, and you can [Manifest](/Feats.aspx?ID=3016) it to summon it into your hands or onto your body. A soulforged armament can be Dropped, [Disarmed](/Actions.aspx?ID=41), or otherwise removed from you, but its soulforged abilities don't function for anyone else, and you can Dismiss the manifestation to return the items to the extradimensional space no matter where the items are. If you die or choose to pass ownership of a soulforged armament to a successor, it loses any soulforged abilities; violating the spirit of the soulforged bond by selling the item tends to have disastrous results. There might be special techniques or rituals by which a determined foe can break your bond with a soulforged item, but otherwise, your ability to Dismiss and Manifest it essentially means it can't be stolen.\n\n **Essence Power**: Choose one essence power for your soulforged armament. You can bring the essence power forth once per day by tapping into the armament's essence form deep in your soul; essence powers can be found [here](/Archetypes.aspx?ID=102). You also choose a soulbond—a cause true to your soul that links you and your armament. Going against this cause can give your armament a soulbond corruption that hinders you even while the armament isn't manifested.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Special Armament Types</title>\n\n### Specific Items\n You can turn a specific item into your armament, such as a [flame tongue](/Equipment.aspx?ID=386) or [sturdy shield](/Equipment.aspx?ID=327), though some unusual or special items can't be bonded, such as cursed items, artifacts, and intelligent items, in addition to other story-specific items at the GM's discretion. Bonding a specific item follows the standard procedure for upgrading or reshaping your armament. \n\n### Ammunition\n If a soulforged weapon requires ammunition, that ammunition appears with the weapon when you Manifest it. You can choose the way it appears, such as in a magical quiver that appears on your body, or simply floating in the air where you can pluck it to load or shoot your weapon. The form doesn't change how many or what type of actions reloading takes or any other functions of the ammunition. If you want anything other than basic ammunition for your weapon (such as a sleep arrow), you must attain and carry that ammunition separately. \n\n### Dual Weapons\n You can choose two one-handed weapons you want to wield simultaneously as your soulforged weapons. When you Manifest Soulforged Armament, both weapons appear. Because they're a pair, you must Manifest them together, having two hands free to do so, and Dismiss them simultaneously as well. The essence power applies to both weapons, so they share benefits like the new damage type and status bonus to damage from planar pain. However, you get any effects the bond grants you only once, as the dual weapons function as a single armament. For instance, if your essence power is healing grace, you can cast one heal spell when you manifest the essence form of your dual weapons, not two. \n\n### Attached Weapons\n An attached weapon (such as a [shield boss](/Weapons.aspx?ID=41) or [shield spikes](/Weapons.aspx?ID=42)) brings the item it's attached to with it when manifested or Dismissed. Manifest Soulforged Armament uses the item the weapon is attached to for its Requirements, so a shield boss would require you to have a hand free to hold the shield. If you have [Soul Arsenal](/Feats.aspx?ID=3019), you could have a soulforged weapon attached to a soulforged shield. These items work normally for Soul Arsenal, except that you can neither Manifest nor Dismiss one without the other.\r\n</aside>","name":"Binding an Armament","next_link":{"label":"Soul Path","url":"/Rules.aspx?ID=1562"},"previous_link":{"label":"Soul Seeds","url":"/Rules.aspx?ID=1558"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 232 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Soulforged Armaments\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 232"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 232 <sup>1.1</sup></row>","speed":{},"text":" Binding an Armament Source Secrets of Magic pg. 232 1.1 You bind an armament—a weapon, shield, or suit of armor—to your soul when you select the Soulforger Dedication feat. This represents performing a special ritual to do so. You can choose an item you own to make soulforged or spontaneously manifest an item with a form drawn from your spiritual essence. In the latter case, you choose the form, selecting a mundane weapon, shield, or armor of level 1 or lower, either common or one to which you have access. An existing armament is deconstructed and then recreated with the substance of your soul binding it together, which changes the appearance to match the state of your soul. It might have a perfect surface and gleam in the faintest light if you have a noble soul or have a twisting, chaotic shape if your soul is wracked with turmoil. This appearance can change based on your actions. Most soulforgers also choose a unique name for their armament. Traits : A soulforged armament is always magical. If it doesn't otherwise have any traits that make it magical, it gains the magical and evocation traits if it's a weapon or the magical and abjuration traits if it's a shield or armor. Extradimensional Storage : The armament is stored in an extradimensional space when not in use, and you can Manifest it to summon it into your hands or onto your body. A soulforged armament can be Dropped, Disarmed, or otherwise removed from you, but its soulforged abilities don't function for anyone else, and you can Dismiss the manifestation to return the items to the extradimensional space no matter where the items are. If you die or choose to pass ownership of a soulforged armament to a successor, it loses any soulforged abilities; violating the spirit of the soulforged bond by selling the item tends to have disastrous results. There might be special techniques or rituals by which a determined foe can break your bond with a soulforged item, but otherwise, your ability to Dismiss and Manifest it essentially means it can't be stolen. Essence Power : Choose one essence power for your soulforged armament. You can bring the essence power forth once per day by tapping into the armament's essence form deep in your soul; essence powers can be found here. You also choose a soulbond—a cause true to your soul that links you and your armament. Going against this cause can give your armament a soulbond corruption that hinders you even while the armament isn't manifested. Special Armament Types ### Specific Items You can turn a specific item into your armament, such as a flame tongue or sturdy shield, though some unusual or special items can't be bonded, such as cursed items, artifacts, and intelligent items, in addition to other story-specific items at the GM's discretion. Bonding a specific item follows the standard procedure for upgrading or reshaping your armament. ### Ammunition If a soulforged weapon requires ammunition, that ammunition appears with the weapon when you Manifest it. You can choose the way it appears, such as in a magical quiver that appears on your body, or simply floating in the air where you can pluck it to load or shoot your weapon. The form doesn't change how many or what type of actions reloading takes or any other functions of the ammunition. If you want anything other than basic ammunition for your weapon (such as a sleep arrow), you must attain and carry that ammunition separately. ### Dual Weapons You can choose two one-handed weapons you want to wield simultaneously as your soulforged weapons. When you Manifest Soulforged Armament, both weapons appear. Because they're a pair, you must Manifest them together, having two hands free to do so, and Dismiss them simultaneously as well. The essence power applies to both weapons, so they share benefits like the new damage type and status bonus to damage from planar pain. However, you get any effects the bond grants you only once, as the dual weapons function as a single armament. For instance, if your essence power is healing grace, you can cast one heal spell when you manifest the essence form of your dual weapons, not two. ### Attached Weapons An attached weapon (such as a shield boss or shield spikes) brings the item it's attached to with it when manifested or Dismissed. Manifest Soulforged Armament uses the item the weapon is attached to for its Requirements, so a shield boss would require you to have a hand free to hold the shield. If you have Soul Arsenal, you could have a soulforged weapon attached to a soulforged shield. These items work normally for Soul Arsenal, except that you can neither Manifest nor Dismiss one without the other. ","type":"Rules","url":"/Rules.aspx?ID=1561","weakness":{}}},{"_index":"aon18","_id":"rules-1562","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Soulforged Armaments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1562","markdown":"<title level=\"1\" right=\"Rules\">[Soul Path](/Rules.aspx?ID=1562)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 232 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you take [Soulforger Dedication](/Feats.aspx?ID=3016), you must choose a soul path—a motivation, cause, or goal that compels you to act, prompts you to undertake substantial risk, and drives you to face significant danger. Such a motivation can be limited or grand in scope but must be actionable enough to be easily linked to gameplay. For example, if your village was destroyed by the greed of wealthy nobles, you might select a soul path to protect the poor by undermining the rich, which might drive you to protect an innocent from the blade of a wealthy noble or break into a bank vault containing coins stolen from destitute villagers. Other sample soulbonds might include liberating the oppressed from the tyranny of slavery, punishing those who threaten nature or hunting and killing malevolent undead. Work with the GM to choose a soul path that fits in well with the themes of your campaign and group dynamic so that you can pursue your soul path in an interesting fashion.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1563\" />\r\n\r\n<document level=\"2\" id=\"rules-1564\" />","name":"Soul Path","next_link":{"label":"Upgrading, Reshaping, Restoring","url":"/Rules.aspx?ID=1565"},"previous_link":{"label":"Binding an Armament","url":"/Rules.aspx?ID=1561"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 232 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Soulforged Armaments\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 232"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 232 <sup>1.1</sup></row>","speed":{},"text":" Soul Path Source Secrets of Magic pg. 232 1.1 When you take Soulforger Dedication, you must choose a soul path—a motivation, cause, or goal that compels you to act, prompts you to undertake substantial risk, and drives you to face significant danger. Such a motivation can be limited or grand in scope but must be actionable enough to be easily linked to gameplay. For example, if your village was destroyed by the greed of wealthy nobles, you might select a soul path to protect the poor by undermining the rich, which might drive you to protect an innocent from the blade of a wealthy noble or break into a bank vault containing coins stolen from destitute villagers. Other sample soulbonds might include liberating the oppressed from the tyranny of slavery, punishing those who threaten nature or hunting and killing malevolent undead. Work with the GM to choose a soul path that fits in well with the themes of your campaign and group dynamic so that you can pursue your soul path in an interesting fashion. ","type":"Rules","url":"/Rules.aspx?ID=1562","weakness":{}}},{"_index":"aon18","_id":"rules-1563","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Soulforged Armaments","Soul Path"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1563","markdown":"<title level=\"1\" right=\"Rules\">[Corruption](/Rules.aspx?ID=1563)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 234 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThough the supernatural link with a specific armament created by a soulbond is powerful, the sensitive nature of will—with its potential for dramatic ebb and flow— poses a threat to those who harness this power. Once you're bound to a soulforged armament, you begin to test your true devotion to your soul path.\n\n If you behave or act in a way that directly opposes or hinders the motivation, goal, or cause declared in your soul path (regardless of whether the act involves your soulforged armaments), your spirit begins to tarnish. It's anathema for you to commit acts opposed to your soul path or to even go a long time without taking action to pursue the path. You and your GM determine when you've performed an anathematic act. In the example of protecting the poor by undermining the rich, working for a wealthy noble or directly in their interest could be anathema, as could spending a month on a distant plane far from the struggles of the oppressed. In both examples, you could find an approach to remain true and avoid the anathema. In the first case, you might use your leverage to force the noble to anonymously divest a substantial amount of their funds to feed and house the poor—or do so yourself. In the second, you might seek a similar dynamic of wealth and want among the cultures of the distant plane and work against it.\n\n Anathematic acts trigger a curse known as _soulforged corruption_ that degrades and perverts the energies within your soulforged armament. This curse brings out a flaw inextricably tied to the armament's true essence. The corruption flaw applies to you even when your armament isn't manifested. The rules for the flaw appear in the essence power. As normal for a curse, this affliction can be removed only by effects that specifically target curses, including the methods listed in the Removing Corruption section below.\n\n **Soulforged Corruption** ([curse](/Traits.aspx?ID=38), [divine](/Traits.aspx?ID=48), [enchantment](/Traits.aspx?ID=61)) A successful [_remove curse_](/Spells.aspx?ID=250) spell, rather than ending this curse, reduces its stage by 1 (to a minimum of stage 1). **Level** your level; **Saving Throw** Will save against a [very hard DC of the curse's level](/Rules.aspx?ID=552); **Stage 1** You suffer the effects of your armament's corruption flaw. If you try to manifest the armament's essence form, you must attempt a DC 5 flat check. If you fail, only the normal form manifests, and you can't try to manifest that armament's essence form again that day (1 day); **Stage 2** You suffer the effects of your armament's corruption flaw, and any attempt to activate the armament's essence form fails (1 day); **Stage 3** You permanently destroy your soulforged armament. You can't have a new soulforged armament until you remove the curse entirely with the [_purify soul path_](/Rituals.aspx?ID=67) ritual (1 day).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Corruption","next_link":{"label":"Removing Corruption","url":"/Rules.aspx?ID=1564"},"previous_link":{"label":"Binding an Armament","url":"/Rules.aspx?ID=1561"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 234 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Soulforged Armaments / Soul Path\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 234"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 234 <sup>1.1</sup></row>","speed":{},"text":" Corruption Source Secrets of Magic pg. 234 1.1 Though the supernatural link with a specific armament created by a soulbond is powerful, the sensitive nature of will—with its potential for dramatic ebb and flow— poses a threat to those who harness this power. Once you're bound to a soulforged armament, you begin to test your true devotion to your soul path. If you behave or act in a way that directly opposes or hinders the motivation, goal, or cause declared in your soul path (regardless of whether the act involves your soulforged armaments), your spirit begins to tarnish. It's anathema for you to commit acts opposed to your soul path or to even go a long time without taking action to pursue the path. You and your GM determine when you've performed an anathematic act. In the example of protecting the poor by undermining the rich, working for a wealthy noble or directly in their interest could be anathema, as could spending a month on a distant plane far from the struggles of the oppressed. In both examples, you could find an approach to remain true and avoid the anathema. In the first case, you might use your leverage to force the noble to anonymously divest a substantial amount of their funds to feed and house the poor—or do so yourself. In the second, you might seek a similar dynamic of wealth and want among the cultures of the distant plane and work against it. Anathematic acts trigger a curse known as soulforged corruption that degrades and perverts the energies within your soulforged armament. This curse brings out a flaw inextricably tied to the armament's true essence. The corruption flaw applies to you even when your armament isn't manifested. The rules for the flaw appear in the essence power. As normal for a curse, this affliction can be removed only by effects that specifically target curses, including the methods listed in the Removing Corruption section below. Soulforged Corruption (curse, divine, enchantment) A successful remove curse spell, rather than ending this curse, reduces its stage by 1 (to a minimum of stage 1). Level your level; Saving Throw Will save against a very hard DC of the curse's level; Stage 1 You suffer the effects of your armament's corruption flaw. If you try to manifest the armament's essence form, you must attempt a DC 5 flat check. If you fail, only the normal form manifests, and you can't try to manifest that armament's essence form again that day (1 day); Stage 2 You suffer the effects of your armament's corruption flaw, and any attempt to activate the armament's essence form fails (1 day); Stage 3 You permanently destroy your soulforged armament. You can't have a new soulforged armament until you remove the curse entirely with the purify soul path ritual (1 day). ","type":"Rules","url":"/Rules.aspx?ID=1563","weakness":{}}},{"_index":"aon18","_id":"rules-1564","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Soulforged Armaments","Soul Path"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1564","markdown":"<title level=\"1\" right=\"Rules\">[Removing Corruption](/Rules.aspx?ID=1564)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 234 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe effects of soulforged corruption can be staved off with the [Cleanse Soul Path](/Actions.aspx?ID=774) exploration activity or cured with the [_purify soul path_](/Rituals.aspx?ID=67) ritual.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Removing Corruption","next_link":{"label":"Upgrading, Reshaping, Restoring","url":"/Rules.aspx?ID=1565"},"previous_link":{"label":"Corruption","url":"/Rules.aspx?ID=1563"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 234 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Soulforged Armaments / Soul Path\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 234"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 234 <sup>1.1</sup></row>","speed":{},"text":" Removing Corruption Source Secrets of Magic pg. 234 1.1 The effects of soulforged corruption can be staved off with the Cleanse Soul Path exploration activity or cured with the purify soul path ritual. ","type":"Rules","url":"/Rules.aspx?ID=1564","weakness":{}}},{"_index":"aon18","_id":"rules-1565","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Soulforged Armaments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1565","markdown":"<title level=\"1\" right=\"Rules\">[Upgrading, Reshaping, Restoring](/Rules.aspx?ID=1565)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 234 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou might want to alter your soulbound armament by adding new runes, replacing its form with a new one, or creating a new armament after yours was destroyed. You decide whether you consider this new armament as the same armament of the same lineage or a brand-new creation with a totally different appearance and name.\n\n Upgrading your armament works like [etching or transferring runes](/Rules.aspx?ID=736) or [upgrading a permanent item from a lower-level version of the same item](/Rules.aspx?ID=701), whichever is appropriate to what you're doing. You or someone else can do the work, but you must leave the item manifested for the entire process. You can transfer runes off your armament as well, typically in anticipation of establishing your bond with a different item.\n\n Reshaping your armament allows you to change the base weapon, armor, or shield into another of the same type, turning [half plate](/Armor.aspx?ID=12) armor into [full plate](/Armor.aspx?ID=13), changing a [warhammer](/Weapons.aspx?ID=47) into a [longbow](/Weapons.aspx?ID=76), and so on. If all you do is change the form while keeping the same runes and other magical properties, you can do so by spending a day in meditation. This doesn't cost any gp or extra time unless the new form is higher than level 1, or unless the difference is so vast that the GM determines it might take additional time and cost. For example, turning [explorer's clothing](/Armor.aspx?ID=2) into full plate requires the same time, expense, and [Crafting](/Skills.aspx?ID=4) check you'd need to [Craft](/Actions.aspx?ID=43) full plate since full plate is a level 2 item. Specific items can't be reshaped in this way unless the GM expressly allows it. You can't turn a [_flame tongue_](/Equipment.aspx?ID=386) into a [spiked chain](/Weapons.aspx?ID=60), a [_breastplate of command_](/Equipment.aspx?ID=148) into [hide armor](/Armor.aspx?ID=7), or a [_sturdy shield_](/Equipment.aspx?ID=327) into a [darkwood shield](/Equipment.aspx?ID=312). You can also use this day in meditation to rebind your soul to a different item in your possession. Typically, you keep the old item, its power removed, as a special keepsake or gift to a worthy successor, though attempting to disrespect the spirit of the bond by selling the item can have dire consequences. Since the essence power you chose represents the effects of the connection to your soul, the essence power typically doesn't change when you bind a new armament, though if your character's personality and connections change dramatically through the story, you and the GM might decide together to shift to a different essence power the next time you bind a new armament. If you rebind your soul to an armament that can't accommodate your current essence power, you will also need to change to a different essence power.\n\n You can recreate a destroyed soulforged armament, or bond to a new armament if your previous one was destroyed. (If it was destroyed by [_soulforged corruption_](/Rules.aspx?ID=1563), you must first successfully use _[purify soul path](/Rituals.aspx?ID=67)_.) Recreating costs the same amount of time and money as creating the item from scratch. If you already have an item with which to form a new bond, it takes 1 day in meditation, as with reshaping an armament. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Upgrading, Reshaping, Restoring","next_link":{"label":"Essence Powers","url":"/Rules.aspx?ID=1566"},"previous_link":{"label":"Soul Path","url":"/Rules.aspx?ID=1562"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 234 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Soulforged Armaments\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 234"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 234 <sup>1.1</sup></row>","speed":{},"text":" Upgrading, Reshaping, Restoring Source Secrets of Magic pg. 234 1.1 You might want to alter your soulbound armament by adding new runes, replacing its form with a new one, or creating a new armament after yours was destroyed. You decide whether you consider this new armament as the same armament of the same lineage or a brand-new creation with a totally different appearance and name. Upgrading your armament works like etching or transferring runes or upgrading a permanent item from a lower-level version of the same item, whichever is appropriate to what you're doing. You or someone else can do the work, but you must leave the item manifested for the entire process. You can transfer runes off your armament as well, typically in anticipation of establishing your bond with a different item. Reshaping your armament allows you to change the base weapon, armor, or shield into another of the same type, turning half plate armor into full plate, changing a warhammer into a longbow, and so on. If all you do is change the form while keeping the same runes and other magical properties, you can do so by spending a day in meditation. This doesn't cost any gp or extra time unless the new form is higher than level 1, or unless the difference is so vast that the GM determines it might take additional time and cost. For example, turning explorer's clothing into full plate requires the same time, expense, and Crafting check you'd need to Craft full plate since full plate is a level 2 item. Specific items can't be reshaped in this way unless the GM expressly allows it. You can't turn a flame tongue into a spiked chain, a breastplate of command into hide armor, or a sturdy shield into a darkwood shield. You can also use this day in meditation to rebind your soul to a different item in your possession. Typically, you keep the old item, its power removed, as a special keepsake or gift to a worthy successor, though attempting to disrespect the spirit of the bond by selling the item can have dire consequences. Since the essence power you chose represents the effects of the connection to your soul, the essence power typically doesn't change when you bind a new armament, though if your character's personality and connections change dramatically through the story, you and the GM might decide together to shift to a different essence power the next time you bind a new armament. If you rebind your soul to an armament that can't accommodate your current essence power, you will also need to change to a different essence power. You can recreate a destroyed soulforged armament, or bond to a new armament if your previous one was destroyed. (If it was destroyed by soulforged corruption , you must first successfully use purify soul path .) Recreating costs the same amount of time and money as creating the item from scratch. If you already have an item with which to form a new bond, it takes 1 day in meditation, as with reshaping an armament. ","type":"Rules","url":"/Rules.aspx?ID=1565","weakness":{}}},{"_index":"aon18","_id":"rules-1566","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Soulforged Armaments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1566","markdown":"<title level=\"1\" right=\"Rules\">[Essence Powers](/Rules.aspx?ID=1566)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 236 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour soulforged armament has an essence power you choose when you first bind it. It gains the power temporarily when you manifest its essence form. Each power has a corruption flaw that affects you if you have [_soulforged corruption_](/Rules.aspx?ID=1563). Essence powers that only apply to some types of armament indicate which. \n\n A list of available essence powers can be found [here.](/Archetypes.aspx?ID=102)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Essence Powers","next_link":{"label":"Thassilonian Rune Magic","url":"/Rules.aspx?ID=1567"},"previous_link":{"label":"Upgrading, Reshaping, Restoring","url":"/Rules.aspx?ID=1565"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 236 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Soulforged Armaments\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 236"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 236 <sup>1.1</sup></row>","speed":{},"text":" Essence Powers Source Secrets of Magic pg. 236 1.1 Your soulforged armament has an essence power you choose when you first bind it. It gains the power temporarily when you manifest its essence form. Each power has a corruption flaw that affects you if you have soulforged corruption . Essence powers that only apply to some types of armament indicate which. A list of available essence powers can be found here. ","type":"Rules","url":"/Rules.aspx?ID=1566","weakness":{}}},{"_index":"aon18","_id":"rules-1567","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1567","markdown":"<title level=\"1\" right=\"Rules\">[Thassilonian Rune Magic](/Rules.aspx?ID=1567)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 238 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_The ancient empire of Thassilon was ruled by eight powerful wizards from the even older empire of Azlant. Their leader, Xin, led his seven allies, who would become his first governors and the first runelords, to a new land where they could pursue their studies and begin an empire of their own._\n\n **Rarity**: [Rare](/Traits.aspx?ID=137)\n\n Xin and the rest of the runelords focused their studies on the discernible fragments of magic's raw nature, expanding upon the use and understanding of runes from the Azlanti tradition to raise rune magic as paramount to their new empire. Xin began with relatively high-minded intentions. He focused his research on seven powerful runes that he believed represented entire schools of magic, and on associated mental schemas and mindsets that would allow a wizard to truly master those schools. Xin taught these seven mindsets as virtues corresponding to each of the seven schools of Thassilonian magic, such as confidence rooted in humility, and passion steeped in love. Later, he offered a list of seven rewards for the appropriate usage of magic from each school.\n\n But Xin's experimentation was built on a shaky foundation. The runes offered a powerful temptation to lose control, turning virtue into vice. When humility became pride and love became lust, Xin's most powerful runelords—Xanderghul of illusion and Sorshen of enchantment—formed a secret pact with the others to overthrow Xin and create a sinful empire where each of their seven provinces was a runelord's fiefdom and there was no higher authority to prevent the wizards of each province from falling deeper and deeper into sin.\n\n The runelords ruled Thassilon for many centuries, but nothing lasts forever, and the apocalypse known as Earthfall didn't spare Thassilon from the devastation it brought to the rest of the world. The runelords had forewarning, and each used extreme measures to survive, but due to a series of failures in their contingencies, it would be 10,000 years before they began to rise again. As the risen runelords clashed and heroes stepped in to oppose their return, time itself strained and tore, and an entire Thassilonian city, once sheltered from the passage of the eons, emerged once more into the world along with an entire populace of time-displaced citizens.\n\n Today, New Thassilon consists of two opposing lands. While Belimarius, the runelord of abjuration, rules over a kingdom keeping to the old and sinful ways of late Thassilon, Sorshen, once the runelord of enchantment, seeks to turn over a new leaf after a millennium of depraved evil and subjugation. As she seeks redemption, so too do those in her province seek to return to the study of the original meanings of the runes, eschewing the sinful ways of the late empire. It is in Sorshen's realm of Eurythnia that the understanding of runes and rune magic has begun to expand again, a lively scholastic revolution that mixes rediscovering the lore of Thassilon's founding and catching up with relevant magical innovations from the intervening 10,000 years. The term “runelord” has begun to shift in the vernacular, since Belimarius and Sorshen are independent queens and not the governors of provinces of imperial Thassilon. At first there was some inertia; practitioners had to overcome what felt almost like blasphemy, deigning to call themselves by the same title as their godlike rulers. But before long, those following the path of Thassilonian rune magic began to adopt the moniker as their own.\n\n These new runelords each forge their own path; some remain in New Thassilon to continue their research, while others explore this young world or even become adventurers. No matter what other motivations they might have, runelords are fascinated with advancing the study of rune magic. How deeply to engage in their magic's associated mindset is a thoroughly personal decision, and every runelord has their own perspective on the matter. It is usually best to assume nothing about a particular runelord before spending time with them to take their measure, as runelords who avoid any hint of sin don't appreciate being lumped in with those who indulge deeply, and vice versa.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1568\" />","name":"Thassilonian Rune Magic","next_link":{"label":"True Names","url":"/Rules.aspx?ID=1569"},"previous_link":{"label":"Soulforged Armaments","url":"/Rules.aspx?ID=1560"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 238 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 238"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 238 <sup>1.1</sup></row>","speed":{},"text":" Thassilonian Rune Magic Source Secrets of Magic pg. 238 1.1 The ancient empire of Thassilon was ruled by eight powerful wizards from the even older empire of Azlant. Their leader, Xin, led his seven allies, who would become his first governors and the first runelords, to a new land where they could pursue their studies and begin an empire of their own. Rarity : Rare Xin and the rest of the runelords focused their studies on the discernible fragments of magic's raw nature, expanding upon the use and understanding of runes from the Azlanti tradition to raise rune magic as paramount to their new empire. Xin began with relatively high-minded intentions. He focused his research on seven powerful runes that he believed represented entire schools of magic, and on associated mental schemas and mindsets that would allow a wizard to truly master those schools. Xin taught these seven mindsets as virtues corresponding to each of the seven schools of Thassilonian magic, such as confidence rooted in humility, and passion steeped in love. Later, he offered a list of seven rewards for the appropriate usage of magic from each school. But Xin's experimentation was built on a shaky foundation. The runes offered a powerful temptation to lose control, turning virtue into vice. When humility became pride and love became lust, Xin's most powerful runelords—Xanderghul of illusion and Sorshen of enchantment—formed a secret pact with the others to overthrow Xin and create a sinful empire where each of their seven provinces was a runelord's fiefdom and there was no higher authority to prevent the wizards of each province from falling deeper and deeper into sin. The runelords ruled Thassilon for many centuries, but nothing lasts forever, and the apocalypse known as Earthfall didn't spare Thassilon from the devastation it brought to the rest of the world. The runelords had forewarning, and each used extreme measures to survive, but due to a series of failures in their contingencies, it would be 10,000 years before they began to rise again. As the risen runelords clashed and heroes stepped in to oppose their return, time itself strained and tore, and an entire Thassilonian city, once sheltered from the passage of the eons, emerged once more into the world along with an entire populace of time-displaced citizens. Today, New Thassilon consists of two opposing lands. While Belimarius, the runelord of abjuration, rules over a kingdom keeping to the old and sinful ways of late Thassilon, Sorshen, once the runelord of enchantment, seeks to turn over a new leaf after a millennium of depraved evil and subjugation. As she seeks redemption, so too do those in her province seek to return to the study of the original meanings of the runes, eschewing the sinful ways of the late empire. It is in Sorshen's realm of Eurythnia that the understanding of runes and rune magic has begun to expand again, a lively scholastic revolution that mixes rediscovering the lore of Thassilon's founding and catching up with relevant magical innovations from the intervening 10,000 years. The term “runelord” has begun to shift in the vernacular, since Belimarius and Sorshen are independent queens and not the governors of provinces of imperial Thassilon. At first there was some inertia; practitioners had to overcome what felt almost like blasphemy, deigning to call themselves by the same title as their godlike rulers. But before long, those following the path of Thassilonian rune magic began to adopt the moniker as their own. These new runelords each forge their own path; some remain in New Thassilon to continue their research, while others explore this young world or even become adventurers. No matter what other motivations they might have, runelords are fascinated with advancing the study of rune magic. How deeply to engage in their magic's associated mindset is a thoroughly personal decision, and every runelord has their own perspective on the matter. It is usually best to assume nothing about a particular runelord before spending time with them to take their measure, as runelords who avoid any hint of sin don't appreciate being lumped in with those who indulge deeply, and vice versa. ","type":"Rules","url":"/Rules.aspx?ID=1567","weakness":{}}},{"_index":"aon18","_id":"rules-1568","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Thassilonian Rune Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1568","markdown":"<title level=\"1\" right=\"Rules\">[The Seven Schools](/Rules.aspx?ID=1568)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 238 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following seven schools are considered proper specializations of Thassilonian rune magic. In this paradigm, the Thassilonians considered divination magic to be something every wizard should learn but that none need take the effort to master. \n\n<title level=\"2\" right=\"\">Abjuration (Envy)</title> Runelords of abjuration specialize in protective magic and in suppressing all other magic to glorify their own. <br />**Prohibited Schools** evocation, necromancy; **Rune Spells** initial: [_blind ambition_](/Spells.aspx?ID=404), advanced: [_competitive edge_](/Spells.aspx?ID=409) \n\n<title level=\"2\" right=\"\">Conjuration (Sloth)</title> Runelords of conjuration use their magic to create what they need as they need it, and call forth servants to do their bidding. <br />**Prohibited Schools** evocation, illusion; **Rune Spells** initial: [_efficient apport_](/Spells.aspx?ID=1062), advanced: [_swamp of sloth_](/Spells.aspx?ID=516) \n\n<title level=\"2\" right=\"\">Enchantment (Lust)</title> Runelords of enchantment specialize in magic that compels and controls the minds of others, often to fulfill their own needs and desires. <br />**Prohibited Schools** necromancy, transmutation; **Rune Spells** initial: [_charming touch_](/Spells.aspx?ID=406), advanced: [_captivating adoration_](/Spells.aspx?ID=405) \n\n<title level=\"2\" right=\"\">Evocation (Wrath)</title> Runelords of evocation channel raw destructive energies and direct them toward all who would oppose their will. <br />**Prohibited Schools** abjuration, conjuration; **Rune Spells** initial: [_weapon surge_](/Spells.aspx?ID=469), advanced: [_zeal for battle_](/Spells.aspx?ID=472) \n\n<title level=\"2\" right=\"\">Illusion (Pride)</title> Runelords of illusion use magic to create the perfect appearance and fool others through trickery, deception, and misdirection. <br />**Prohibited Schools** conjuration, transmutation; **Rune Spells** initial: [_veil of confidence_](/Spells.aspx?ID=466), advanced: [_delusional pride_](/Spells.aspx?ID=414) \n\n<title level=\"2\" right=\"\">Necromancy (Gluttony)</title> Runelords of necromancy tap into their constant hunger for more power and enhancing their longevity, potentially even unto undeath. <br />**Prohibited Schools** abjuration, enchantment; **Rune Spells** initial: [_overstuff_](/Spells.aspx?ID=436), advanced: [_take its course_](/Spells.aspx?ID=456) \n\n<title level=\"2\" right=\"\">Transmutation (Greed)</title> Runelords of transmutation not only transform objects to create value, but also transform and enhance their own power. <br />**Prohibited Schools** enchantment, illusion; **Rune Spells** initial: [_appearance of wealth_](/Spells.aspx?ID=400), advanced: [_precious metals_](/Spells.aspx?ID=440)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Seven Schools","next_link":{"label":"True Names","url":"/Rules.aspx?ID=1569"},"previous_link":{"label":"Soulforged Armaments","url":"/Rules.aspx?ID=1560"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 238 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Thassilonian Rune Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 238"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 238 <sup>1.1</sup></row>","speed":{},"text":" The Seven Schools Source Secrets of Magic pg. 238 1.1 The following seven schools are considered proper specializations of Thassilonian rune magic. In this paradigm, the Thassilonians considered divination magic to be something every wizard should learn but that none need take the effort to master. Abjuration (Envy) Runelords of abjuration specialize in protective magic and in suppressing all other magic to glorify their own. Prohibited Schools evocation, necromancy; Rune Spells initial: blind ambition , advanced: competitive edge Conjuration (Sloth) Runelords of conjuration use their magic to create what they need as they need it, and call forth servants to do their bidding. Prohibited Schools evocation, illusion; Rune Spells initial: efficient apport , advanced: swamp of sloth Enchantment (Lust) Runelords of enchantment specialize in magic that compels and controls the minds of others, often to fulfill their own needs and desires. Prohibited Schools necromancy, transmutation; Rune Spells initial: charming touch , advanced: captivating adoration Evocation (Wrath) Runelords of evocation channel raw destructive energies and direct them toward all who would oppose their will. Prohibited Schools abjuration, conjuration; Rune Spells initial: weapon surge , advanced: zeal for battle Illusion (Pride) Runelords of illusion use magic to create the perfect appearance and fool others through trickery, deception, and misdirection. Prohibited Schools conjuration, transmutation; Rune Spells initial: veil of confidence , advanced: delusional pride Necromancy (Gluttony) Runelords of necromancy tap into their constant hunger for more power and enhancing their longevity, potentially even unto undeath. Prohibited Schools abjuration, enchantment; Rune Spells initial: overstuff , advanced: take its course Transmutation (Greed) Runelords of transmutation not only transform objects to create value, but also transform and enhance their own power. Prohibited Schools enchantment, illusion; Rune Spells initial: appearance of wealth , advanced: precious metals ","type":"Rules","url":"/Rules.aspx?ID=1568","weakness":{}}},{"_index":"aon18","_id":"rules-1569","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1569","markdown":"<title level=\"1\" right=\"Rules\">[True Names](/Rules.aspx?ID=1569)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 244 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_The magic of true names rests on the principle that if you know someone's name, you have power over them. After all, to name a thing is to describe that thing—but to accurately describe a thing, you have to understand it, and if you understand it, you can control it._<br /> **Rarity**: [Rare](/Traits.aspx?ID=137)<br /> The older and more complicated a thing is, the more likely it has more than one name. A single person acquires many names: names they inherit, names they're given at birth, names they choose, and nicknames bequeathed by others. The magic of true names, however, postulates there's a final, secret name—a true name known to no one, or to only a few—that best represents us in all our complexity.\n\n True names might have been assigned by the gods when the cosmos was created or generated by natural processes, and are unique like fingerprints. Most people never learn theirs, and they might not even be aware they have one, but masters of this magic spend countless hours in study divining these names, recording them in long lists, and using them to summon, command, dispel, or otherwise dominate their enemies.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Fragmentary Names</title>\r\n\r\nSometimes characters know only pieces of a creature's true name, not the whole thing. You don't gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it's very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, [_Invoke True Name_](/Spells.aspx?ID=1065) would do nothing, since its effects would be canceled out. If the true name ability also has the [incapacitation](/Traits.aspx?ID=93) trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Nameless Things</title>\r\n\r\nSometimes an [aberration](/Traits.aspx?ID=1), [celestial](/Traits.aspx?ID=23), [fiend](/Traits.aspx?ID=70), [monitor](/Traits.aspx?ID=111), [spirit](/Traits.aspx?ID=149), or other creature enters the cosmos from another plane or another universe altogether—one where the laws of magic are different. If this creature comes from a place where true names don't exist or are optional, it may have no true name at all. Loremasters refer to these creatures as nameless things and no one is sure they even exist; some scholars argue that as soon as something without a name enters the cosmos, it is assigned a name in the same way every other living creature is. But if nameless things do exist in your game, give them the following rare ability.\n\n **Nameless Thing** This creature has no true name. It can't be targeted by any magical effect performed at a distance without line of effect, such as [_scrying_](/Spells.aspx?ID=268) or [_sending_](/Spells.aspx?ID=272). It has a +2 circumstance bonus on saves against other magical effects.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1570\" />\r\n\r\n<document level=\"2\" id=\"rules-1571\" />\r\n\r\n<document level=\"2\" id=\"rules-1574\" />\r\n\r\n<document level=\"2\" id=\"rules-1575\" />","name":"True Names","next_link":{"label":"Wellspring Magic","url":"/Rules.aspx?ID=1576"},"previous_link":{"label":"Thassilonian Rune Magic","url":"/Rules.aspx?ID=1567"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 244 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 244"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 244 <sup>1.1</sup></row>","speed":{},"text":" True Names Source Secrets of Magic pg. 244 1.1 The magic of true names rests on the principle that if you know someone's name, you have power over them. After all, to name a thing is to describe that thing—but to accurately describe a thing, you have to understand it, and if you understand it, you can control it. Rarity : Rare The older and more complicated a thing is, the more likely it has more than one name. A single person acquires many names: names they inherit, names they're given at birth, names they choose, and nicknames bequeathed by others. The magic of true names, however, postulates there's a final, secret name—a true name known to no one, or to only a few—that best represents us in all our complexity. True names might have been assigned by the gods when the cosmos was created or generated by natural processes, and are unique like fingerprints. Most people never learn theirs, and they might not even be aware they have one, but masters of this magic spend countless hours in study divining these names, recording them in long lists, and using them to summon, command, dispel, or otherwise dominate their enemies. Fragmentary Names Sometimes characters know only pieces of a creature's true name, not the whole thing. You don't gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it's very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, Invoke True Name would do nothing, since its effects would be canceled out. If the true name ability also has the incapacitation trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps. Nameless Things Sometimes an aberration, celestial, fiend, monitor, spirit, or other creature enters the cosmos from another plane or another universe altogether—one where the laws of magic are different. If this creature comes from a place where true names don't exist or are optional, it may have no true name at all. Loremasters refer to these creatures as nameless things and no one is sure they even exist; some scholars argue that as soon as something without a name enters the cosmos, it is assigned a name in the same way every other living creature is. But if nameless things do exist in your game, give them the following rare ability. Nameless Thing This creature has no true name. It can't be targeted by any magical effect performed at a distance without line of effect, such as scrying or sending . It has a +2 circumstance bonus on saves against other magical effects. ","type":"Rules","url":"/Rules.aspx?ID=1569","weakness":{}}},{"_index":"aon18","_id":"rules-1570","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","True Names"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1570","markdown":"<title level=\"1\" right=\"Rules\">[The Nature of Names](/Rules.aspx?ID=1570)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 244 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFor the purposes of true name magic, names are divided into three categories: public names, private names, and true names. Public names are what we call something when we don't have a more specific name. They're often just words—like “grass” or “a giraffe”—but they also include aliases and nicknames. A public name can be given without consent, which is how spellcasters who rely on names work magic on those they don't know, improvising a nickname or simply referring to the target with a noun, like “elf.”\n\n Private names include most birth names, given names, and chosen names. They're not necessarily a secret, but at the same time not everyone knows them. They're confidential, and knowing them means you can better understand—and influence—the individual. Places, animals, and other objects can be given private names by individuals and communities. A mountain is just a mountain, but when those who live nearby see in it the image of a protective goddess and begin to call it the Stone Mother, that mountain has now gained a private name known only to this community.\n\n A person, place, or thing might have many public or private names, but it can have only one true name, which perfectly represents its essence. Depending on their culture, individuals may not even be aware of theirs; a child who grows up in a society without knowledge of true names could live their whole life relying solely on private names and never even suspect they have a true name, let alone know what it is! But in cultures where this magic is common, most people know their true name and take steps to protect it. They keep their true name secret, revealing it only to their most trusted loved ones. An individual might first be told their true name by someone knowledgeable in magic, who finds it for them via research. But in other societies, individuals are given their true name by their soulmate, who knows this name without being told. Knowing your own true name gives you a deep, introspective insight into yourself that allows you to understand your own motivations and psychology, helping you self-actualize and avoid dissociation and anomie.\n\n True names, by definition, encapsulate everything an individual is and has ever been. They are the essential kernel of a person, and that means they do not change. But life, magic, and the world are mysterious and unpredictable! There are a few individuals who go through an experience so transformative that they become, for all practical purposes, a different person at the end of the story than they were at the beginning—and when they change, their true name changes with them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Nature of Names","next_link":{"label":"Learning True Names","url":"/Rules.aspx?ID=1571"},"previous_link":{"label":"Thassilonian Rune Magic","url":"/Rules.aspx?ID=1567"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 244 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / True Names\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 244"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 244 <sup>1.1</sup></row>","speed":{},"text":" The Nature of Names Source Secrets of Magic pg. 244 1.1 For the purposes of true name magic, names are divided into three categories: public names, private names, and true names. Public names are what we call something when we don't have a more specific name. They're often just words—like “grass” or “a giraffe”—but they also include aliases and nicknames. A public name can be given without consent, which is how spellcasters who rely on names work magic on those they don't know, improvising a nickname or simply referring to the target with a noun, like “elf.” Private names include most birth names, given names, and chosen names. They're not necessarily a secret, but at the same time not everyone knows them. They're confidential, and knowing them means you can better understand—and influence—the individual. Places, animals, and other objects can be given private names by individuals and communities. A mountain is just a mountain, but when those who live nearby see in it the image of a protective goddess and begin to call it the Stone Mother, that mountain has now gained a private name known only to this community. A person, place, or thing might have many public or private names, but it can have only one true name, which perfectly represents its essence. Depending on their culture, individuals may not even be aware of theirs; a child who grows up in a society without knowledge of true names could live their whole life relying solely on private names and never even suspect they have a true name, let alone know what it is! But in cultures where this magic is common, most people know their true name and take steps to protect it. They keep their true name secret, revealing it only to their most trusted loved ones. An individual might first be told their true name by someone knowledgeable in magic, who finds it for them via research. But in other societies, individuals are given their true name by their soulmate, who knows this name without being told. Knowing your own true name gives you a deep, introspective insight into yourself that allows you to understand your own motivations and psychology, helping you self-actualize and avoid dissociation and anomie. True names, by definition, encapsulate everything an individual is and has ever been. They are the essential kernel of a person, and that means they do not change. But life, magic, and the world are mysterious and unpredictable! There are a few individuals who go through an experience so transformative that they become, for all practical purposes, a different person at the end of the story than they were at the beginning—and when they change, their true name changes with them. ","type":"Rules","url":"/Rules.aspx?ID=1570","weakness":{}}},{"_index":"aon18","_id":"rules-1571","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","True Names"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1571","markdown":"<title level=\"1\" right=\"Rules\">[Learning True Names](/Rules.aspx?ID=1571)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 244 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTrue names can be discovered or learned in many ways. A few rare secret societies might have “namers” among their number whose sole job is to teach long lists of true names to fellow members through rote memorization and practice. But for most, the discovery of a true name is the result of extensive research—though the form that research requires is difficult to predict.\n\n True names are sometimes found recorded in the personal diaries or grimoires of long-dead spellcasters. Organizations known for combating certain types of creatures compile lists of the few true names of their enemies they've managed to uncover. The true names of angels, demons, and similar creatures can rarely be found in prayers dedicated to that entity or in chants that protect against them. Occultists sometimes use deep meditative trances—potentially assisted by hallucinogenic drugs—to cast their minds through the cosmos and receive a true name through bizarre epiphanies. Those who serve and understand nature also know that the true name of primal and First World entities is encoded into the world itself—in tree rings, geological strata, and the pattern of snow on the ground—just waiting to be deciphered by someone who knows what to look for. For a lucky few, a true name just comes to them spontaneously as a sign they've found their soulmate. All these are examples of information that can be uncovered using the [research subsystem](/Rules.aspx?ID=1205). \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1572\" />\r\n\r\n<document level=\"2\" id=\"rules-1573\" />","name":"Learning True Names","next_link":{"label":"Using True Names","url":"/Rules.aspx?ID=1574"},"previous_link":{"label":"The Nature of Names","url":"/Rules.aspx?ID=1570"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 244 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / True Names\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 244"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 244 <sup>1.1</sup></row>","speed":{},"text":" Learning True Names Source Secrets of Magic pg. 244 1.1 True names can be discovered or learned in many ways. A few rare secret societies might have “namers” among their number whose sole job is to teach long lists of true names to fellow members through rote memorization and practice. But for most, the discovery of a true name is the result of extensive research—though the form that research requires is difficult to predict. True names are sometimes found recorded in the personal diaries or grimoires of long-dead spellcasters. Organizations known for combating certain types of creatures compile lists of the few true names of their enemies they've managed to uncover. The true names of angels, demons, and similar creatures can rarely be found in prayers dedicated to that entity or in chants that protect against them. Occultists sometimes use deep meditative trances—potentially assisted by hallucinogenic drugs—to cast their minds through the cosmos and receive a true name through bizarre epiphanies. Those who serve and understand nature also know that the true name of primal and First World entities is encoded into the world itself—in tree rings, geological strata, and the pattern of snow on the ground—just waiting to be deciphered by someone who knows what to look for. For a lucky few, a true name just comes to them spontaneously as a sign they've found their soulmate. All these are examples of information that can be uncovered using the research subsystem. ","type":"Rules","url":"/Rules.aspx?ID=1571","weakness":{}}},{"_index":"aon18","_id":"rules-1572","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","True Names","Learning True Names"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1572","markdown":"<title level=\"1\" right=\"Rules\">[Using the Research Subsystem](/Rules.aspx?ID=1572)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 245 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen finding the true name of a specific individual is key to the story and time is short, use the [research subsystem](/Rules.aspx?ID=1205). Set the level of the library equal to the level of the creature whose true name the PCs are trying to find. Consider the types of strange and fanciful libraries you might use for such a story. For instance, imagine the player characters are searching for the true name of a [phistophilus](/Monsters.aspx?ID=112) (also known as a contract devil), in order to rescue an NPC from the consequences of an infernal contract. You might build an infernal library in Cheliax or some other region where knowledge of devils is common, or maybe even in [Hell](/Planes.aspx?ID=18) itself! Such a library might have guardians and traps aplenty, but also the potential to learn even more true names from the various contracts therein.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Using the Research Subsystem","next_link":{"label":"Simplified Name Research","url":"/Rules.aspx?ID=1573"},"previous_link":{"label":"The Nature of Names","url":"/Rules.aspx?ID=1570"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 245 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / True Names / Learning True Names\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 245"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 245 <sup>1.1</sup></row>","speed":{},"text":" Using the Research Subsystem Source Secrets of Magic pg. 245 1.1 When finding the true name of a specific individual is key to the story and time is short, use the research subsystem. Set the level of the library equal to the level of the creature whose true name the PCs are trying to find. Consider the types of strange and fanciful libraries you might use for such a story. For instance, imagine the player characters are searching for the true name of a phistophilus (also known as a contract devil), in order to rescue an NPC from the consequences of an infernal contract. You might build an infernal library in Cheliax or some other region where knowledge of devils is common, or maybe even in Hell itself! Such a library might have guardians and traps aplenty, but also the potential to learn even more true names from the various contracts therein. ","type":"Rules","url":"/Rules.aspx?ID=1572","weakness":{}}},{"_index":"aon18","_id":"rules-1573","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","True Names","Learning True Names"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1573","markdown":"<title level=\"1\" right=\"Rules\">[Simplified Name Research](/Rules.aspx?ID=1573)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 245 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes the GM doesn't have time to create a library or use the research subsystem, but nonetheless would like a PC to be able to research the name of a particular entity for story reasons. In that case, they can use the [Learn Name](/Actions.aspx?ID=775) downtime activity. Since the knowledge of a true name essentially puts that creature at the namer's mercy, this activity can't reveal true names by default, but it might lead to clues regarding a creature's true name.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Simplified Name Research","next_link":{"label":"Using True Names","url":"/Rules.aspx?ID=1574"},"previous_link":{"label":"Using the Research Subsystem","url":"/Rules.aspx?ID=1572"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 245 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / True Names / Learning True Names\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 245"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 245 <sup>1.1</sup></row>","speed":{},"text":" Simplified Name Research Source Secrets of Magic pg. 245 1.1 Sometimes the GM doesn't have time to create a library or use the research subsystem, but nonetheless would like a PC to be able to research the name of a particular entity for story reasons. In that case, they can use the Learn Name downtime activity. Since the knowledge of a true name essentially puts that creature at the namer's mercy, this activity can't reveal true names by default, but it might lead to clues regarding a creature's true name. ","type":"Rules","url":"/Rules.aspx?ID=1573","weakness":{}}},{"_index":"aon18","_id":"rules-1574","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","True Names"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1574","markdown":"<title level=\"1\" right=\"Rules\">[Using True Names](/Rules.aspx?ID=1574)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 245 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCertain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. But even without these specialized abilities, knowing a creature's true name gives you certain advantages. If you know a creature's true name, you have a +2 circumstance bonus to the following checks. \n<ul><li>Checks to [Recall Knowledge](/Actions.aspx?ID=26) about the creature</li><li>[Arcana](/Skills.aspx?ID=2), [Nature](/Domains.aspx?ID=22), [Occultism](/Skills.aspx?ID=11), or [Religion](/Skills.aspx?ID=13) checks relating to the creature, such as [Deciphering its Writing](/Actions.aspx?ID=22), [Identifying its Magic](/Actions.aspx?ID=24), or [Learning its Spells](/Actions.aspx?ID=25)</li><li>[Deception](/Skills.aspx?ID=5), [Diplomacy](/Skills.aspx?ID=6), and [Intimidation](/Skills.aspx?ID=7) checks used on or related to the creature, such as to [Coerce](/Actions.aspx?ID=52) it, [Gather Information](/Actions.aspx?ID=49) on it, or [Impersonate](/Actions.aspx?ID=46) it</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Using True Names","next_link":{"label":"Namer's Codex","url":"/Rules.aspx?ID=1575"},"previous_link":{"label":"Learning True Names","url":"/Rules.aspx?ID=1571"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 245 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / True Names\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 245"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 245 <sup>1.1</sup></row>","speed":{},"text":" Using True Names Source Secrets of Magic pg. 245 1.1 Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. But even without these specialized abilities, knowing a creature's true name gives you certain advantages. If you know a creature's true name, you have a +2 circumstance bonus to the following checks. Checks to Recall Knowledge about the creature Arcana, Nature, Occultism, or Religion checks relating to the creature, such as Deciphering its Writing, Identifying its Magic, or Learning its Spells Deception, Diplomacy, and Intimidation checks used on or related to the creature, such as to Coerce it, Gather Information on it, or Impersonate it ","type":"Rules","url":"/Rules.aspx?ID=1574","weakness":{}}},{"_index":"aon18","_id":"rules-1575","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","True Names"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1575","markdown":"<title level=\"1\" right=\"Rules\">[Namer's Codex](/Rules.aspx?ID=1575)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 246 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNamers have hidden their special techniques, spells, and items for millennia. \n\n**Feats**: [Reveal True Name](/Feats.aspx?ID=3028) <br />**Spells**: [_Catch your name_](/Spells.aspx?ID=1063), [_compel true name_](/Spells.aspx?ID=1064), [_invoke true name_](/Spells.aspx?ID=1065) <br />**Items**: [_True name amulet_](/Equipment.aspx?ID=1083)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Namer's Codex","next_link":{"label":"Wellspring Magic","url":"/Rules.aspx?ID=1576"},"previous_link":{"label":"Using True Names","url":"/Rules.aspx?ID=1574"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 246 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / True Names\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 246"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 246 <sup>1.1</sup></row>","speed":{},"text":" Namer's Codex Source Secrets of Magic pg. 246 1.1 Namers have hidden their special techniques, spells, and items for millennia. Feats : Reveal True Name Spells : Catch your name , compel true name , invoke true name Items : True name amulet ","type":"Rules","url":"/Rules.aspx?ID=1575","weakness":{}}},{"_index":"aon18","_id":"rules-1576","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1576","markdown":"<title level=\"1\" right=\"Rules\">[Wellspring Magic](/Rules.aspx?ID=1576)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 245 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_Wellspring magic wells up within characters so mightily that it can overwhelm them and explode out of their control. Characters with wellsprings can recover spells throughout the day, powering through countless battles, but the overwhelming flow of magic could form a violent surge at any moment._\n\n **Rarity**: [Rare](/Traits.aspx?ID=137)\n\n Your wellspring, by definition, lies outside your full control. The inherent contradiction is that you have greater potential for power, but you can't use it exactly as you wish. Regardless of whether you see it as a boon or a curse, it demands of you a degree of surrender if you're to use your magic at all.\n\n A magic wellspring often comes as an intrinsic part of the caster's own magic, whether granted or inherited. Characters can also receive wellsprings of magic as gifts from powerful entities or when they're released from other sources of potent magical energy. Being nearby when an artifact is destroyed or a powerful magical being dies can, rarely, leave a permanent wellspring in a character.\n\n Choosing the [wellspring mage](/Archetypes.aspx?ID=104) archetype gives you the abilities related to this type of magic. This is a class archetype, chosen at 1st level as explained below. Consider what source will be most satisfying for your character, and think about how they feel when experiencing the influx of wellspring magic. Does the wellspring feel like a true part of your being? Like an unwanted outsider working its will through you? Like a problem to be solved? An aspect of yourself to come to terms with? As noted in the archetype, high-stress situations cause the wellspring magic roll. You can work with your GM to refine what sorts of situations might be high-stress for you that wouldn't be for other characters.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1577\" />\r\n\r\n<document level=\"2\" id=\"rules-1580\" />","name":"Wellspring Magic","next_link":{"label":"Eidolons","url":"/Rules.aspx?ID=1581"},"previous_link":{"label":"True Names","url":"/Rules.aspx?ID=1569"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 245 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 245"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 245 <sup>1.1</sup></row>","speed":{},"text":" Wellspring Magic Source Secrets of Magic pg. 245 1.1 Wellspring magic wells up within characters so mightily that it can overwhelm them and explode out of their control. Characters with wellsprings can recover spells throughout the day, powering through countless battles, but the overwhelming flow of magic could form a violent surge at any moment. Rarity : Rare Your wellspring, by definition, lies outside your full control. The inherent contradiction is that you have greater potential for power, but you can't use it exactly as you wish. Regardless of whether you see it as a boon or a curse, it demands of you a degree of surrender if you're to use your magic at all. A magic wellspring often comes as an intrinsic part of the caster's own magic, whether granted or inherited. Characters can also receive wellsprings of magic as gifts from powerful entities or when they're released from other sources of potent magical energy. Being nearby when an artifact is destroyed or a powerful magical being dies can, rarely, leave a permanent wellspring in a character. Choosing the wellspring mage archetype gives you the abilities related to this type of magic. This is a class archetype, chosen at 1st level as explained below. Consider what source will be most satisfying for your character, and think about how they feel when experiencing the influx of wellspring magic. Does the wellspring feel like a true part of your being? Like an unwanted outsider working its will through you? Like a problem to be solved? An aspect of yourself to come to terms with? As noted in the archetype, high-stress situations cause the wellspring magic roll. You can work with your GM to refine what sorts of situations might be high-stress for you that wouldn't be for other characters. ","type":"Rules","url":"/Rules.aspx?ID=1576","weakness":{}}},{"_index":"aon18","_id":"rules-1577","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Wellspring Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1577","markdown":"<title level=\"1\" right=\"Rules\">[Using Wellspring Magic](/Rules.aspx?ID=1577)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 248 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWellspring magic is most often appropriate for [oracles](/Classes.aspx?ID=14) who struggle to handle seemingly endless magic sent from the gods unasked, and for [sorcerers](/Classes.aspx?ID=11) with exceptional raw power but not exceptional discipline. More rarely, a particularly interested muse might give a [bard](/Classes.aspx?ID=3) a wellspring of irresistible creative energy in exchange for using it to humiliate or cast down a rival fey lord at exceptional personal risk. [Summoners](/Classes.aspx?ID=18) very rarely experience wellsprings because of the nature of their link to their eidolon, but when they do, the wellspring is most often connected to a magical essence associated with the eidolon. When sent by an entity such as a god, this power is generally an ambitious gamble to further one or more far-reaching schemes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1578\" />\r\n\r\n<document level=\"2\" id=\"rules-1579\" />","name":"Using Wellspring Magic","next_link":{"label":"Wellspring Surges","url":"/Rules.aspx?ID=1580"},"previous_link":{"label":"True Names","url":"/Rules.aspx?ID=1569"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 248 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Wellspring Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 248"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 248 <sup>1.1</sup></row>","speed":{},"text":" Using Wellspring Magic Source Secrets of Magic pg. 248 1.1 Wellspring magic is most often appropriate for oracles who struggle to handle seemingly endless magic sent from the gods unasked, and for sorcerers with exceptional raw power but not exceptional discipline. More rarely, a particularly interested muse might give a bard a wellspring of irresistible creative energy in exchange for using it to humiliate or cast down a rival fey lord at exceptional personal risk. Summoners very rarely experience wellsprings because of the nature of their link to their eidolon, but when they do, the wellspring is most often connected to a magical essence associated with the eidolon. When sent by an entity such as a god, this power is generally an ambitious gamble to further one or more far-reaching schemes. ","type":"Rules","url":"/Rules.aspx?ID=1577","weakness":{}}},{"_index":"aon18","_id":"rules-1578","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Wellspring Magic","Using Wellspring Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1578","markdown":"<title level=\"1\" right=\"Rules\">[Multiclass Variant](/Rules.aspx?ID=1578)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 248 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs a variant, a GM can consider applying wellspring magic to characters with the [oracle](/Archetypes.aspx?ID=42) or [sorcerer](/Archetypes.aspx?ID=11) multiclass dedication to represent struggling to control their new powers. If used this way, you might allow players who wish to represent their character mastering the surging power to remove the wellspring mage archetype when they gain an appropriate level without retraining.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Multiclass Variant","next_link":{"label":"Areas of Wellspring Magic","url":"/Rules.aspx?ID=1579"},"previous_link":{"label":"True Names","url":"/Rules.aspx?ID=1569"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 248 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Wellspring Magic / Using Wellspring Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 248"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 248 <sup>1.1</sup></row>","speed":{},"text":" Multiclass Variant Source Secrets of Magic pg. 248 1.1 As a variant, a GM can consider applying wellspring magic to characters with the oracle or sorcerer multiclass dedication to represent struggling to control their new powers. If used this way, you might allow players who wish to represent their character mastering the surging power to remove the wellspring mage archetype when they gain an appropriate level without retraining. ","type":"Rules","url":"/Rules.aspx?ID=1578","weakness":{}}},{"_index":"aon18","_id":"rules-1579","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Wellspring Magic","Using Wellspring Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1579","markdown":"<title level=\"1\" right=\"Rules\">[Areas of Wellspring Magic](/Rules.aspx?ID=1579)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 248 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA GM might implement wellspring magic in areas where there is an overload of magic or where magic is unstable. When using it in this way, you can apply chosen effects of the wellspring mage archetype to all spellcasters in the area, or even give the archetype to spellcasters in the area as a temporary [free archetype](/Rules.aspx?ID=1333).\n\n The ravaged Mana Wastes might be a good place to use this style of wellspring magic. For other planes, the extraplanar [First World](/Planes.aspx?ID=10), home of the fey, and the chaotic [Maelstrom](/Planes.aspx?ID=19) are excellent candidates. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Areas of Wellspring Magic","next_link":{"label":"Wellspring Surges","url":"/Rules.aspx?ID=1580"},"previous_link":{"label":"Multiclass Variant","url":"/Rules.aspx?ID=1578"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 248 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Wellspring Magic / Using Wellspring Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 248"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 248 <sup>1.1</sup></row>","speed":{},"text":" Areas of Wellspring Magic Source Secrets of Magic pg. 248 1.1 A GM might implement wellspring magic in areas where there is an overload of magic or where magic is unstable. When using it in this way, you can apply chosen effects of the wellspring mage archetype to all spellcasters in the area, or even give the archetype to spellcasters in the area as a temporary free archetype. The ravaged Mana Wastes might be a good place to use this style of wellspring magic. For other planes, the extraplanar First World, home of the fey, and the chaotic Maelstrom are excellent candidates. ","type":"Rules","url":"/Rules.aspx?ID=1579","weakness":{}}},{"_index":"aon18","_id":"rules-1580","_score":2.3741803,"_source":{"breadcrumbs":["Book of Unlimited Magic","Wellspring Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1580","markdown":"<title level=\"1\" right=\"Rules\">[Wellspring Surges](/Rules.aspx?ID=1580)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 250 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen your wellspring magic goes out of control, it becomes a wellspring surge. Typically, this happens when you fail the flat check from wellspring magic, but other wellspring mage feats have effects that sometimes cause you to generate a wellspring surge, or might even cause your foes to do so.\n\nRoll 1d20 and use Table 52: Wellspring Surges below to determine the surge's effect. If the effect calls for a damage type, the GM chooses the type based on the types of spells you know or your current location. The wellspring surge uses your spell DC. You have no control over the way your wellspring surge manifests. You are the point of origin for your wellspring surges, and you are not excluded from their effects. If you force a foe to generate a surge, they are the origin point of that surge instead.\n\n If your wellspring was granted by a being like a god or muse, the entity's intentions might sometimes alter the results of wellspring surges, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies.\n\n A wellspring surge always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the surge's effects.\n\n## Table 5-2: Wellspring Surges\n<row gap=\"tiny\">\n<table> <tr><td>**d20**</td><td>**Effect**</td></tr> <tr><td>1</td><td>**Energy Unleashed** ([evocation](/Traits.aspx?ID=65)) Raw energy deals 2d6 damage per spell level of the surge ([basic](/Rules.aspx?ID=329) Reflex save) in a 10-foot burst.</td></tr> <tr><td>2</td><td>**Positive Energy Expulsion** ([healing](/Traits.aspx?ID=89), [necromancy](/Traits.aspx?ID=117), [positive](/Traits.aspx?ID=128)) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. [Undead](/Traits.aspx?ID=160) creatures instead take the same amount of positive damage, with a [basic](/Rules.aspx?ID=329) Will save.</td></tr> <tr><td>3</td><td>**Mass Siphon** ([transmutation](/Traits.aspx?ID=157)) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can [Climb](/Actions.aspx?ID=33) at their land Speed and can [Leap](/Actions.aspx?ID=81) as far upward as they could normally Leap horizontally.</td></tr> <tr><td>4</td><td>**Magical Nemesis** ([conjuration](/Traits.aspx?ID=33), [teleportation](/Traits.aspx?ID=156)) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by [_summon animal_](/Spells.aspx?ID=316) of the spell level, although it can be of any type. The GM determines the specific creature. The creature is [unfriendly](/Conditions.aspx?ID=40) to you and [friendly](/Conditions.aspx?ID=18) to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not [summoned](/Traits.aspx?ID=154) or a [minion](/Traits.aspx?ID=109).</td></tr> <tr><td>5</td><td>**Monstrous Transformation** ([mental](/Traits.aspx?ID=106), [morph](/Traits.aspx?ID=113), [transmutation](/Traits.aspx?ID=157)) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and [unarmed](/Traits.aspx?ID=199) damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be [confused](/Conditions.aspx?ID=5) until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus.</td></tr> <tr><td>6</td><td>**Sudden Gale** ([air](/Traits.aspx?ID=5), [evocation](/Traits.aspx?ID=65)) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall [prone](/Conditions.aspx?ID=31) (and be [pushed](/Rules.aspx?ID=451) 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying.</td></tr> <tr><td>7</td><td>**Tremor** ([earth](/Traits.aspx?ID=55), [evocation](/Traits.aspx?ID=65)) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall prone. The surface then becomes difficult terrain for 1 minute.</td></tr> <tr><td>8</td><td>**Oppressive Voice** ([divination](/Traits.aspx?ID=47), [mental](/Traits.aspx?ID=106), [nonlethal](/Traits.aspx?ID=188)) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a [basic](/Rules.aspx?ID=329) Will save. On a failure, you're also [stunned 1](/Conditions.aspx?ID=36) (stunned 2 on a critical failure).</td></tr> <tr><td>9</td><td>**Trinket Squall** ([illusion](/Traits.aspx?ID=92)) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to [disbelieve](/Rules.aspx?ID=267) this illusion.</td></tr> <tr><td>10</td><td>**Antimagic Eruption** ([abjuration](/Traits.aspx?ID=2)) The surge attempts to [counteract](/Rules.aspx?ID=371) a random spell active on you and on each creature within a 10-foot burst.</td></tr> <tr><td>11</td><td>**Mental Broadcast** ([detection](/Traits.aspx?ID=43), [divination](/Traits.aspx?ID=47), [mental](/Traits.aspx?ID=106)) For 1 minute, everyone within 30 feet of you can hear your surface thoughts.</td></tr> <tr><td>12</td><td>**Verdant Clutch** ([conjuration](/Traits.aspx?ID=33), [plant](/Traits.aspx?ID=125)) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be [immobilized](/Conditions.aspx?ID=24) unless they succeed at a Reflex save. The [Escape](/Actions.aspx?ID=79) DC is equal to the spell DC.</td></tr> <tr><td>13</td><td>**Tinge of Terror** ([emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming [frightened 1](/Conditions.aspx?ID=19) on a failure or frightened 2 on a critical failure.</td></tr> <tr><td>14</td><td>**Strike up the Band** ([auditory](/Traits.aspx?ID=16), [illusion](/Traits.aspx?ID=92)) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to [Diplomacy](/Skills.aspx?ID=6), [Intimidation](/Skills.aspx?ID=7), and [Performance](/Skills.aspx?ID=12) checks, a 2 status penalty to [Deception](/Skills.aspx?ID=5) checks, and makes certain uses of [Stealth](/Skills.aspx?ID=15) virtually impossible. It might have other effects as the GM sees fit.</td></tr> <tr><td>15</td><td>**Life Sap** ([necromancy](/Traits.aspx?ID=117)) The surge drains your life force and strength. You become [drained 1](/Conditions.aspx?ID=10) and [doomed 1](/Conditions.aspx?ID=9), and you are [enfeebled 2](/Conditions.aspx?ID=13) for 1 minute.</td></tr> <tr><td>16</td><td>**Ablative Barrier** ([abjuration](/Traits.aspx?ID=2)) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0.</td></tr> <tr><td>17</td><td>**Luminous Pests** ([illusion](/Traits.aspx?ID=92), [visual](/Traits.aspx?ID=163)) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be [dazzled](/Conditions.aspx?ID=7) for 1 minute, or [blinded](/Conditions.aspx?ID=1) for 1 round and then dazzled for 1 minute on a critical failure.</td></tr> <tr><td>18</td><td>**Emotional Turmoil** ([emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [mental](/Traits.aspx?ID=106)) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a 2 status penalty to them instead.</td></tr> <tr><td>19</td><td>**Sudden Downpour** ([evocation](/Traits.aspx?ID=65), [water](/Traits.aspx?ID=165)) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires.</td></tr> <tr><td>20</td><td>**Spell Surge** You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast.</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Wellspring Surges","next_link":{"label":"Eidolons","url":"/Rules.aspx?ID=1581"},"previous_link":{"label":"Using Wellspring Magic","url":"/Rules.aspx?ID=1577"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 250 <sup>1.1</sup></row>\r\n\r\nBook of Unlimited Magic / Wellspring Magic\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 250"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 250 <sup>1.1</sup></row>","speed":{},"text":" Wellspring Surges Source Secrets of Magic pg. 250 1.1 When your wellspring magic goes out of control, it becomes a wellspring surge. Typically, this happens when you fail the flat check from wellspring magic, but other wellspring mage feats have effects that sometimes cause you to generate a wellspring surge, or might even cause your foes to do so. Roll 1d20 and use Table 52: Wellspring Surges below to determine the surge's effect. If the effect calls for a damage type, the GM chooses the type based on the types of spells you know or your current location. The wellspring surge uses your spell DC. You have no control over the way your wellspring surge manifests. You are the point of origin for your wellspring surges, and you are not excluded from their effects. If you force a foe to generate a surge, they are the origin point of that surge instead. If your wellspring was granted by a being like a god or muse, the entity's intentions might sometimes alter the results of wellspring surges, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies. A wellspring surge always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the surge's effects. ## Table 5-2: Wellspring Surges d20 Effect 1 Energy Unleashed (evocation) Raw energy deals 2d6 damage per spell level of the surge (basic Reflex save) in a 10-foot burst. 2 Positive Energy Expulsion (healing, necromancy, positive) Positive energy explodes outward, healing living creatures for 1d8 Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save. 3 Mass Siphon (transmutation) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can Climb at their land Speed and can Leap as far upward as they could normally Leap horizontally. 4 Magical Nemesis (conjuration, teleportation) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by summon animal of the spell level, although it can be of any type. The GM determines the specific creature. The creature is unfriendly to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not summoned or a minion. 5 Monstrous Transformation (mental, morph, transmutation) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be confused until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus. 6 Sudden Gale (air, evocation) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall prone (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is difficult terrain, or greater difficult terrain while flying. 7 Tremor (earth, evocation) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall prone. The surface then becomes difficult terrain for 1 minute. 8 Oppressive Voice (divination, mental, nonlethal) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take 1d4 mental damage per spell level with a basic Will save. On a failure, you're also stunned 1 (stunned 2 on a critical failure). 9 Trinket Squall (illusion) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to disbelieve this illusion. 10 Antimagic Eruption (abjuration) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst. 11 Mental Broadcast (detection, divination, mental) For 1 minute, everyone within 30 feet of you can hear your surface thoughts. 12 Verdant Clutch (conjuration, plant) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be immobilized unless they succeed at a Reflex save. The Escape DC is equal to the spell DC. 13 Tinge of Terror (emotion, enchantment, fear, mental) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming frightened 1 on a failure or frightened 2 on a critical failure. 14 Strike up the Band (auditory, illusion) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to Diplomacy, Intimidation, and Performance checks, a 2 status penalty to Deception checks, and makes certain uses of Stealth virtually impossible. It might have other effects as the GM sees fit. 15 Life Sap (necromancy) The surge drains your life force and strength. You become drained 1 and doomed 1, and you are enfeebled 2 for 1 minute. 16 Ablative Barrier (abjuration) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0. 17 Luminous Pests (illusion, visual) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be dazzled for 1 minute, or blinded for 1 round and then dazzled for 1 minute on a critical failure. 18 Emotional Turmoil (emotion, enchantment, mental) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC 11 flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a 2 status penalty to them instead. 19 Sudden Downpour (evocation, water) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires. 20 Spell Surge You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast. ","type":"Rules","url":"/Rules.aspx?ID=1580","weakness":{}}},{"_index":"aon18","_id":"rules-1581","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1581","markdown":"<title level=\"1\" right=\"Rules\">[Eidolons](/Rules.aspx?ID=1581)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThough each eidolon is a unique creature and there are many types of eidolons, each draws upon a particular tradition of magic and manifests from related essence. Multiple types of each eidolon exist as well—for instance, the types of construct eidolon presented in this book are the warrior construct and the scout construct.\n\n [Arcane](/Traits.aspx?ID=11) eidolons are usually formed of mental essence, also known as astral essence. They include [dragon](/Eidolons.aspx?ID=7) eidolons—the echoes of ancient dragons— and [construct](/Eidolons.aspx?ID=4) eidolons, beings formed into a simple construct shape through arcane magic.\n\n [Divine](/Traits.aspx?ID=48) eidolons are always formed of spiritual essence, much like the divine servitors they resemble. They include representatives of the many families of divine servitors, such as [angels](/Eidolons.aspx?ID=1), [demons](/Eidolons.aspx?ID=5), and [psychopomps](/Eidolons.aspx?ID=10).\n\n [Occult](/Traits.aspx?ID=120) eidolons are also usually formed of spiritual essence, though they tend toward a more ectoplasmic consistency than divine eidolons. Occult eidolons usually form from the essence of a spirit that is unwilling or unable to pass on, and find refuge with a summoner to avoid becoming undead; these types of eidolons are known as phantoms. Each phantom eidolon has a connection to a particular emotion, such as the [anger phantom](/Eidolons.aspx?ID=2) and [devotion phantom](/Eidolons.aspx?ID=6) described in this book.\n\n [Primal](/Traits.aspx?ID=134) eidolons usually manifest from life essence. Their forms resemble creatures found in the natural world, such as [beasts](/Eidolons.aspx?ID=3), [plants](/Eidolons.aspx?ID=9), [fey](/Eidolons.aspx?ID=8), or some combination.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1582\" />\r\n\r\n<document level=\"2\" id=\"rules-1583\" />\r\n\r\n<document level=\"2\" id=\"rules-1584\" />\r\n\r\n<document level=\"2\" id=\"rules-1585\" />\r\n\r\n<document level=\"2\" id=\"rules-1586\" />","name":"Eidolons","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=1587"},"previous_link":{"label":"Book of Unlimited Magic","url":"/Rules.aspx?ID=1511"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>\n\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 58"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>","speed":{},"text":" Eidolons Source Secrets of Magic pg. 58 1.1 Though each eidolon is a unique creature and there are many types of eidolons, each draws upon a particular tradition of magic and manifests from related essence. Multiple types of each eidolon exist as well—for instance, the types of construct eidolon presented in this book are the warrior construct and the scout construct. Arcane eidolons are usually formed of mental essence, also known as astral essence. They include dragon eidolons—the echoes of ancient dragons— and construct eidolons, beings formed into a simple construct shape through arcane magic. Divine eidolons are always formed of spiritual essence, much like the divine servitors they resemble. They include representatives of the many families of divine servitors, such as angels, demons, and psychopomps. Occult eidolons are also usually formed of spiritual essence, though they tend toward a more ectoplasmic consistency than divine eidolons. Occult eidolons usually form from the essence of a spirit that is unwilling or unable to pass on, and find refuge with a summoner to avoid becoming undead; these types of eidolons are known as phantoms. Each phantom eidolon has a connection to a particular emotion, such as the anger phantom and devotion phantom described in this book. Primal eidolons usually manifest from life essence. Their forms resemble creatures found in the natural world, such as beasts, plants, fey, or some combination. ","type":"Rules","url":"/Rules.aspx?ID=1581","weakness":{}}},{"_index":"aon18","_id":"rules-1582","_score":2.3741803,"_source":{"breadcrumbs":["Eidolons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1582","markdown":"<title level=\"1\" right=\"Rules\">[Proficiencies](/Rules.aspx?ID=1582)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour eidolon's level is equal to yours. It begins with expert proficiency in Fortitude and Will saves and trained proficiency in Reflex saves. In addition, it is trained in [unarmed](/Traits.aspx?ID=199) attacks and unarmored defense. It shares your skill proficiencies. Certain class features increase your eidolon's proficiencies.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Proficiencies","next_link":{"label":"Ability Scores","url":"/Rules.aspx?ID=1583"},"previous_link":{"label":"Book of Unlimited Magic","url":"/Rules.aspx?ID=1511"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>\r\n\r\nEidolons\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 58"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>","speed":{},"text":" Proficiencies Source Secrets of Magic pg. 58 1.1 Your eidolon's level is equal to yours. It begins with expert proficiency in Fortitude and Will saves and trained proficiency in Reflex saves. In addition, it is trained in unarmed attacks and unarmored defense. It shares your skill proficiencies. Certain class features increase your eidolon's proficiencies. ","type":"Rules","url":"/Rules.aspx?ID=1582","weakness":{}}},{"_index":"aon18","_id":"rules-1583","_score":2.3741803,"_source":{"breadcrumbs":["Eidolons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1583","markdown":"<title level=\"1\" right=\"Rules\">[Ability Scores](/Rules.aspx?ID=1583)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn eidolon's ability scores depend on which array you choose, such as marauding dragon or cunning dragon for a dragon eidolon. As noted in the [summoner's ability boosts class feature](/Classes.aspx?ID=18), your eidolon gets boosts to its ability scores at the same time you do. It also increases one score by 2 when it gains its transcendence ability.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Scores","next_link":{"label":"Unarmed Attacks","url":"/Rules.aspx?ID=1584"},"previous_link":{"label":"Proficiencies","url":"/Rules.aspx?ID=1582"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>\r\n\r\nEidolons\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 58"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>","speed":{},"text":" Ability Scores Source Secrets of Magic pg. 58 1.1 An eidolon's ability scores depend on which array you choose, such as marauding dragon or cunning dragon for a dragon eidolon. As noted in the summoner's ability boosts class feature, your eidolon gets boosts to its ability scores at the same time you do. It also increases one score by 2 when it gains its transcendence ability. ","type":"Rules","url":"/Rules.aspx?ID=1583","weakness":{}}},{"_index":"aon18","_id":"rules-1584","_score":2.3741803,"_source":{"breadcrumbs":["Eidolons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1584","markdown":"<title level=\"1\" right=\"Rules\">[Unarmed Attacks](/Rules.aspx?ID=1584)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour eidolon starts with two [unarmed](/Traits.aspx?ID=199) attacks. Each eidolon entry suggests some forms the eidolon's attacks might take, but since eidolons can have a variety of body shapes, you decide the specific form of the unarmed attacks (claw, jaws, horn, fist, and so on) when you choose your eidolon. Some eidolons' unarmed attacks might look like swords, clubs, or other weapons, even though they are extensions of the eidolon's form. Your choice of unarmed attack determines its damage type—bludgeoning, piercing, or slashing, as appropriate. Some of the suggested attacks list a typical damage type in parentheses, but you can work with your GM to choose a damage type that is right for your eidolon. Once you decide upon your eidolon's unarmed attacks, they can't be changed except via abilities that specifically change them, except with your GM's permission. Your eidolon has a primary and secondary unarmed attack.\n\n**Primary Attack**: Choose from the following statistics for the more flexible primary attack. \n<ul><li>1d8 damage ([disarm](/Traits.aspx?ID=175), [nonlethal](/Traits.aspx?ID=188), [shove](/Traits.aspx?ID=193), or [trip](/Traits.aspx?ID=196))</li><li>1d6 damage ([fatal d10](/Traits.aspx?ID=178))</li><li>1d6 damage ([forceful](/Traits.aspx?ID=180) and [sweep](/Traits.aspx?ID=194))</li><li>1d6 damage ([deadly d8](/Traits.aspx?ID=174) and [finesse](/Traits.aspx?ID=179))</li></ul> **Secondary Attack**: The secondary attack always deals 1d6 damage and has the [agile](/Traits.aspx?ID=170) and [finesse](/Traits.aspx?ID=179) traits.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Unarmed Attacks","next_link":{"label":"Eidolon Spells","url":"/Rules.aspx?ID=1585"},"previous_link":{"label":"Ability Scores","url":"/Rules.aspx?ID=1583"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>\r\n\r\nEidolons\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 58"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>","speed":{},"text":" Unarmed Attacks Source Secrets of Magic pg. 58 1.1 Your eidolon starts with two unarmed attacks. Each eidolon entry suggests some forms the eidolon's attacks might take, but since eidolons can have a variety of body shapes, you decide the specific form of the unarmed attacks (claw, jaws, horn, fist, and so on) when you choose your eidolon. Some eidolons' unarmed attacks might look like swords, clubs, or other weapons, even though they are extensions of the eidolon's form. Your choice of unarmed attack determines its damage type—bludgeoning, piercing, or slashing, as appropriate. Some of the suggested attacks list a typical damage type in parentheses, but you can work with your GM to choose a damage type that is right for your eidolon. Once you decide upon your eidolon's unarmed attacks, they can't be changed except via abilities that specifically change them, except with your GM's permission. Your eidolon has a primary and secondary unarmed attack. Primary Attack : Choose from the following statistics for the more flexible primary attack. 1d8 damage (disarm, nonlethal, shove, or trip) 1d6 damage (fatal d10) 1d6 damage (forceful and sweep) 1d6 damage (deadly d8 and finesse) Secondary Attack : The secondary attack always deals 1d6 damage and has the agile and finesse traits. ","type":"Rules","url":"/Rules.aspx?ID=1584","weakness":{}}},{"_index":"aon18","_id":"rules-1585","_score":2.3741803,"_source":{"breadcrumbs":["Eidolons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1585","markdown":"<title level=\"1\" right=\"Rules\">[Eidolon Spells](/Rules.aspx?ID=1585)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn eidolon normally can't Cast a Spell; however, some feats or abilities can grant it this capability. An eidolon that has spells also gains the Cast a Spell activity. It doesn't have its own spell DC or spell attack modifier; if it needs to Cast a Spell, it uses your spell DC and spell attack modifier. If you have eidolon link spells, your eidolon shares your focus pool to cast them, though it can't [Refocus](/Actions.aspx?ID=71). Your eidolon can cast only spells that it gains from its own abilities. It can't cast your spells, nor can you cast spells it has.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Eidolon Spells","next_link":{"label":"Reading an Eidolon Entry","url":"/Rules.aspx?ID=1586"},"previous_link":{"label":"Unarmed Attacks","url":"/Rules.aspx?ID=1584"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>\r\n\r\nEidolons\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 58"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>","speed":{},"text":" Eidolon Spells Source Secrets of Magic pg. 58 1.1 An eidolon normally can't Cast a Spell; however, some feats or abilities can grant it this capability. An eidolon that has spells also gains the Cast a Spell activity. It doesn't have its own spell DC or spell attack modifier; if it needs to Cast a Spell, it uses your spell DC and spell attack modifier. If you have eidolon link spells, your eidolon shares your focus pool to cast them, though it can't Refocus. Your eidolon can cast only spells that it gains from its own abilities. It can't cast your spells, nor can you cast spells it has. ","type":"Rules","url":"/Rules.aspx?ID=1585","weakness":{}}},{"_index":"aon18","_id":"rules-1586","_score":2.3741803,"_source":{"breadcrumbs":["Eidolons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1586","markdown":"<title level=\"1\" right=\"Rules\">[Reading an Eidolon Entry](/Rules.aspx?ID=1586)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn eidolon entry contains the following information, followed by a description of the eidolon's initial ability and abilities gained from the eidolon symbiosis and eidolon transcendence class features.\n\n **Tradition** This is the eidolon's corresponding magical tradition, which determines the type of magic you can cast. <br />**Traits** All eidolons have the [eidolon](/Traits.aspx?ID=386) trait, and each type of eidolon has additional traits. They all appear in this entry. <br />**Alignment** You choose your eidolon's alignment, abiding by any alignment restrictions listed here. Your eidolon's alignment has no impact on your own. <br />**Home Plane** This is the eidolon's home plane, where it goes when unmanifested. This can help you determine the effects of abilities dependent on a creature's home plane, such as [_banishment_](/Spells.aspx?ID=19).\n\n---\n\n**Size** This is the eidolon's starting Size. <br />**Suggested Attacks** This entry suggests forms that the eidolon's attacks might take (see Unarmed Attacks above). <br />**Eidolon Array** Choose from one of two arrays for your eidolon. This choice sets its ability scores, as well as the form of its defenses, as represented by an item bonus to AC and its Dexterity cap. For instance, a [demon](/Eidolons.aspx?ID=5) eidolon can have the wrecker array, with a higher Strength and item bonus to AC, or be a tempter, with a higher Charisma and Dexterity cap. The appearance of the eidolon's protection can be anything you choose that fits the eidolon: armor, scales, tough hide, a mystical aura of deflection, and so on. Though each eidolon has two arrays in this book, it's possible for other varieties to appear elsewhere. <br />**Skills** These are the skills that the eidolon has taught you, or that you learned as part of linking with your eidolon. You are trained in these skills, and the eidolon shares this proficiency as normal for its skills. <br />**Senses** This entry, if present, lists your eidolon's special senses. If this entry is not present, the eidolon has senses like a human's. <br />**Language** This is the eidolon's starting language. You know this language, in addition to the other languages you know normally. Your eidolon doesn't gain any additional languages based on its Intelligence modifier, but it can speak all the same languages you can. <br />**Speed** This entry lists your eidolon's Speeds.\n\n---\n\n**Eidolon Abilities** The eidolon starts with an initial ability, gains the symbiosis ability when you gain the eidolon symbiosis class feature, and gains the transcendence ability when you gain the eidolon transcendence class feature.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Gear and your Eidolon</title>\r\n\r\nYour eidolon can't wear or use magic items, except for items with the [eidolon](/Traits.aspx?ID=386) trait. An eidolon can have up to two items invested. Your eidolon's link to you means it can benefit from certain magic items invested by you. \n<ul><li>Your eidolon gains item bonuses to Perception and skills from any magical items that you have invested.</li><li>Your eidolon increases its item bonus to AC based on your armor's [_armor potency rune_](/Equipment.aspx?ID=278) or [_bracers of armor_](/Equipment.aspx?ID=416). It also gains an item bonus to its saves from the [_resilient rune_](/Equipment.aspx?ID=279) on your armor or from your _bracers of armor_. Other permanent items that grant or increase item bonuses to AC and saves might convey a similar benefit, as determined by the GM.</li><li>Your eidolon's Strikes benefit from the fundamental and property runes on your [_handwraps of mighty blows_](/Equipment.aspx?ID=441). Alternatively, you can Invest a magic weapon (even though magic weapons can't normally be Invested) to share its fundamental and property runes with your eidolon. You share these benefits only while you're holding the weapon, and you can have no more than one weapon invested in this way at a time. In either case, the eidolon gains only the benefits that can apply to its attacks, with the same limitations noted in _handwraps of mighty blows_.</li></ul>\r\n</aside>","name":"Reading an Eidolon Entry","next_link":{"label":"Introduction","url":"/Rules.aspx?ID=1587"},"previous_link":{"label":"Eidolon Spells","url":"/Rules.aspx?ID=1585"},"rarity":"common","release_date":"2021-09-01","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>\r\n\r\nEidolons\r\n</additional-info>","source":["Secrets of Magic"],"source_raw":["Secrets of Magic pg. 58"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Secrets of Magic](/Sources.aspx?ID=96) pg. 58 <sup>1.1</sup></row>","speed":{},"text":" Reading an Eidolon Entry Source Secrets of Magic pg. 58 1.1 An eidolon entry contains the following information, followed by a description of the eidolon's initial ability and abilities gained from the eidolon symbiosis and eidolon transcendence class features. Tradition This is the eidolon's corresponding magical tradition, which determines the type of magic you can cast. Traits All eidolons have the eidolon trait, and each type of eidolon has additional traits. They all appear in this entry. Alignment You choose your eidolon's alignment, abiding by any alignment restrictions listed here. Your eidolon's alignment has no impact on your own. Home Plane This is the eidolon's home plane, where it goes when unmanifested. This can help you determine the effects of abilities dependent on a creature's home plane, such as banishment . --- Size This is the eidolon's starting Size. Suggested Attacks This entry suggests forms that the eidolon's attacks might take (see Unarmed Attacks above). Eidolon Array Choose from one of two arrays for your eidolon. This choice sets its ability scores, as well as the form of its defenses, as represented by an item bonus to AC and its Dexterity cap. For instance, a demon eidolon can have the wrecker array, with a higher Strength and item bonus to AC, or be a tempter, with a higher Charisma and Dexterity cap. The appearance of the eidolon's protection can be anything you choose that fits the eidolon: armor, scales, tough hide, a mystical aura of deflection, and so on. Though each eidolon has two arrays in this book, it's possible for other varieties to appear elsewhere. Skills These are the skills that the eidolon has taught you, or that you learned as part of linking with your eidolon. You are trained in these skills, and the eidolon shares this proficiency as normal for its skills. Senses This entry, if present, lists your eidolon's special senses. If this entry is not present, the eidolon has senses like a human's. Language This is the eidolon's starting language. You know this language, in addition to the other languages you know normally. Your eidolon doesn't gain any additional languages based on its Intelligence modifier, but it can speak all the same languages you can. Speed This entry lists your eidolon's Speeds. --- Eidolon Abilities The eidolon starts with an initial ability, gains the symbiosis ability when you gain the eidolon symbiosis class feature, and gains the transcendence ability when you gain the eidolon transcendence class feature. Gear and your Eidolon Your eidolon can't wear or use magic items, except for items with the eidolon trait. An eidolon can have up to two items invested. Your eidolon's link to you means it can benefit from certain magic items invested by you. Your eidolon gains item bonuses to Perception and skills from any magical items that you have invested. Your eidolon increases its item bonus to AC based on your armor's armor potency rune or bracers of armor . It also gains an item bonus to its saves from the resilient rune on your armor or from your bracers of armor . Other permanent items that grant or increase item bonuses to AC and saves might convey a similar benefit, as determined by the GM. Your eidolon's Strikes benefit from the fundamental and property runes on your handwraps of mighty blows . Alternatively, you can Invest a magic weapon (even though magic weapons can't normally be Invested) to share its fundamental and property runes with your eidolon. You share these benefits only while you're holding the weapon, and you can have no more than one weapon invested in this way at a time. In either case, the eidolon gains only the benefits that can apply to its attacks, with the same limitations noted in handwraps of mighty blows . ","type":"Rules","url":"/Rules.aspx?ID=1586","weakness":{}}},{"_index":"aon18","_id":"rules-1587","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1587","markdown":"<title level=\"1\" right=\"Rules\">[Introduction](/Rules.aspx?ID=1587)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Pathfinder Roleplaying Game features a high-fantasy setting where almost any story can be told. Where the _Core Rulebook_ provides classic options for play and _Secrets of Magic_ provides options for characters to delve deep into the magical mysteries of Golarion, _Guns &amp; Gears_ presents the secrets of black powder weapons and clockwork technology, combining grit and steampunk to produce a flavor all its own.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1635\" />\r\n\r\n<document level=\"2\" id=\"rules-1636\" />\r\n\r\n<document level=\"2\" id=\"rules-1638\" />","name":"Introduction","next_link":{"label":"Gears Characters","url":"/Rules.aspx?ID=1599"},"previous_link":{"label":"Eidolons","url":"/Rules.aspx?ID=1581"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>\n\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 5"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>","speed":{},"text":" Introduction Source Guns &amp; Gears pg. 5 The Pathfinder Roleplaying Game features a high-fantasy setting where almost any story can be told. Where the Core Rulebook provides classic options for play and Secrets of Magic provides options for characters to delve deep into the magical mysteries of Golarion, Guns &amp; Gears presents the secrets of black powder weapons and clockwork technology, combining grit and steampunk to produce a flavor all its own. ","type":"Rules","url":"/Rules.aspx?ID=1587","weakness":{}}},{"_index":"aon18","_id":"rules-1599","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1599","markdown":"<title level=\"1\" right=\"Rules\">[Gears Characters](/Rules.aspx?ID=1599)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 12</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn the world of Golarion, technology moves at its own unusual pace. The widespread use of magic advanced the ability for certain developments and discoveries, as spells provided a natural way to discover new data or solve a technological issue that required generations of innovation on Earth. However, magic has been equally a hindrance in the development of other technologies, as the relative advancement and availability of low-level magic meant it simply wasn't worth the development cost and time it would take to devote resources to expanding other technologies whose benefits were easily replicable by magic.\n\n Another influencing factor in the development of technology has been the many horrific cataclysms that have befallen the planet of Golarion as a whole, and various regions and nations in turn. Sometimes, a technology discovered in ancient times is lost to Golarion for millennia, only to resurface much later. For instance, Xin, the first emperor of the ancient empire of Thassilon, mastered the creation of clockworks over 10,000 years ago, only to see his palace sink to the bottom of the ocean and his discoveries lost to the ages.\n\n Across much of Golarion, the options presented in this chapter are uncommon at best, and some of them, like Stasian technology, are rare or even unique in the world. If you're playing in a different setting than Golarion, your group should decide if some or all of the technologies in this chapter are more widely available, or if they aren't available at all.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1600\" />\r\n\r\n<document level=\"2\" id=\"rules-1615\" />","name":"Gears Characters","next_link":{"label":"Gears Equipment","url":"/Rules.aspx?ID=1616"},"previous_link":{"label":"Introduction","url":"/Rules.aspx?ID=1587"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 12</row>\n\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 12"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 12</row>","speed":{},"text":" Gears Characters Source Guns &amp; Gears pg. 12 In the world of Golarion, technology moves at its own unusual pace. The widespread use of magic advanced the ability for certain developments and discoveries, as spells provided a natural way to discover new data or solve a technological issue that required generations of innovation on Earth. However, magic has been equally a hindrance in the development of other technologies, as the relative advancement and availability of low-level magic meant it simply wasn't worth the development cost and time it would take to devote resources to expanding other technologies whose benefits were easily replicable by magic. Another influencing factor in the development of technology has been the many horrific cataclysms that have befallen the planet of Golarion as a whole, and various regions and nations in turn. Sometimes, a technology discovered in ancient times is lost to Golarion for millennia, only to resurface much later. For instance, Xin, the first emperor of the ancient empire of Thassilon, mastered the creation of clockworks over 10,000 years ago, only to see his palace sink to the bottom of the ocean and his discoveries lost to the ages. Across much of Golarion, the options presented in this chapter are uncommon at best, and some of them, like Stasian technology, are rare or even unique in the world. If you're playing in a different setting than Golarion, your group should decide if some or all of the technologies in this chapter are more widely available, or if they aren't available at all. ","type":"Rules","url":"/Rules.aspx?ID=1599","weakness":{}}},{"_index":"aon18","_id":"rules-1600","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1600","markdown":"<title level=\"1\" right=\"Rules\">[Construct Companions](/Rules.aspx?ID=1600)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA construct companion is a loyal semi-sentient construct who follows your orders obediently and is roughly as intelligent as an animal. Your construct companion has the [minion](/Traits.aspx?ID=109) trait, and it gains 2 actions during your turn if you use the Command a Minion action to command it.\n\n If your companion is destroyed, you can spend 1 day of downtime and attempt a [Crafting](/Skills.aspx?ID=4) check with a high DC for your level. On a success, you rebuild your companion. You can have only one construct companion at a time, and you can have either a construct companion or an [animal companion](/Rules.aspx?ID=149), but not both.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1601\" />\r\n\r\n<document level=\"2\" id=\"rules-1602\" />\r\n\r\n<document level=\"2\" id=\"rules-1612\" />\r\n\r\n<document level=\"2\" id=\"rules-1613\" />\r\n\r\n<document level=\"2\" id=\"rules-1614\" />","name":"Construct Companions","next_link":{"label":"Gears Character Options","url":"/Rules.aspx?ID=1615"},"previous_link":{"label":"Introduction","url":"/Rules.aspx?ID=1587"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\nGears Characters\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>","speed":{},"text":" Construct Companions Source Guns &amp; Gears pg. 32 A construct companion is a loyal semi-sentient construct who follows your orders obediently and is roughly as intelligent as an animal. Your construct companion has the minion trait, and it gains 2 actions during your turn if you use the Command a Minion action to command it. If your companion is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level. On a success, you rebuild your companion. You can have only one construct companion at a time, and you can have either a construct companion or an animal companion, but not both. ","type":"Rules","url":"/Rules.aspx?ID=1600","weakness":{}}},{"_index":"aon18","_id":"rules-1601","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1601","markdown":"<title level=\"1\" right=\"Rules\">[Riding Construct Companions](/Rules.aspx?ID=1601)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou or an ally can ride your construct companion as long as your construct companion is at least one size larger than the rider.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Riding Construct Companions","next_link":{"label":"Prototype Construct Companions","url":"/Rules.aspx?ID=1602"},"previous_link":{"label":"Introduction","url":"/Rules.aspx?ID=1587"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\nGears Characters / Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>","speed":{},"text":" Riding Construct Companions Source Guns &amp; Gears pg. 32 You or an ally can ride your construct companion as long as your construct companion is at least one size larger than the rider. ","type":"Rules","url":"/Rules.aspx?ID=1601","weakness":{}}},{"_index":"aon18","_id":"rules-1602","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1602","markdown":"<title level=\"1\" right=\"Rules\">[Prototype Construct Companions](/Rules.aspx?ID=1602)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following are the base statistics for a prototype construct companion, the first construct companion most characters get. A companion has the same level you do. As you gain levels, you might make further adjustments as your companion grows more powerful. Construct companions calculate their modifiers and DCs just as you do, with one difference: the only item bonuses they can benefit from are to Speed.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1603\" />\r\n\r\n<document level=\"2\" id=\"rules-1604\" />\r\n\r\n<document level=\"2\" id=\"rules-1605\" />\r\n\r\n<document level=\"2\" id=\"rules-1606\" />\r\n\r\n<document level=\"2\" id=\"rules-1607\" />\r\n\r\n<document level=\"2\" id=\"rules-1608\" />\r\n\r\n<document level=\"2\" id=\"rules-1609\" />\r\n\r\n<document level=\"2\" id=\"rules-1610\" />\r\n\r\n<document level=\"2\" id=\"rules-1611\" />","name":"Prototype Construct Companions","next_link":{"label":"Advanced Construct Companions","url":"/Rules.aspx?ID=1612"},"previous_link":{"label":"Riding Construct Companions","url":"/Rules.aspx?ID=1601"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\nGears Characters / Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>","speed":{},"text":" Prototype Construct Companions Source Guns &amp; Gears pg. 32 The following are the base statistics for a prototype construct companion, the first construct companion most characters get. A companion has the same level you do. As you gain levels, you might make further adjustments as your companion grows more powerful. Construct companions calculate their modifiers and DCs just as you do, with one difference: the only item bonuses they can benefit from are to Speed. ","type":"Rules","url":"/Rules.aspx?ID=1602","weakness":{}}},{"_index":"aon18","_id":"rules-1603","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions","Prototype Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1603","markdown":"<title level=\"1\" right=\"Rules\">[Construct Trait](/Rules.aspx?ID=1603)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA construct companion has the [construct](/Traits.aspx?ID=35) trait. It's not a living creature, nor is it [undead](/Traits.aspx?ID=160).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Construct Trait","next_link":{"label":"Proficiencies","url":"/Rules.aspx?ID=1604"},"previous_link":{"label":"Riding Construct Companions","url":"/Rules.aspx?ID=1601"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\nGears Characters / Construct Companions / Prototype Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>","speed":{},"text":" Construct Trait Source Guns &amp; Gears pg. 32 A construct companion has the construct trait. It's not a living creature, nor is it undead. ","type":"Rules","url":"/Rules.aspx?ID=1603","weakness":{}}},{"_index":"aon18","_id":"rules-1604","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions","Prototype Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1604","markdown":"<title level=\"1\" right=\"Rules\">[Proficiencies](/Rules.aspx?ID=1604)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour construct companion is trained in its unarmed attacks, unarmored defense, all saving throws, Perception, [Acrobatics](/Skills.aspx?ID=1), and [Athletics](/Skills.aspx?ID=3). Construct companions can't use abilities that require greater Intelligence, such as [Coerce](/Actions.aspx?ID=52) or [Decipher Writing](/Actions.aspx?ID=22), even if trained in the appropriate skill, unless they have an ability that allows it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Proficiencies","next_link":{"label":"Size","url":"/Rules.aspx?ID=1605"},"previous_link":{"label":"Construct Trait","url":"/Rules.aspx?ID=1603"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\nGears Characters / Construct Companions / Prototype Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>","speed":{},"text":" Proficiencies Source Guns &amp; Gears pg. 32 Your construct companion is trained in its unarmed attacks, unarmored defense, all saving throws, Perception, Acrobatics, and Athletics. Construct companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have an ability that allows it. ","type":"Rules","url":"/Rules.aspx?ID=1604","weakness":{}}},{"_index":"aon18","_id":"rules-1605","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions","Prototype Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1605","markdown":"<title level=\"1\" right=\"Rules\">[Size](/Rules.aspx?ID=1605)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour construct companion is either Small or Medium, chosen by you when you first gain the companion.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Size","next_link":{"label":"Strikes","url":"/Rules.aspx?ID=1606"},"previous_link":{"label":"Proficiencies","url":"/Rules.aspx?ID=1604"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\nGears Characters / Construct Companions / Prototype Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>","speed":{},"text":" Size Source Guns &amp; Gears pg. 32 Your construct companion is either Small or Medium, chosen by you when you first gain the companion. ","type":"Rules","url":"/Rules.aspx?ID=1605","weakness":{}}},{"_index":"aon18","_id":"rules-1606","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions","Prototype Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1606","markdown":"<title level=\"1\" right=\"Rules\">[Strikes](/Rules.aspx?ID=1606)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour construct companion has two kinds of melee [unarmed](/Traits.aspx?ID=199) attacks. Its first unarmed attack deals 1d8 bludgeoning damage. Depending on the shape of your construct this could be a fist, tendril, or other similar unarmed attack. Its other unarmed attack deals 1d6 slashing or piercing damage (choose when you first gain the companion) and has the [agile](/Traits.aspx?ID=170) and [finesse](/Traits.aspx?ID=179) traits. Depending on the shape of your construct, this could be a spine or spike, jaws or fangs, a retractable blade, or other similar unarmed attack.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Strikes","next_link":{"label":"Ability Modifiers","url":"/Rules.aspx?ID=1607"},"previous_link":{"label":"Size","url":"/Rules.aspx?ID=1605"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\nGears Characters / Construct Companions / Prototype Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>","speed":{},"text":" Strikes Source Guns &amp; Gears pg. 32 Your construct companion has two kinds of melee unarmed attacks. Its first unarmed attack deals 1d8 bludgeoning damage. Depending on the shape of your construct this could be a fist, tendril, or other similar unarmed attack. Its other unarmed attack deals 1d6 slashing or piercing damage (choose when you first gain the companion) and has the agile and finesse traits. Depending on the shape of your construct, this could be a spine or spike, jaws or fangs, a retractable blade, or other similar unarmed attack. ","type":"Rules","url":"/Rules.aspx?ID=1606","weakness":{}}},{"_index":"aon18","_id":"rules-1607","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions","Prototype Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1607","markdown":"<title level=\"1\" right=\"Rules\">[Ability Modifiers](/Rules.aspx?ID=1607)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA construct companion begins with base ability modifiers of Str +3, Dex +3, Con +2, Int 4, Wis +1, Cha +0.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Modifiers","next_link":{"label":"Hit Points","url":"/Rules.aspx?ID=1608"},"previous_link":{"label":"Strikes","url":"/Rules.aspx?ID=1606"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\nGears Characters / Construct Companions / Prototype Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>","speed":{},"text":" Ability Modifiers Source Guns &amp; Gears pg. 32 A construct companion begins with base ability modifiers of Str +3, Dex +3, Con +2, Int 4, Wis +1, Cha +0. ","type":"Rules","url":"/Rules.aspx?ID=1607","weakness":{}}},{"_index":"aon18","_id":"rules-1608","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions","Prototype Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1608","markdown":"<title level=\"1\" right=\"Rules\">[Hit Points](/Rules.aspx?ID=1608)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour construct companion has 10 Hit Points, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have.\n\n While constructs are usually immediately destroyed at 0 Hit Points, your construct companion is a little harder to destroy than other constructs are. When your construct reaches 0 Hit Points, it becomes [broken](/Conditions.aspx?ID=2) and begins sparking and might be destroyed if you don't [Repair](/Actions.aspx?ID=42) it. This works the same as the normal [dying rules](/Rules.aspx?ID=372) and determines if your construct is destroyed, with the following two changes. First, most effects that end the dying condition don't work to save a construct companion, but a construct can be stabilized using the [Administer First Aid](/Actions.aspx?ID=54) action, using the [Crafting](/Skills.aspx?ID=4) skill instead of [Medicine](/Skills.aspx?ID=9). Second, instead of gaining and tracking the [wounded](/Conditions.aspx?ID=42) condition, if your construct becomes broken in this way more than twice within a 10-minute period, it's destroyed, and you'll need to reconstruct it by spending a day of downtime.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hit Points","next_link":{"label":"Immunities","url":"/Rules.aspx?ID=1609"},"previous_link":{"label":"Ability Modifiers","url":"/Rules.aspx?ID=1607"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>\r\n\r\nGears Characters / Construct Companions / Prototype Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 32"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 32</row>","speed":{},"text":" Hit Points Source Guns &amp; Gears pg. 32 Your construct companion has 10 Hit Points, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have. While constructs are usually immediately destroyed at 0 Hit Points, your construct companion is a little harder to destroy than other constructs are. When your construct reaches 0 Hit Points, it becomes broken and begins sparking and might be destroyed if you don't Repair it. This works the same as the normal dying rules and determines if your construct is destroyed, with the following two changes. First, most effects that end the dying condition don't work to save a construct companion, but a construct can be stabilized using the Administer First Aid action, using the Crafting skill instead of Medicine. Second, instead of gaining and tracking the wounded condition, if your construct becomes broken in this way more than twice within a 10-minute period, it's destroyed, and you'll need to reconstruct it by spending a day of downtime. ","type":"Rules","url":"/Rules.aspx?ID=1608","weakness":{}}},{"_index":"aon18","_id":"rules-1609","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions","Prototype Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1609","markdown":"<title level=\"1\" right=\"Rules\">[Immunities](/Rules.aspx?ID=1609)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBecause it's a construct, your construct companion is immune to bleed, [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [necromancy](/Traits.aspx?ID=117), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), and [unconscious](/Conditions.aspx?ID=38). Because the construct isn't a living creature, effects that heal living creatures can't help it recover Hit Points. Restoring Hit Points to it requires using the [Repair](/Actions.aspx?ID=42) action or other means that can restore Hit Points to objects and nonliving creatures.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Immunities","next_link":{"label":"Senses","url":"/Rules.aspx?ID=1610"},"previous_link":{"label":"Hit Points","url":"/Rules.aspx?ID=1608"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>\r\n\r\nGears Characters / Construct Companions / Prototype Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>","speed":{},"text":" Immunities Source Guns &amp; Gears pg. 33 Because it's a construct, your construct companion is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. Because the construct isn't a living creature, effects that heal living creatures can't help it recover Hit Points. Restoring Hit Points to it requires using the Repair action or other means that can restore Hit Points to objects and nonliving creatures. ","type":"Rules","url":"/Rules.aspx?ID=1609","weakness":{}}},{"_index":"aon18","_id":"rules-1610","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions","Prototype Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1610","markdown":"<title level=\"1\" right=\"Rules\">[Senses](/Rules.aspx?ID=1610)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour construct companion has precise vision, imprecise hearing, and vague touch senses, but no sense of smell or taste.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Senses","next_link":{"label":"Speed","url":"/Rules.aspx?ID=1611"},"previous_link":{"label":"Immunities","url":"/Rules.aspx?ID=1609"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>\r\n\r\nGears Characters / Construct Companions / Prototype Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>","speed":{},"text":" Senses Source Guns &amp; Gears pg. 33 Your construct companion has precise vision, imprecise hearing, and vague touch senses, but no sense of smell or taste. ","type":"Rules","url":"/Rules.aspx?ID=1610","weakness":{}}},{"_index":"aon18","_id":"rules-1611","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions","Prototype Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1611","markdown":"<title level=\"1\" right=\"Rules\">[Speed](/Rules.aspx?ID=1611)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour construct companion has a Speed of 25 feet.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Speed","next_link":{"label":"Advanced Construct Companions","url":"/Rules.aspx?ID=1612"},"previous_link":{"label":"Senses","url":"/Rules.aspx?ID=1610"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>\r\n\r\nGears Characters / Construct Companions / Prototype Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>","speed":{},"text":" Speed Source Guns &amp; Gears pg. 33 Your construct companion has a Speed of 25 feet. ","type":"Rules","url":"/Rules.aspx?ID=1611","weakness":{}}},{"_index":"aon18","_id":"rules-1612","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1612","markdown":"<title level=\"1\" right=\"Rules\">[Advanced Construct Companions](/Rules.aspx?ID=1612)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo advance a prototype construct companion to an advanced construct companion (usually a result of one of your class feat choices), make the following adjustments. \n<ul><li>Increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1.</li><li>Increase its unarmed attack damage from one die to two dice (for instance, 1d8 to 2d8).</li><li>Increase its proficiency rank for Perception and all saving throws to expert.</li><li>Increase its proficiency ranks in [Intimidation](/Skills.aspx?ID=7), [Stealth](/Skills.aspx?ID=15), and [Survival](/Skills.aspx?ID=16) to trained. If the construct is your innovation and it was already trained in those skills from a modification, increase its proficiency rank in those skills to expert.</li><li>You can change your companion's Size, if you want, to either Small, Medium, or Large.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Advanced Construct Companions","next_link":{"label":"Incredible Construct Companions","url":"/Rules.aspx?ID=1613"},"previous_link":{"label":"Prototype Construct Companions","url":"/Rules.aspx?ID=1602"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>\r\n\r\nGears Characters / Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>","speed":{},"text":" Advanced Construct Companions Source Guns &amp; Gears pg. 33 To advance a prototype construct companion to an advanced construct companion (usually a result of one of your class feat choices), make the following adjustments. Increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance, 1d8 to 2d8). Increase its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in Intimidation, Stealth, and Survival to trained. If the construct is your innovation and it was already trained in those skills from a modification, increase its proficiency rank in those skills to expert. You can change your companion's Size, if you want, to either Small, Medium, or Large. ","type":"Rules","url":"/Rules.aspx?ID=1612","weakness":{}}},{"_index":"aon18","_id":"rules-1613","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1613","markdown":"<title level=\"1\" right=\"Rules\">[Incredible Construct Companions](/Rules.aspx?ID=1613)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo improve an advanced construct companion to an incredible construct companion, make the following adjustments. \n<ul><li>Increase its Strength, Dexterity, Constitution and Wisdom modifiers by 2.</li><li>It deals 2 additional damage with its unarmed attacks. Its attacks become [magical](/Traits.aspx?ID=103), allowing it to bypass resistances to non-magical attacks.</li><li>Increase its proficiency ranks in [Athletics](/Skills.aspx?ID=3) and [Acrobatics](/Skills.aspx?ID=1) to expert.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Incredible Construct Companions","next_link":{"label":"Paragon Construct Companions","url":"/Rules.aspx?ID=1614"},"previous_link":{"label":"Advanced Construct Companions","url":"/Rules.aspx?ID=1612"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>\r\n\r\nGears Characters / Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>","speed":{},"text":" Incredible Construct Companions Source Guns &amp; Gears pg. 33 To improve an advanced construct companion to an incredible construct companion, make the following adjustments. Increase its Strength, Dexterity, Constitution and Wisdom modifiers by 2. It deals 2 additional damage with its unarmed attacks. Its attacks become magical, allowing it to bypass resistances to non-magical attacks. Increase its proficiency ranks in Athletics and Acrobatics to expert. ","type":"Rules","url":"/Rules.aspx?ID=1613","weakness":{}}},{"_index":"aon18","_id":"rules-1614","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters","Construct Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1614","markdown":"<title level=\"1\" right=\"Rules\">[Paragon Construct Companions](/Rules.aspx?ID=1614)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo improve an incredible construct companion to a paragon construct companion, make the following adjustments. \n<ul><li>Increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1.</li><li>Increase its proficiency rank for unarmed attacks and unarmored defense to expert.</li><li>Increase its proficiency ranks for [Athletics](/Skills.aspx?ID=3), [Acrobatics](/Skills.aspx?ID=1), saving throws, and Perception to master.</li><li>Increase its unarmed attack damage from two dice to three dice, and its additional damage with unarmed attacks from 2 to 4.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Paragon Construct Companions","next_link":{"label":"Gears Character Options","url":"/Rules.aspx?ID=1615"},"previous_link":{"label":"Incredible Construct Companions","url":"/Rules.aspx?ID=1613"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>\r\n\r\nGears Characters / Construct Companions\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 33"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 33</row>","speed":{},"text":" Paragon Construct Companions Source Guns &amp; Gears pg. 33 To improve an incredible construct companion to a paragon construct companion, make the following adjustments. Increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its proficiency rank for unarmed attacks and unarmored defense to expert. Increase its proficiency ranks for Athletics, Acrobatics, saving throws, and Perception to master. Increase its unarmed attack damage from two dice to three dice, and its additional damage with unarmed attacks from 2 to 4. ","type":"Rules","url":"/Rules.aspx?ID=1614","weakness":{}}},{"_index":"aon18","_id":"rules-1615","_score":2.3741803,"_source":{"breadcrumbs":["Gears Characters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1615","markdown":"<title level=\"1\" right=\"Rules\">[Gears Character Options](/Rules.aspx?ID=1615)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 36</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGolarion is a world of fantasy, one that is incredibly vast and diverse. This means that numerous reflections of the genre, in all its permutations, can be found somewhere the world, as long as you know where to look. The Shining Kingdoms are a land of knights and chivalry similar to those imagined in the legends of King Arthur, the Saga Lands remain home to fierce vikings and time-displaced wizards, and the High Seas embody the spirit of exploration and the fearsome naval combat of the age of piracy.\n\n Fantasy has more to offer than just knights in shining armor and wizards in tall towers. Ingenious goblins and ratfolk cobbling together technology from half a dozen different disciplines and schematics, industrious dwarves smithing intricate technological marvels, and humans meticulously assembling clockwork creatures and weapons piece by painstaking piece all have their places within the genre of fantasy and in the world of Golarion. For the automatons of the Jistka Imperium, their place in the world remains complicated. They represent the last remnants of an ancient society that mastered magic and machines in equal measure, then left them behind after the society fell as a relic of their lost nation's greatest achievement. For trick drivers and their trusty vehicle mechanics, their place might be almost anywhere, though they're unlikely to learn their craft outside of port cities like Absalom, or countries where technology grew at a steady pace alongside magic, like the continent of Arcadia or the nation of New Thassilon. Meanwhile, trapsmiths and their cogwheel snares find a home in Absalom, with its Clockwork Cathedral; in the gritty Grand Duchy of Alkenstar or their dwarven allies in Dongun Hold; or in Arcadia or New Thassilon as well.\n\n Even characters whose classes typically represent the embodiments of classic fantasy and high magic might have a spark of technology hidden away somewhere, perhaps waiting for just the right moment to reveal the ace up their sleeves. The old wizard, his body failing but his magic strong, might choose to replace a failing heart with a clockwork organ rather than succumb to the temptation of undeath. A construct might successfully seek out a soul and life as a living creature to start anew and attain a different perspective about the world. Even an elven archer in a forest far away from any center of technology might create devices that are entirely new to their culture, such as scopes and eyewear that use the scientific power of crystals and lenses to see hidden targets and enable otherwise impossible shots. In all these cases, players should work together with their GMs to build context and story behind these ideas and ground the character in the world.\n\n Fantasy is as broad and deep as human imagination. Let the ancestry, backgrounds, and archetypes that follow take your imagination even farther down the road of what a such a world can be.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Variations on a Theme</title>\r\n\r\nThe [inventor](/Classes.aspx?ID=19) class, [automaton](/Ancestries.aspx?ID=48) ancestry, new backgrounds, and other elements located in this book give players ways to embody different aesthetics that infuse mechanical concepts or fantastic science into their character designs. The degree to which you combine these elements is something that can help you impact the development of your character and the tone and feel of your game in a variety of ways.\n\n An automaton character with a Pathfinder _Core Rulebook_ class like [fighter](/Classes.aspx?ID=7) or [monk](/Classes.aspx?ID=8) can be an interesting twist on a classic idea. An automaton inventor with the [Disciple of the Gear](/Backgrounds.aspx?ID=253) background who multiclasses as a [cleric](/Classes.aspx?ID=5) of [Brigh](/Deities.aspx?ID=33), goddess of invention, can be the focal point of an entire campaign arc themed around the spread of technology and the search to understand the mortal soul. A [gnome](/Ancestries.aspx?ID=3) [vehicle mechanic](/Archetypes.aspx?ID=113) who maintains and makes improvements upon a single vehicle can serve as an unusual character whose existence begs the question of the prevalence of technology throughout the world, or as an established member of a robust mechanics' guild that creates and maintains a small fleet of vehicles used for a particular purpose by a city or civilization.\n\n The way that you combine the elements presented in this section can enable you to tell a vast array of different stories. The extent to which magic and technology coexist in your fantasy setting is up to you. Players and GMs should work together to discover how their respective ideas can influence each other as they explore how much influence technology has on the world, as well as discuss methods they might employ as the campaign unfolds to demonstrate its importance, or lack thereof.\r\n</aside>","name":"Gears Character Options","next_link":{"label":"Gears Equipment","url":"/Rules.aspx?ID=1616"},"previous_link":{"label":"Construct Companions","url":"/Rules.aspx?ID=1600"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 36</row>\r\n\r\nGears Characters\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 36"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 36</row>","speed":{},"text":" Gears Character Options Source Guns &amp; Gears pg. 36 Golarion is a world of fantasy, one that is incredibly vast and diverse. This means that numerous reflections of the genre, in all its permutations, can be found somewhere the world, as long as you know where to look. The Shining Kingdoms are a land of knights and chivalry similar to those imagined in the legends of King Arthur, the Saga Lands remain home to fierce vikings and time-displaced wizards, and the High Seas embody the spirit of exploration and the fearsome naval combat of the age of piracy. Fantasy has more to offer than just knights in shining armor and wizards in tall towers. Ingenious goblins and ratfolk cobbling together technology from half a dozen different disciplines and schematics, industrious dwarves smithing intricate technological marvels, and humans meticulously assembling clockwork creatures and weapons piece by painstaking piece all have their places within the genre of fantasy and in the world of Golarion. For the automatons of the Jistka Imperium, their place in the world remains complicated. They represent the last remnants of an ancient society that mastered magic and machines in equal measure, then left them behind after the society fell as a relic of their lost nation's greatest achievement. For trick drivers and their trusty vehicle mechanics, their place might be almost anywhere, though they're unlikely to learn their craft outside of port cities like Absalom, or countries where technology grew at a steady pace alongside magic, like the continent of Arcadia or the nation of New Thassilon. Meanwhile, trapsmiths and their cogwheel snares find a home in Absalom, with its Clockwork Cathedral; in the gritty Grand Duchy of Alkenstar or their dwarven allies in Dongun Hold; or in Arcadia or New Thassilon as well. Even characters whose classes typically represent the embodiments of classic fantasy and high magic might have a spark of technology hidden away somewhere, perhaps waiting for just the right moment to reveal the ace up their sleeves. The old wizard, his body failing but his magic strong, might choose to replace a failing heart with a clockwork organ rather than succumb to the temptation of undeath. A construct might successfully seek out a soul and life as a living creature to start anew and attain a different perspective about the world. Even an elven archer in a forest far away from any center of technology might create devices that are entirely new to their culture, such as scopes and eyewear that use the scientific power of crystals and lenses to see hidden targets and enable otherwise impossible shots. In all these cases, players should work together with their GMs to build context and story behind these ideas and ground the character in the world. Fantasy is as broad and deep as human imagination. Let the ancestry, backgrounds, and archetypes that follow take your imagination even farther down the road of what a such a world can be. Variations on a Theme The inventor class, automaton ancestry, new backgrounds, and other elements located in this book give players ways to embody different aesthetics that infuse mechanical concepts or fantastic science into their character designs. The degree to which you combine these elements is something that can help you impact the development of your character and the tone and feel of your game in a variety of ways. An automaton character with a Pathfinder Core Rulebook class like fighter or monk can be an interesting twist on a classic idea. An automaton inventor with the Disciple of the Gear background who multiclasses as a cleric of Brigh, goddess of invention, can be the focal point of an entire campaign arc themed around the spread of technology and the search to understand the mortal soul. A gnome vehicle mechanic who maintains and makes improvements upon a single vehicle can serve as an unusual character whose existence begs the question of the prevalence of technology throughout the world, or as an established member of a robust mechanics' guild that creates and maintains a small fleet of vehicles used for a particular purpose by a city or civilization. The way that you combine the elements presented in this section can enable you to tell a vast array of different stories. The extent to which magic and technology coexist in your fantasy setting is up to you. Players and GMs should work together to discover how their respective ideas can influence each other as they explore how much influence technology has on the world, as well as discuss methods they might employ as the campaign unfolds to demonstrate its importance, or lack thereof. ","type":"Rules","url":"/Rules.aspx?ID=1615","weakness":{}}},{"_index":"aon18","_id":"rules-1616","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1616","markdown":"<title level=\"1\" right=\"Rules\">[Gears Equipment](/Rules.aspx?ID=1616)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 60</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStories about gear and technology don't just focus on the innovative genius of inventors who toil and tinker until inspiration strikes and they discover something new. The inventions themselves are often what capture the imagination, sparking stories about these complex and unusual items. This chapter includes everything you need to add items of weird science to your fantasy game. While the equipment presented here tends toward clockwork and steampunk instead of science fiction, in a world that contains both magic and technology, that line can blur in multitudinous, marvelous ways.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1617\" />\r\n\r\n<document level=\"2\" id=\"rules-1621\" />\r\n\r\n<document level=\"2\" id=\"rules-1622\" />\r\n\r\n<document level=\"2\" id=\"rules-1633\" />","name":"Gears Equipment","next_link":{"label":"Guns Characters","url":"/Rules.aspx?ID=1646"},"previous_link":{"label":"Gears Characters","url":"/Rules.aspx?ID=1599"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 60</row>\n\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 60"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 60</row>","speed":{},"text":" Gears Equipment Source Guns &amp; Gears pg. 60 Stories about gear and technology don't just focus on the innovative genius of inventors who toil and tinker until inspiration strikes and they discover something new. The inventions themselves are often what capture the imagination, sparking stories about these complex and unusual items. This chapter includes everything you need to add items of weird science to your fantasy game. While the equipment presented here tends toward clockwork and steampunk instead of science fiction, in a world that contains both magic and technology, that line can blur in multitudinous, marvelous ways. ","type":"Rules","url":"/Rules.aspx?ID=1616","weakness":{}}},{"_index":"aon18","_id":"rules-1617","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1617","markdown":"<title level=\"1\" right=\"Rules\">[Three Innovations](/Rules.aspx?ID=1617)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 60</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile many of the items here contain their own unique blend of engineering, science, and, sometimes, magic, three major types of technology appear in several sections.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1618\" />\r\n\r\n<document level=\"2\" id=\"rules-1619\" />\r\n\r\n<document level=\"2\" id=\"rules-1620\" />","name":"Three Innovations","next_link":{"label":"Gadgets","url":"/Rules.aspx?ID=1621"},"previous_link":{"label":"Gears Characters","url":"/Rules.aspx?ID=1599"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 60</row>\r\n\r\nGears Equipment\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 60"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 60</row>","speed":{},"text":" Three Innovations Source Guns &amp; Gears pg. 60 While many of the items here contain their own unique blend of engineering, science, and, sometimes, magic, three major types of technology appear in several sections. ","type":"Rules","url":"/Rules.aspx?ID=1617","weakness":{}}},{"_index":"aon18","_id":"rules-1618","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Three Innovations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1618","markdown":"<title level=\"1\" right=\"Rules\">[Clockwork Technology](/Rules.aspx?ID=1618)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 60</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nClockwork technology is the least rare technology in this book, though it's still quite uncommon. Clockwork represents, if not a majority of the new inventions, then at least a plurality, spurred by cutting-edge research at the Clockwork Cathedral in Absalom and the return of New Thassilon, which surfaced some of the secrets of clockwork discovered by the ancient empire's first emperor, Xin. Most clockwork items need to be wound in order to work, but aside from a few extraordinary devices, the time and effort needed to wind up a clockwork item are far less than the duration and magnitude of its effects.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Clockwork Technology","next_link":{"label":"Stasian Technology","url":"/Rules.aspx?ID=1619"},"previous_link":{"label":"Gears Characters","url":"/Rules.aspx?ID=1599"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 60</row>\r\n\r\nGears Equipment / Three Innovations\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 60"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 60</row>","speed":{},"text":" Clockwork Technology Source Guns &amp; Gears pg. 60 Clockwork technology is the least rare technology in this book, though it's still quite uncommon. Clockwork represents, if not a majority of the new inventions, then at least a plurality, spurred by cutting-edge research at the Clockwork Cathedral in Absalom and the return of New Thassilon, which surfaced some of the secrets of clockwork discovered by the ancient empire's first emperor, Xin. Most clockwork items need to be wound in order to work, but aside from a few extraordinary devices, the time and effort needed to wind up a clockwork item are far less than the duration and magnitude of its effects. ","type":"Rules","url":"/Rules.aspx?ID=1618","weakness":{}}},{"_index":"aon18","_id":"rules-1619","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Three Innovations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1619","markdown":"<title level=\"1\" right=\"Rules\">[Stasian Technology](/Rules.aspx?ID=1619)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 60</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStasian technology is the rarest of the three types, channeling electricity from a limited supply of Stasian coils smuggled out of Irrisen, the land of eternal winter, which owns few Stasian coils to begin with. However, enough smuggled coils have spread to the mist-haunted principality of Ustalav to inspire a technological renaissance in the highest halls of Ustalavic academia. While Stasian technology is the newest form of electrical technology, and the one least dependent on magic, it's hardly the first time in Golarion's history that a civilization has attempted to harness electricity. Most notably, aeromantic infadibulum technology allowed the sky cities of the Shory empire to soar through the sky. However, such previous electrical technologies relied heavily on magic as a key component, as this made the inventions that harnessed them drastically more stable and powerful than a purely technological solution. After all, magic-users could create lightning bolts—what need was there for a non-magical alternative? While it might seem frivolous on magic-soaked Golarion, Stasian technology exists because it originates from another world where magic is much rarer. By utilizing less magical energy, Stasian tech offers a viable alternative. The core Stasian technology can be found on page 82, but other sections of this chapter have a few pieces of Stasian technology sprinkled in as well.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Stasian Technology","next_link":{"label":"Steam-Powered Technology","url":"/Rules.aspx?ID=1620"},"previous_link":{"label":"Clockwork Technology","url":"/Rules.aspx?ID=1618"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 60</row>\r\n\r\nGears Equipment / Three Innovations\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 60"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 60</row>","speed":{},"text":" Stasian Technology Source Guns &amp; Gears pg. 60 Stasian technology is the rarest of the three types, channeling electricity from a limited supply of Stasian coils smuggled out of Irrisen, the land of eternal winter, which owns few Stasian coils to begin with. However, enough smuggled coils have spread to the mist-haunted principality of Ustalav to inspire a technological renaissance in the highest halls of Ustalavic academia. While Stasian technology is the newest form of electrical technology, and the one least dependent on magic, it's hardly the first time in Golarion's history that a civilization has attempted to harness electricity. Most notably, aeromantic infadibulum technology allowed the sky cities of the Shory empire to soar through the sky. However, such previous electrical technologies relied heavily on magic as a key component, as this made the inventions that harnessed them drastically more stable and powerful than a purely technological solution. After all, magic-users could create lightning bolts—what need was there for a non-magical alternative? While it might seem frivolous on magic-soaked Golarion, Stasian technology exists because it originates from another world where magic is much rarer. By utilizing less magical energy, Stasian tech offers a viable alternative. The core Stasian technology can be found on page 82, but other sections of this chapter have a few pieces of Stasian technology sprinkled in as well. ","type":"Rules","url":"/Rules.aspx?ID=1619","weakness":{}}},{"_index":"aon18","_id":"rules-1620","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Three Innovations"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1620","markdown":"<title level=\"1\" right=\"Rules\">[Steam-Powered Technology](/Rules.aspx?ID=1620)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 61</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSteam technology is also an extremely recent invention, making it far less known than clockwork but still more accessible than Stasian technology, since it doesn't require the use of the heavily limited Stasian coils. Many regarded the idea to use steam for power as particularly novel simply because the world of Golarion contained so many other power sources that seemed more obvious or useful than the energy generated by the transition from water to steam. Most steam engines currently in use include a magical component used to heat the steam; for instance, a fire elemental generates a steady supply of heat on its own, though prior inventors would have used that energy directly rather than through the creation of steam. Nonetheless, several small proof-of-concept steam engines have successfully run safely and stably without the use of magic, through the use of a furnace to heat the water. Purely technological steam power will remain mostly a curiosity, though, as long as it continues to be less effective and convenient than steam power sourced through magical means.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Steam-Powered Technology","next_link":{"label":"Gadgets","url":"/Rules.aspx?ID=1621"},"previous_link":{"label":"Stasian Technology","url":"/Rules.aspx?ID=1619"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 61</row>\r\n\r\nGears Equipment / Three Innovations\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 61"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 61</row>","speed":{},"text":" Steam-Powered Technology Source Guns &amp; Gears pg. 61 Steam technology is also an extremely recent invention, making it far less known than clockwork but still more accessible than Stasian technology, since it doesn't require the use of the heavily limited Stasian coils. Many regarded the idea to use steam for power as particularly novel simply because the world of Golarion contained so many other power sources that seemed more obvious or useful than the energy generated by the transition from water to steam. Most steam engines currently in use include a magical component used to heat the steam; for instance, a fire elemental generates a steady supply of heat on its own, though prior inventors would have used that energy directly rather than through the creation of steam. Nonetheless, several small proof-of-concept steam engines have successfully run safely and stably without the use of magic, through the use of a furnace to heat the water. Purely technological steam power will remain mostly a curiosity, though, as long as it continues to be less effective and convenient than steam power sourced through magical means. ","type":"Rules","url":"/Rules.aspx?ID=1620","weakness":{}}},{"_index":"aon18","_id":"rules-1621","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1621","markdown":"<title level=\"1\" right=\"Rules\">[Gadgets](/Rules.aspx?ID=1621)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 66</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGadgets are consumable technological inventions with innovative uses. Gadgets take a variety of forms, some handheld, others worn, and they often take a while to put on or take off. Depending on their forms, gadgets also have a variety of different effects. Due to the use of technology, all gadgets are [uncommon](/Traits.aspx?ID=159) or [rare](/Traits.aspx?ID=137), though [inventors](/Classes.aspx?ID=19) and regions with access to inventors have access to uncommon gadgets.\n\n Gadgets are particularly important to inventors, some of whom learn tricks and techniques to create a number of temporary gadgets each day from spare parts without needing to spend additional time and money on the project. This, in turn, leads those inventors to be particularly profligate in the use of gadgets, which leads to an even stronger association between the two.\n\n Gadgets are not, however, exclusive to inventors. In truth, anyone can make a gadget if they have the time, money, skill, and knowledge of how to do so. This sometimes leads others to misidentify a particularly technologically-savvy investigator or wizard using gadgets as an inventor. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gadgets","next_link":{"label":"Siege Weapons","url":"/Rules.aspx?ID=1622"},"previous_link":{"label":"Three Innovations","url":"/Rules.aspx?ID=1617"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 66</row>\r\n\r\nGears Equipment\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 66"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 66</row>","speed":{},"text":" Gadgets Source Guns &amp; Gears pg. 66 Gadgets are consumable technological inventions with innovative uses. Gadgets take a variety of forms, some handheld, others worn, and they often take a while to put on or take off. Depending on their forms, gadgets also have a variety of different effects. Due to the use of technology, all gadgets are uncommon or rare, though inventors and regions with access to inventors have access to uncommon gadgets. Gadgets are particularly important to inventors, some of whom learn tricks and techniques to create a number of temporary gadgets each day from spare parts without needing to spend additional time and money on the project. This, in turn, leads those inventors to be particularly profligate in the use of gadgets, which leads to an even stronger association between the two. Gadgets are not, however, exclusive to inventors. In truth, anyone can make a gadget if they have the time, money, skill, and knowledge of how to do so. This sometimes leads others to misidentify a particularly technologically-savvy investigator or wizard using gadgets as an inventor. ","type":"Rules","url":"/Rules.aspx?ID=1621","weakness":{}}},{"_index":"aon18","_id":"rules-1622","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1622","markdown":"<title level=\"1\" right=\"Rules\">[Siege Weapons](/Rules.aspx?ID=1622)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nShattering towering palisades. Mowing down hordes of soldiers. Breaking through barred castle gates. All of these tasks call for something heftier than the typical armaments carried by the common soldier: siege weapons. These massive, often-complex devices require full crews to operate. In significant numbers, they allow attackers to lay siege to entire fortifications, just as their name would suggest.\n\n There are two categories of siege weapons: mounted and portable. Mounted siege weapons take up a certain size and space, typically have defensive statistics, and are used for large-scale warfare. More adaptable are portable siege weapons, such as battering rams, which can be carried more easily and can serve a valuable role during large-scale warfare, smaller conflicts, or even exploration.\n\n All siege weapons need more than one person to operate them, working together as a crew. These crew members all need to be adjacent to the siege weapon for it to operate. A siege weapon's stat block lists the minimum number needed and the maximum crew size. Adding additional crew beyond the minimum is useful for ensuring a quick and successful Load in uncertain conditions and allowing for enough time to Aim the siege weapon when firing at a moving target.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building Siege Weapons</title>\r\n\r\nJust like other items, building a siege weapon requires using the [Craft](/Actions.aspx?ID=43) activity. However, due to the size, it typically takes more than one person to prepare some of the materials (such as felling tall trees and working them to create a trebuchet arm) and assemble the weapon. You typically need a number of workers equal to the minimum crew size for the siege weapon to complete it in the standard amount of time. It can take much longer or even be impossible for a smaller team or individual. Due to their specific uses, you might be able to use Engineering [Lore](/Skills.aspx?ID=8) or Warfare Lore instead of the [Crafting](/Skills.aspx?ID=4) skill when you Craft a siege weapon. The GM determines whether you can—some strange or more complex engines might not be constructible with Warfare Lore.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Disabling Siege Weapons</title>\r\n\r\n[Disable a Device](/Actions.aspx?ID=69) can be used to deactivate most siege weapons that have complex moving parts. This typically doesn't require [thieves' tools](/Equipment.aspx?ID=58), takes one success, and uses the standard DC for the item level of the siege weapon.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Disassembling and Reassembling</title>\r\n\r\nA mounted siege weapon without a Speed must be disassembled to be moved, then reassembled in its new location. The GM determines how long this takes, but it's typically 1 day or half a day of downtime to disassemble a siege weapon and 1 to 2 days to rebuild it. As with building a siege weapon, you need a larger crew to disassemble or reassemble a siege weapon at full speed.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Siege Weapons vs. Normal Weapons</title>\r\n\r\nMany of the benefits that apply to standard weapons— daggers, bows, battleaxes, and the like—don't work on siege weapons. They're simply too different in form and function. The GM might allow using them in certain circumstances, but this is fairly rare.\n\n Character abilities that affect their attacks might work with portable siege weapons. For example, a battering ram might get the benefit of a character's bonuses that apply to attacks with two-handed weapons. The GM can determine what's reasonable and what's not. Because siege weapons require special actions to operate, a character can't use their special actions with them. Sorry, no Attacks of Opportunity with a battering ram!\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1623\" />\r\n\r\n<document level=\"2\" id=\"rules-1628\" />\r\n\r\n<document level=\"2\" id=\"rules-1632\" />","name":"Siege Weapons","next_link":{"label":"Mobility Devices","url":"/Rules.aspx?ID=1633"},"previous_link":{"label":"Gadgets","url":"/Rules.aspx?ID=1621"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 72</row>\r\n\r\nGears Equipment\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 72"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 72</row>","speed":{},"text":" Siege Weapons Source Guns &amp; Gears pg. 72 Shattering towering palisades. Mowing down hordes of soldiers. Breaking through barred castle gates. All of these tasks call for something heftier than the typical armaments carried by the common soldier: siege weapons. These massive, often-complex devices require full crews to operate. In significant numbers, they allow attackers to lay siege to entire fortifications, just as their name would suggest. There are two categories of siege weapons: mounted and portable. Mounted siege weapons take up a certain size and space, typically have defensive statistics, and are used for large-scale warfare. More adaptable are portable siege weapons, such as battering rams, which can be carried more easily and can serve a valuable role during large-scale warfare, smaller conflicts, or even exploration. All siege weapons need more than one person to operate them, working together as a crew. These crew members all need to be adjacent to the siege weapon for it to operate. A siege weapon's stat block lists the minimum number needed and the maximum crew size. Adding additional crew beyond the minimum is useful for ensuring a quick and successful Load in uncertain conditions and allowing for enough time to Aim the siege weapon when firing at a moving target. Building Siege Weapons Just like other items, building a siege weapon requires using the Craft activity. However, due to the size, it typically takes more than one person to prepare some of the materials (such as felling tall trees and working them to create a trebuchet arm) and assemble the weapon. You typically need a number of workers equal to the minimum crew size for the siege weapon to complete it in the standard amount of time. It can take much longer or even be impossible for a smaller team or individual. Due to their specific uses, you might be able to use Engineering Lore or Warfare Lore instead of the Crafting skill when you Craft a siege weapon. The GM determines whether you can—some strange or more complex engines might not be constructible with Warfare Lore. Disabling Siege Weapons Disable a Device can be used to deactivate most siege weapons that have complex moving parts. This typically doesn't require thieves' tools, takes one success, and uses the standard DC for the item level of the siege weapon. Disassembling and Reassembling A mounted siege weapon without a Speed must be disassembled to be moved, then reassembled in its new location. The GM determines how long this takes, but it's typically 1 day or half a day of downtime to disassemble a siege weapon and 1 to 2 days to rebuild it. As with building a siege weapon, you need a larger crew to disassemble or reassemble a siege weapon at full speed. Siege Weapons vs. Normal Weapons Many of the benefits that apply to standard weapons— daggers, bows, battleaxes, and the like—don't work on siege weapons. They're simply too different in form and function. The GM might allow using them in certain circumstances, but this is fairly rare. Character abilities that affect their attacks might work with portable siege weapons. For example, a battering ram might get the benefit of a character's bonuses that apply to attacks with two-handed weapons. The GM can determine what's reasonable and what's not. Because siege weapons require special actions to operate, a character can't use their special actions with them. Sorry, no Attacks of Opportunity with a battering ram! ","type":"Rules","url":"/Rules.aspx?ID=1622","weakness":{}}},{"_index":"aon18","_id":"rules-1623","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Siege Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1623","markdown":"<title level=\"1\" right=\"Rules\">[Mounted Siege Weapons](/Rules.aspx?ID=1623)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nProperly using a mounted siege weapon involves three activities: Loading, Aiming, and Launching the payload. Generally, none of these activities can be taken unless the weapon has enough crew, but the GM might allow a smaller crew or even an individual to perform simpler parts of the process, like Launching—especially at a dramatic moment!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1624\" />\r\n\r\n<document level=\"2\" id=\"rules-1625\" />\r\n\r\n<document level=\"2\" id=\"rules-1626\" />\r\n\r\n<document level=\"2\" id=\"rules-1627\" />","name":"Mounted Siege Weapons","next_link":{"label":"Portable Siege Weapons","url":"/Rules.aspx?ID=1628"},"previous_link":{"label":"Gadgets","url":"/Rules.aspx?ID=1621"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 72</row>\r\n\r\nGears Equipment / Siege Weapons\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 72"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 72</row>","speed":{},"text":" Mounted Siege Weapons Source Guns &amp; Gears pg. 72 Properly using a mounted siege weapon involves three activities: Loading, Aiming, and Launching the payload. Generally, none of these activities can be taken unless the weapon has enough crew, but the GM might allow a smaller crew or even an individual to perform simpler parts of the process, like Launching—especially at a dramatic moment! ","type":"Rules","url":"/Rules.aspx?ID=1623","weakness":{}}},{"_index":"aon18","_id":"rules-1624","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Siege Weapons","Mounted Siege Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1624","markdown":"<title level=\"1\" right=\"Rules\">[Aiming](/Rules.aspx?ID=1624)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA cumbersome mounted siege weapon can't be Aimed in a moment like a bow could be. A member of the weapon's crew needs to take the Aim activity to adjust a mounted siege weapon's aim. At a given time, the weapon is Aimed in a particular way, depending on the target or area the weapon uses. \n<ul><li>**Single Target**: Aimed at one square</li><li>**Burst**: Aimed at one grid corner (that will be the center of the burst)</li><li>**Cone or Line**: Aimed in a particular direction, to the nearest 45º angle.</li></ul> When a siege crew member takes the Aim activity, they can move the aim of a mounted siege weapon only a certain distance (or rotate the weapon a certain amount for a cone or line). Typically, the aim for a single target or burst can't be placed too close to the weapon due to the arc in which the weapon shoots. The distance moved or rotated can be found in each weapon's stat block, as is the minimum distance, if applicable. The Launch entry notes whether the attack is against a single target or in a burst, cone, or line.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Aiming","next_link":{"label":"Loading","url":"/Rules.aspx?ID=1625"},"previous_link":{"label":"Gadgets","url":"/Rules.aspx?ID=1621"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 72</row>\r\n\r\nGears Equipment / Siege Weapons / Mounted Siege Weapons\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 72"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 72</row>","speed":{},"text":" Aiming Source Guns &amp; Gears pg. 72 A cumbersome mounted siege weapon can't be Aimed in a moment like a bow could be. A member of the weapon's crew needs to take the Aim activity to adjust a mounted siege weapon's aim. At a given time, the weapon is Aimed in a particular way, depending on the target or area the weapon uses. Single Target : Aimed at one square Burst : Aimed at one grid corner (that will be the center of the burst) Cone or Line : Aimed in a particular direction, to the nearest 45º angle. When a siege crew member takes the Aim activity, they can move the aim of a mounted siege weapon only a certain distance (or rotate the weapon a certain amount for a cone or line). Typically, the aim for a single target or burst can't be placed too close to the weapon due to the arc in which the weapon shoots. The distance moved or rotated can be found in each weapon's stat block, as is the minimum distance, if applicable. The Launch entry notes whether the attack is against a single target or in a burst, cone, or line. ","type":"Rules","url":"/Rules.aspx?ID=1624","weakness":{}}},{"_index":"aon18","_id":"rules-1625","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Siege Weapons","Mounted Siege Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1625","markdown":"<title level=\"1\" right=\"Rules\">[Loading](/Rules.aspx?ID=1625)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAny member of the crew can take the Load activity to prepare the weapon, resetting its machinery or helping Load the payload. The stat block lists how many times the activity must be taken to prepare the weapon to Launch. Some Load activities require successful checks to be effective, such as ones that require an Athletics check to Load heavy ammunition into the siege weapon. Once the weapon is Loaded, trying to Load it further has no effect. It doesn't matter in what order the siege weapon is Aimed and Loaded, and the crew could partially Load the weapon, Aim it, and then continue Loading it without disrupting the process.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Loading","next_link":{"label":"Launching","url":"/Rules.aspx?ID=1626"},"previous_link":{"label":"Aiming","url":"/Rules.aspx?ID=1624"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>\r\n\r\nGears Equipment / Siege Weapons / Mounted Siege Weapons\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 73"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>","speed":{},"text":" Loading Source Guns &amp; Gears pg. 73 Any member of the crew can take the Load activity to prepare the weapon, resetting its machinery or helping Load the payload. The stat block lists how many times the activity must be taken to prepare the weapon to Launch. Some Load activities require successful checks to be effective, such as ones that require an Athletics check to Load heavy ammunition into the siege weapon. Once the weapon is Loaded, trying to Load it further has no effect. It doesn't matter in what order the siege weapon is Aimed and Loaded, and the crew could partially Load the weapon, Aim it, and then continue Loading it without disrupting the process. ","type":"Rules","url":"/Rules.aspx?ID=1625","weakness":{}}},{"_index":"aon18","_id":"rules-1626","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Siege Weapons","Mounted Siege Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1626","markdown":"<title level=\"1\" right=\"Rules\">[Launching](/Rules.aspx?ID=1626)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA member of the crew adjacent to the siege weapon's release can use the Launch action to shoot the siege weapon. After the weapon has been Launched, it must be Loaded fully to be Launched again. No matter how quickly it's Loaded, a single siege weapon can never be Launched more than once per round. The aim remains where it was, and the weapon needs to be Aimed again only if the crew wishes to change the aim. Launch <actions string=\"Single Action\" /> ([attack](/Traits.aspx?ID=15)) **Requirements** The siege weapon is Loaded; **Effect** The siege weapon launches its payload, which targets or has an area where the weapon is Aimed. \n<ul><li>**Single target** Targets a creature, unattended object, or structure in the square the weapon is Aimed at</li><li>**Burst** Centered on the grid corner the weapon is Aimed at</li><li>**Cone or Line** Directed where the weapon is Aimed</li></ul> Each creature, unattended object, and structure the siege weapon is Aimed at or that is in the area takes the amount of damage listed in the Launch action, with a basic saving throw against the DC listed in the stat block. If you're trained in any weapons of the category listed in the siege weapon's proficiency entry, you can use your class DC instead of the weapon's default save DC. The weapon's range increment penalty applies to the Launch DC, as does your multiple attack penalty. If the weapon is mounted on a vehicle, the [penalties for attacking from a vehicle in combat](/Rules.aspx?ID=1294) also apply. Though a siege weapon doesn't require an attack roll, the Launch action still has the attack trait and therefore counts toward your multiple attack penalty.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Launching","next_link":{"label":"Moving a Mounted Siege Weapon","url":"/Rules.aspx?ID=1627"},"previous_link":{"label":"Loading","url":"/Rules.aspx?ID=1625"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>\r\n\r\nGears Equipment / Siege Weapons / Mounted Siege Weapons\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 73"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>","speed":{},"text":" Launching Source Guns &amp; Gears pg. 73 A member of the crew adjacent to the siege weapon's release can use the Launch action to shoot the siege weapon. After the weapon has been Launched, it must be Loaded fully to be Launched again. No matter how quickly it's Loaded, a single siege weapon can never be Launched more than once per round. The aim remains where it was, and the weapon needs to be Aimed again only if the crew wishes to change the aim. Launch Single Action (attack) Requirements The siege weapon is Loaded; Effect The siege weapon launches its payload, which targets or has an area where the weapon is Aimed. Single target Targets a creature, unattended object, or structure in the square the weapon is Aimed at Burst Centered on the grid corner the weapon is Aimed at Cone or Line Directed where the weapon is Aimed Each creature, unattended object, and structure the siege weapon is Aimed at or that is in the area takes the amount of damage listed in the Launch action, with a basic saving throw against the DC listed in the stat block. If you're trained in any weapons of the category listed in the siege weapon's proficiency entry, you can use your class DC instead of the weapon's default save DC. The weapon's range increment penalty applies to the Launch DC, as does your multiple attack penalty. If the weapon is mounted on a vehicle, the penalties for attacking from a vehicle in combat also apply. Though a siege weapon doesn't require an attack roll, the Launch action still has the attack trait and therefore counts toward your multiple attack penalty. ","type":"Rules","url":"/Rules.aspx?ID=1626","weakness":{}}},{"_index":"aon18","_id":"rules-1627","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Siege Weapons","Mounted Siege Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1627","markdown":"<title level=\"1\" right=\"Rules\">[Moving a Mounted Siege Weapon](/Rules.aspx?ID=1627)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA mounted siege weapon has to be built on solid ground and remains stationary while being operated. Some are on wheels or are otherwise easier to move, but none can be prepared or shot while being moved. The GM might allow a mounted siege weapon to be placed on a large enough vessel, such as a sailing ship.\n\n Moving a mounted siege weapon takes concerted effort from the whole crew pulling and pushing. This requires acting in concert, as described under Portable Siege Weapons, with the crew leader taking the Move Siege Weapon activity. This requires the minimum number of crew required to operate the siege weapon and gets no extra benefit for additional crew helping. If a siege weapon doesn't list this action, it can't be moved this way; it has to be disassembled and reassembled.\n\n **Move Siege Weapon** <actions string=\"Single Action\" /> **Requirements** The rest of the crew have Readied to Stride on your order; **Effect** You and the crew Stride, moving the mounted siege weapon with you. The maximum distance equals the slowest crew member's Speed, or the maximum Speed listed in the siege weapon's Move Siege Weapon entry, whichever is lower. The siege weapon's aim moves the same distance and direction the siege weapon moved.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Moving a Mounted Siege Weapon","next_link":{"label":"Portable Siege Weapons","url":"/Rules.aspx?ID=1628"},"previous_link":{"label":"Launching","url":"/Rules.aspx?ID=1626"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>\r\n\r\nGears Equipment / Siege Weapons / Mounted Siege Weapons\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 73"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>","speed":{},"text":" Moving a Mounted Siege Weapon Source Guns &amp; Gears pg. 73 A mounted siege weapon has to be built on solid ground and remains stationary while being operated. Some are on wheels or are otherwise easier to move, but none can be prepared or shot while being moved. The GM might allow a mounted siege weapon to be placed on a large enough vessel, such as a sailing ship. Moving a mounted siege weapon takes concerted effort from the whole crew pulling and pushing. This requires acting in concert, as described under Portable Siege Weapons, with the crew leader taking the Move Siege Weapon activity. This requires the minimum number of crew required to operate the siege weapon and gets no extra benefit for additional crew helping. If a siege weapon doesn't list this action, it can't be moved this way; it has to be disassembled and reassembled. Move Siege Weapon Single Action Requirements The rest of the crew have Readied to Stride on your order; Effect You and the crew Stride, moving the mounted siege weapon with you. The maximum distance equals the slowest crew member's Speed, or the maximum Speed listed in the siege weapon's Move Siege Weapon entry, whichever is lower. The siege weapon's aim moves the same distance and direction the siege weapon moved. ","type":"Rules","url":"/Rules.aspx?ID=1627","weakness":{}}},{"_index":"aon18","_id":"rules-1628","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Siege Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1628","markdown":"<title level=\"1\" right=\"Rules\">[Portable Siege Weapons](/Rules.aspx?ID=1628)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPortable siege weapons require moving in concert and making a single attack supported by the full crew.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1629\" />\r\n\r\n<document level=\"2\" id=\"rules-1630\" />\r\n\r\n<document level=\"2\" id=\"rules-1631\" />","name":"Portable Siege Weapons","next_link":{"label":"Siege Weapon Statistics","url":"/Rules.aspx?ID=1632"},"previous_link":{"label":"Mounted Siege Weapons","url":"/Rules.aspx?ID=1623"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>\r\n\r\nGears Equipment / Siege Weapons\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 73"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>","speed":{},"text":" Portable Siege Weapons Source Guns &amp; Gears pg. 73 Portable siege weapons require moving in concert and making a single attack supported by the full crew. ","type":"Rules","url":"/Rules.aspx?ID=1628","weakness":{}}},{"_index":"aon18","_id":"rules-1629","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Siege Weapons","Portable Siege Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1629","markdown":"<title level=\"1\" right=\"Rules\">[Acting in Concert](/Rules.aspx?ID=1629)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBecause portable siege weapons require coordination, operating one requires following a crew leader. The rest of the crew must [Ready](/Actions.aspx?ID=82) an action to be taken when the crew leader calls to attack with the siege weapon. The siege weapon's special activity lists what action they need to Ready. For example, all of the crew operating a battering ram—except the crew leader—need to Ready to Stride. Each portable siege weapon has a special activity the crew leader can take if all the rest of the crew have Readied the necessary action. The number of actions it requires and the other specifics can vary greatly depending on what it takes to operate the weapon. It typically requires the crew leader to make a Strike.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Acting in Concert","next_link":{"label":"Striking","url":"/Rules.aspx?ID=1630"},"previous_link":{"label":"Mounted Siege Weapons","url":"/Rules.aspx?ID=1623"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>\r\n\r\nGears Equipment / Siege Weapons / Portable Siege Weapons\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 73"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>","speed":{},"text":" Acting in Concert Source Guns &amp; Gears pg. 73 Because portable siege weapons require coordination, operating one requires following a crew leader. The rest of the crew must Ready an action to be taken when the crew leader calls to attack with the siege weapon. The siege weapon's special activity lists what action they need to Ready. For example, all of the crew operating a battering ram—except the crew leader—need to Ready to Stride. Each portable siege weapon has a special activity the crew leader can take if all the rest of the crew have Readied the necessary action. The number of actions it requires and the other specifics can vary greatly depending on what it takes to operate the weapon. It typically requires the crew leader to make a Strike. ","type":"Rules","url":"/Rules.aspx?ID=1629","weakness":{}}},{"_index":"aon18","_id":"rules-1630","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Siege Weapons","Portable Siege Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1630","markdown":"<title level=\"1\" right=\"Rules\">[Striking](/Rules.aspx?ID=1630)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA Strike with a siege weapon uses the crew leader's attack bonus. The siege weapon's Proficiency entry indicates the weapon category for the siege weapon. The crew leader rolls an attack roll against the target. Any bonuses or penalties the crew leader is taking apply to the attack roll. See the sidebar above for more on how attack abilities work with portable siege weapons.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Striking","next_link":{"label":"Bulk","url":"/Rules.aspx?ID=1631"},"previous_link":{"label":"Acting in Concert","url":"/Rules.aspx?ID=1629"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>\r\n\r\nGears Equipment / Siege Weapons / Portable Siege Weapons\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 73"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 73</row>","speed":{},"text":" Striking Source Guns &amp; Gears pg. 73 A Strike with a siege weapon uses the crew leader's attack bonus. The siege weapon's Proficiency entry indicates the weapon category for the siege weapon. The crew leader rolls an attack roll against the target. Any bonuses or penalties the crew leader is taking apply to the attack roll. See the sidebar above for more on how attack abilities work with portable siege weapons. ","type":"Rules","url":"/Rules.aspx?ID=1630","weakness":{}}},{"_index":"aon18","_id":"rules-1631","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Siege Weapons","Portable Siege Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1631","markdown":"<title level=\"1\" right=\"Rules\">[Bulk](/Rules.aspx?ID=1631)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 74</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA portable siege weapon has a Bulk entry. This is primarily used when someone is carrying the portable siege weapon around. When it's being used by a crew, this Bulk is distributed among them as they see fit, and it's usually not worth tracking the Bulk unless they're already heavily loaded. If characters try to have more than one of them carry the portable siege weapon when it's not being used (dragging it around a dungeon, for example), this is cumbersome, and they're [encumbered](/Conditions.aspx?ID=12) due to the challenge of constantly coordinating their movement.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bulk","next_link":{"label":"Siege Weapon Statistics","url":"/Rules.aspx?ID=1632"},"previous_link":{"label":"Striking","url":"/Rules.aspx?ID=1630"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 74</row>\r\n\r\nGears Equipment / Siege Weapons / Portable Siege Weapons\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 74"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 74</row>","speed":{},"text":" Bulk Source Guns &amp; Gears pg. 74 A portable siege weapon has a Bulk entry. This is primarily used when someone is carrying the portable siege weapon around. When it's being used by a crew, this Bulk is distributed among them as they see fit, and it's usually not worth tracking the Bulk unless they're already heavily loaded. If characters try to have more than one of them carry the portable siege weapon when it's not being used (dragging it around a dungeon, for example), this is cumbersome, and they're encumbered due to the challenge of constantly coordinating their movement. ","type":"Rules","url":"/Rules.aspx?ID=1631","weakness":{}}},{"_index":"aon18","_id":"rules-1632","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Siege Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1632","markdown":"<title level=\"1\" right=\"Rules\">[Siege Weapon Statistics](/Rules.aspx?ID=1632)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 74</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA siege weapon uses the following stat block format. An individual siege weapon might omit some of these sections, especially a portable siege weapon. \n\n<title level=\"3\" right=\"Item [Level]\">Siege Weapon Name </title> <traits><trait label=\"Rarity\" /> <trait label=\"Size\" /> <trait label=\"Mounted or Portable\" /><trait label=\"Other Traits\" /> </traits>**Price** This entry lists the siege weapon's Price; Ammunition If the siege weapon requires special ammunition, the ammunition's name appears here, along with the Price and Bulk of each piece.\n\n---\n\n **Usage** This entry shows whether the siege weapon is mounted or held. The number of hands required for a held siege weapon reflects how many the entire crew needs to use to operate the weapon; **Bulk** A portable siege weapon has Bulk; Space A mounted siege weapon has this entry to indicate its dimensions, not including any creatures crewing it.<br /> **Crew** The number of creatures needed to operate the siege weapon is listed here. If additional creatures can assist, there's a second number to indicate the maximum number that's practical. For instance, “4 to 8” indicates the weapon can't be operated by fewer than four creatures, and that no more than eight creatures total can crew the weapon at a time; **Proficiency** This entry shows the proficiency required to use your class DC when Launching a mounted weapon (see the Launch action) or the proficiency used for your attack roll with a portable siege weapon.\n\n---\n\n **AC** The siege weapon's AC. This section appears only if the siege weapon can normally be attacked and is more typical of mounted siege weapons; **Saving Throws** The siege weapon's saves, which typically include only Fortitude and Reflex.<br /> **Hardness** The siege weapon's hardness; **HP** The siege weapon's Hit Points, with its Broken Threshold in parentheses; **Immunities** The siege weapon's immunities; **Weaknesses** The siege weapon's weaknesses, if any; **Resistances** The siege weapon's resistances, if any.\n\n---\n\n **Speed** This is the maximum Speed you can move the mounted siege weapon using the [Move Siege Weapon](/Rules.aspx?ID=1627) activity.<br /> The description of the siege weapon.<br /> **Aim** The entry for Aim shows the distance a creature can move the aim by taking this activity and the minimum distance away from the siege weapon the aim can be placed. **Load** This entry shows how many actions the Load activity takes and how many times this must be done to finish Loading the weapon. **Launch** This gives the specifics of the Launch action, including the traits, damage, size and shape of the area, and default DC.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Siege Weapon Statistics","next_link":{"label":"Mobility Devices","url":"/Rules.aspx?ID=1633"},"previous_link":{"label":"Portable Siege Weapons","url":"/Rules.aspx?ID=1628"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 74</row>\r\n\r\nGears Equipment / Siege Weapons\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 74"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 74</row>","speed":{},"text":" Siege Weapon Statistics Source Guns &amp; Gears pg. 74 A siege weapon uses the following stat block format. An individual siege weapon might omit some of these sections, especially a portable siege weapon. Siege Weapon Name Price This entry lists the siege weapon's Price; Ammunition If the siege weapon requires special ammunition, the ammunition's name appears here, along with the Price and Bulk of each piece. --- Usage This entry shows whether the siege weapon is mounted or held. The number of hands required for a held siege weapon reflects how many the entire crew needs to use to operate the weapon; Bulk A portable siege weapon has Bulk; Space A mounted siege weapon has this entry to indicate its dimensions, not including any creatures crewing it. Crew The number of creatures needed to operate the siege weapon is listed here. If additional creatures can assist, there's a second number to indicate the maximum number that's practical. For instance, “4 to 8” indicates the weapon can't be operated by fewer than four creatures, and that no more than eight creatures total can crew the weapon at a time; Proficiency This entry shows the proficiency required to use your class DC when Launching a mounted weapon (see the Launch action) or the proficiency used for your attack roll with a portable siege weapon. --- AC The siege weapon's AC. This section appears only if the siege weapon can normally be attacked and is more typical of mounted siege weapons; Saving Throws The siege weapon's saves, which typically include only Fortitude and Reflex. Hardness The siege weapon's hardness; HP The siege weapon's Hit Points, with its Broken Threshold in parentheses; Immunities The siege weapon's immunities; Weaknesses The siege weapon's weaknesses, if any; Resistances The siege weapon's resistances, if any. --- Speed This is the maximum Speed you can move the mounted siege weapon using the Move Siege Weapon activity. The description of the siege weapon. Aim The entry for Aim shows the distance a creature can move the aim by taking this activity and the minimum distance away from the siege weapon the aim can be placed. Load This entry shows how many actions the Load activity takes and how many times this must be done to finish Loading the weapon. Launch This gives the specifics of the Launch action, including the traits, damage, size and shape of the area, and default DC. ","type":"Rules","url":"/Rules.aspx?ID=1632","weakness":{}}},{"_index":"aon18","_id":"rules-1633","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1633","markdown":"<title level=\"1\" right=\"Rules\">[Mobility Devices](/Rules.aspx?ID=1633)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 90</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOver the history of Golarion, countless cultures have used innovative mobility devices. While you can find more information, as well as several magical mobility devices and additional add-ons, on page 66 of Pathfinder Lost Omens Grand Bazaar, additional devices appropriate to the themes of invention and innovation can be found in this section.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1634\" />","name":"Mobility Devices","next_link":{"label":"Guns Characters","url":"/Rules.aspx?ID=1646"},"previous_link":{"label":"Siege Weapons","url":"/Rules.aspx?ID=1622"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 90</row>\r\n\r\nGears Equipment\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 90"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 90</row>","speed":{},"text":" Mobility Devices Source Guns &amp; Gears pg. 90 Over the history of Golarion, countless cultures have used innovative mobility devices. While you can find more information, as well as several magical mobility devices and additional add-ons, on page 66 of Pathfinder Lost Omens Grand Bazaar, additional devices appropriate to the themes of invention and innovation can be found in this section. ","type":"Rules","url":"/Rules.aspx?ID=1633","weakness":{}}},{"_index":"aon18","_id":"rules-1634","_score":2.3741803,"_source":{"breadcrumbs":["Gears Equipment","Mobility Devices"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1634","markdown":"<title level=\"1\" right=\"Rules\">[Wheelchairs](/Rules.aspx?ID=1634)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 90</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWheelchairs provide comfort and support when traveling. You can use the item either in an ambulatory manner or every day, depending on your character. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type. Each wheelchair has the following features.\n\n **Adjustable Seat Belts**: These belts strap around your waist, knees, and shins to keep you in the chair if it's thrown, knocked or handled roughly. You can open and release all of your belts with an Interact action.\n\n **Bulk Limit**: A wheelchair is strong enough to support you and any amount of Bulk you could typically hold or carry (Core Rulebook 272). Sum up the Bulk of all the items you are wearing, carrying, and stowing on your wheelchair. You take the usual consequences when there is too much Bulk on you and your wheelchair: if there is more than 5 + your Strength modifier, you're [encumbered](/Conditions.aspx?ID=12), and you and your wheelchair can't hold or carry more than 10 + your Strength modifier. The wheelchair's own Bulk does not count against your Bulk limit while riding in the wheelchair; it's listed in case you need to carry the wheelchair separately.\n\n **Frame**: A wheelchair is typically made from common materials like wood. It can also be made from other materials such as steel, or rarer materials like mithral. The wheelchairs presented in this section are assumed to be made from durable wood.\n\n **Magic**: The wheelchair is considered an extension of yourself. Spells or abilities that change your bodily form are also applied to the chair and it transforms with you so long as you're using it. You can choose what appearance this has. For example, when you transform with [wild shape](/Feats.aspx?ID=316), you can choose to have full mobility of your limbs or have the chair transform to become a wheelchair appropriate for that shape, such as wheelchair harnesses for dogs.\n\n **Movement**: While using a chair, you Stride at your normal Speed (the Speed listed for your ancestry, with any additional bonuses, penalties, and adjustments applied). You propel a wheelchair by using the handrims. You can propel the wheelchair even while holding something in your hands, but not if you've restrained or otherwise unable to move your hands freely. You are still affected by difficult terrain and other terrain features, and any effect that would immobilize you, give a penalty to your Speeds, and so on based on entangling or hindering with your legs applies to the wheelchair as well. You can use all of your actions while in a wheelchair. The impulse control add-on allows you to direct a wheelchair with your fingers or nerve impulses instead.\n\n **Quick-Righting**: If the chair is tipped or you are knocked [prone](/Conditions.aspx?ID=31) while in the chair, you can right yourself using the [Stand](/Actions.aspx?ID=86) action, though in this case you are righting the wheelchair instead. An ally can use an Interact action to help right you, allowing you to Stand as a free action triggered by their Interact action.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Wheelchairs","next_link":{"label":"Guns Characters","url":"/Rules.aspx?ID=1646"},"previous_link":{"label":"Siege Weapons","url":"/Rules.aspx?ID=1622"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 90</row>\r\n\r\nGears Equipment / Mobility Devices\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 90"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 90</row>","speed":{},"text":" Wheelchairs Source Guns &amp; Gears pg. 90 Wheelchairs provide comfort and support when traveling. You can use the item either in an ambulatory manner or every day, depending on your character. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type. Each wheelchair has the following features. Adjustable Seat Belts : These belts strap around your waist, knees, and shins to keep you in the chair if it's thrown, knocked or handled roughly. You can open and release all of your belts with an Interact action. Bulk Limit : A wheelchair is strong enough to support you and any amount of Bulk you could typically hold or carry (Core Rulebook 272). Sum up the Bulk of all the items you are wearing, carrying, and stowing on your wheelchair. You take the usual consequences when there is too much Bulk on you and your wheelchair: if there is more than 5 + your Strength modifier, you're encumbered, and you and your wheelchair can't hold or carry more than 10 + your Strength modifier. The wheelchair's own Bulk does not count against your Bulk limit while riding in the wheelchair; it's listed in case you need to carry the wheelchair separately. Frame : A wheelchair is typically made from common materials like wood. It can also be made from other materials such as steel, or rarer materials like mithral. The wheelchairs presented in this section are assumed to be made from durable wood. Magic : The wheelchair is considered an extension of yourself. Spells or abilities that change your bodily form are also applied to the chair and it transforms with you so long as you're using it. You can choose what appearance this has. For example, when you transform with wild shape, you can choose to have full mobility of your limbs or have the chair transform to become a wheelchair appropriate for that shape, such as wheelchair harnesses for dogs. Movement : While using a chair, you Stride at your normal Speed (the Speed listed for your ancestry, with any additional bonuses, penalties, and adjustments applied). You propel a wheelchair by using the handrims. You can propel the wheelchair even while holding something in your hands, but not if you've restrained or otherwise unable to move your hands freely. You are still affected by difficult terrain and other terrain features, and any effect that would immobilize you, give a penalty to your Speeds, and so on based on entangling or hindering with your legs applies to the wheelchair as well. You can use all of your actions while in a wheelchair. The impulse control add-on allows you to direct a wheelchair with your fingers or nerve impulses instead. Quick-Righting : If the chair is tipped or you are knocked prone while in the chair, you can right yourself using the Stand action, though in this case you are righting the wheelchair instead. An ally can use an Interact action to help right you, allowing you to Stand as a free action triggered by their Interact action. ","type":"Rules","url":"/Rules.aspx?ID=1634","weakness":{}}},{"_index":"aon18","_id":"rules-1635","_score":2.3741803,"_source":{"breadcrumbs":["Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1635","markdown":"<title level=\"1\" right=\"Rules\">[Gears, Guns, or Both](/Rules.aspx?ID=1635)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_Guns &amp; Gears_ is presented as three smaller but interconnected “books” bundled inside a single cover. The Gears “book” is split into two chapters: Gears Characters and Gears Equipment. The first chapter features the inventor class and automaton ancestry, along with several archetypes that support innovation as a theme. The second chapter presents an array of gadgets and vehicles that embrace themes of inventiveness. This chapter includes rules for clockwork and steam-tech mechanisms as well as other more esoteric forms of technology.\n\n The Guns “book” has also been separated into two chapters: Guns Characters and Guns Equipment. The first section presents the gunslinger class along with an array of archetypes that support exciting combat styles built around firearms and crossbows. The second chapter offers a wide array of new firearms, from classic black powder weapons like the flintlock musket and arquebus to more fantastic options like versatile combination weapons or magical beast guns. Support for firearms and crossbows goes beyond just new weapons and includes other exciting accessories for customizing your weapon of choice, like [bayonets](/Weapons.aspx?ID=186) and [reinforced stocks](/Weapons.aspx?ID=187) to attach a melee option to your guns, magical scopes to improve your visual prowess, magical bandoliers and holsters, and even replacement barrels and firing mechanisms to change your weapon's parameters.\n\n The final “book,” The Rotating Gear, offers a standalone gazetteer describing different areas of Golarion where black powder, clockworks, and other forms of technology are likely to be found. This chapter isn't limited to just the Inner Sea. It explores continents like Arcadia, Casmaron, and Tian Xia, describing the technological traditions of those regions and how they've influenced the growth and proliferation of technology across the entire planet.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gears, Guns, or Both","next_link":{"label":"How to Use this Book","url":"/Rules.aspx?ID=1636"},"previous_link":{"label":"Eidolons","url":"/Rules.aspx?ID=1581"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>\r\n\r\nIntroduction\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 5"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>","speed":{},"text":" Gears, Guns, or Both Source Guns &amp; Gears pg. 5 Guns &amp; Gears is presented as three smaller but interconnected “books” bundled inside a single cover. The Gears “book” is split into two chapters: Gears Characters and Gears Equipment. The first chapter features the inventor class and automaton ancestry, along with several archetypes that support innovation as a theme. The second chapter presents an array of gadgets and vehicles that embrace themes of inventiveness. This chapter includes rules for clockwork and steam-tech mechanisms as well as other more esoteric forms of technology. The Guns “book” has also been separated into two chapters: Guns Characters and Guns Equipment. The first section presents the gunslinger class along with an array of archetypes that support exciting combat styles built around firearms and crossbows. The second chapter offers a wide array of new firearms, from classic black powder weapons like the flintlock musket and arquebus to more fantastic options like versatile combination weapons or magical beast guns. Support for firearms and crossbows goes beyond just new weapons and includes other exciting accessories for customizing your weapon of choice, like bayonets and reinforced stocks to attach a melee option to your guns, magical scopes to improve your visual prowess, magical bandoliers and holsters, and even replacement barrels and firing mechanisms to change your weapon's parameters. The final “book,” The Rotating Gear, offers a standalone gazetteer describing different areas of Golarion where black powder, clockworks, and other forms of technology are likely to be found. This chapter isn't limited to just the Inner Sea. It explores continents like Arcadia, Casmaron, and Tian Xia, describing the technological traditions of those regions and how they've influenced the growth and proliferation of technology across the entire planet. ","type":"Rules","url":"/Rules.aspx?ID=1635","weakness":{}}},{"_index":"aon18","_id":"rules-1636","_score":2.3741803,"_source":{"breadcrumbs":["Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1636","markdown":"<title level=\"1\" right=\"Rules\">[How to Use this Book](/Rules.aspx?ID=1636)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe options here expand upon the rules contained in the _Core Rulebook_, and that book is required to use _Guns &amp; Gears_. Some rules indicate other material found in this book with page references. Other products referencing the rules in this book might do so using the superscript citation “G&amp;G.”\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1637\" />","name":"How to Use this Book","next_link":{"label":"World-Building and Tone","url":"/Rules.aspx?ID=1638"},"previous_link":{"label":"Gears, Guns, or Both","url":"/Rules.aspx?ID=1635"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>\r\n\r\nIntroduction\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 5"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>","speed":{},"text":" How to Use this Book Source Guns &amp; Gears pg. 5 The options here expand upon the rules contained in the Core Rulebook , and that book is required to use Guns &amp; Gears . Some rules indicate other material found in this book with page references. Other products referencing the rules in this book might do so using the superscript citation “G&amp;G.” ","type":"Rules","url":"/Rules.aspx?ID=1636","weakness":{}}},{"_index":"aon18","_id":"rules-1637","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","How to Use this Book"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1637","markdown":"<title level=\"1\" right=\"Rules\">[Access Entries](/Rules.aspx?ID=1637)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost of the rules content in this book is [uncommon](/Traits.aspx?ID=159) or [rare](/Traits.aspx?ID=137) because such technology is unusual in Golarion. However, sometimes a stat block for an uncommon rules element includes an Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry, such as hailing from a particular locale, gains access to the rules element. This book often groups access requirements by section. For example, the introduction to the Gears Characters chapter (page 12) details the areas of Golarion that grant access to the [inventor](/Classes.aspx?ID=19) class and its related uncommon weapons and gadgetry, so the areas detailed there as granting access serve the role of access requirements for most of the section (not including rare items and certain other elements called out as needing additional approval from the GM, such as vehicles).\n\n As always, the GM has the final say on who can access uncommon or rarer options or whether to allow specific options in the game at all. They might decide that a character's upbringing or abilities make sense for a specific rules option and grant them access even if the character doesn't automatically qualify, or they might decide those same options can't be taken by anyone.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Access Entries","next_link":{"label":"World-Building and Tone","url":"/Rules.aspx?ID=1638"},"previous_link":{"label":"Gears, Guns, or Both","url":"/Rules.aspx?ID=1635"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>\r\n\r\nIntroduction / How to Use this Book\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 5"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>","speed":{},"text":" Access Entries Source Guns &amp; Gears pg. 5 Most of the rules content in this book is uncommon or rare because such technology is unusual in Golarion. However, sometimes a stat block for an uncommon rules element includes an Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry, such as hailing from a particular locale, gains access to the rules element. This book often groups access requirements by section. For example, the introduction to the Gears Characters chapter (page 12) details the areas of Golarion that grant access to the inventor class and its related uncommon weapons and gadgetry, so the areas detailed there as granting access serve the role of access requirements for most of the section (not including rare items and certain other elements called out as needing additional approval from the GM, such as vehicles). As always, the GM has the final say on who can access uncommon or rarer options or whether to allow specific options in the game at all. They might decide that a character's upbringing or abilities make sense for a specific rules option and grant them access even if the character doesn't automatically qualify, or they might decide those same options can't be taken by anyone. ","type":"Rules","url":"/Rules.aspx?ID=1637","weakness":{}}},{"_index":"aon18","_id":"rules-1638","_score":2.3741803,"_source":{"breadcrumbs":["Introduction"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1638","markdown":"<title level=\"1\" right=\"Rules\">[World-Building and Tone](/Rules.aspx?ID=1638)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_Guns &amp; Gears_ introduces elements of fantasy that might not fit into every game. The world of Golarion has a lot in common with the Renaissance period of Earth, supplemented with magic and old-fashioned technologies that were replaced on Earth before being refined to the point they've reached in Golarion. This high fantasy world is home to pirates with bandoliers of flintlock pistols, reckless scientists animating the dead with electric coils, knights in shining armor riding mighty griffons, and wizards casting spells in tall towers. Each of those character concepts has a place in Golarion; it's just that to find some of the technological elements, you need to know where to look.\n\n For a home campaign, especially in a homebrew setting, some GMs might prefer a world that embraces the age of piracy and includes cannons and firearms with greater frequency than Golarion without the presence of steam-powered jetpacks and clockwork grappling hooks. Other GMs might prefer a world where clockworks and steam engines exist, but guns and other black powder weapons are absent. Guns &amp; Gears takes steps to facilitate this world-building. As mentioned, this tome is divided into three smaller “books.” A GM who only wants to allow black powder weaponry without adding weird science to the game can allow their players to use the Guns chapters, eschewing the Gears chapters. A GM who wants to create a world of clockwork constructs and fantastic inventions unmarred by black powder weaponry can instead allow players to use the Gears chapters without giving access to the Guns chapters. Finally, a GM who remains unsure how any of these elements might fit into their game world is encouraged to read The Rotating Gear at the back of this book to see how these technologies have grown and spread through Golarion, and perhaps gain inspiration regarding how these elements might fit into their game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1639\" />\r\n\r\n<document level=\"2\" id=\"rules-1640\" />\r\n\r\n<document level=\"2\" id=\"rules-1641\" />\r\n\r\n<document level=\"2\" id=\"rules-1642\" />\r\n\r\n<document level=\"2\" id=\"rules-1643\" />\r\n\r\n<document level=\"2\" id=\"rules-1644\" />\r\n\r\n<document level=\"2\" id=\"rules-1645\" />","name":"World-Building and Tone","next_link":{"label":"Gears Characters","url":"/Rules.aspx?ID=1599"},"previous_link":{"label":"How to Use this Book","url":"/Rules.aspx?ID=1636"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>\r\n\r\nIntroduction\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 5"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 5</row>","speed":{},"text":" World-Building and Tone Source Guns &amp; Gears pg. 5 Guns &amp; Gears introduces elements of fantasy that might not fit into every game. The world of Golarion has a lot in common with the Renaissance period of Earth, supplemented with magic and old-fashioned technologies that were replaced on Earth before being refined to the point they've reached in Golarion. This high fantasy world is home to pirates with bandoliers of flintlock pistols, reckless scientists animating the dead with electric coils, knights in shining armor riding mighty griffons, and wizards casting spells in tall towers. Each of those character concepts has a place in Golarion; it's just that to find some of the technological elements, you need to know where to look. For a home campaign, especially in a homebrew setting, some GMs might prefer a world that embraces the age of piracy and includes cannons and firearms with greater frequency than Golarion without the presence of steam-powered jetpacks and clockwork grappling hooks. Other GMs might prefer a world where clockworks and steam engines exist, but guns and other black powder weapons are absent. Guns &amp; Gears takes steps to facilitate this world-building. As mentioned, this tome is divided into three smaller “books.” A GM who only wants to allow black powder weaponry without adding weird science to the game can allow their players to use the Guns chapters, eschewing the Gears chapters. A GM who wants to create a world of clockwork constructs and fantastic inventions unmarred by black powder weaponry can instead allow players to use the Gears chapters without giving access to the Guns chapters. Finally, a GM who remains unsure how any of these elements might fit into their game world is encouraged to read The Rotating Gear at the back of this book to see how these technologies have grown and spread through Golarion, and perhaps gain inspiration regarding how these elements might fit into their game. ","type":"Rules","url":"/Rules.aspx?ID=1638","weakness":{}}},{"_index":"aon18","_id":"rules-1639","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","World-Building and Tone"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1639","markdown":"<title level=\"1\" right=\"Rules\">[Functionality and Balance](/Rules.aspx?ID=1639)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 6</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGolarion is a world of magic with rune-bedecked swords forged out of metal fallen from the sky, full plate armor similar to that produced on Earth during the 15th century, and other armaments unlike anything the people of Earth ever had access to. As such, the black powder weapons and technological gadgets presented in this book are mechanically balanced to the other options available to all characters. Firearms, though capable of devastating critical hits, work alongside crossbows and composite longbows rather than replace them, in much the same way firearms and bows were both actively used in Asia for nearly 900 years of human history.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Functionality and Balance","next_link":{"label":"Aren't Guns More Powerful than Bows?","url":"/Rules.aspx?ID=1640"},"previous_link":{"label":"How to Use this Book","url":"/Rules.aspx?ID=1636"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 6</row>\r\n\r\nIntroduction / World-Building and Tone\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 6"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 6</row>","speed":{},"text":" Functionality and Balance Source Guns &amp; Gears pg. 6 Golarion is a world of magic with rune-bedecked swords forged out of metal fallen from the sky, full plate armor similar to that produced on Earth during the 15th century, and other armaments unlike anything the people of Earth ever had access to. As such, the black powder weapons and technological gadgets presented in this book are mechanically balanced to the other options available to all characters. Firearms, though capable of devastating critical hits, work alongside crossbows and composite longbows rather than replace them, in much the same way firearms and bows were both actively used in Asia for nearly 900 years of human history. ","type":"Rules","url":"/Rules.aspx?ID=1639","weakness":{}}},{"_index":"aon18","_id":"rules-1640","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","World-Building and Tone"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1640","markdown":"<title level=\"1\" right=\"Rules\">[Aren't Guns More Powerful than Bows?](/Rules.aspx?ID=1640)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 6</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe guns presented in this book are representative of fairly early firearms with just a few unique twists, as explained in the introduction of the Guns Equipment chapter (page 146). Those old guns, which used black powder that did not exhibit the refinements of modern ammunition and lacked the rifle barrel technology for increasing range and accuracy, were extremely inaccurate and no more lethal with a glancing blow than most bows and crossbows; however, these firearms' penetrating power was superior, and a wound to a vital area could prove incredibly deadly. This lethality is represented mechanically by the [fatal](/Traits.aspx?ID=178) trait given to most firearms, with a critical hit indicating a gunshot to a vital organ or other important body part. This mechanic allows a firearm to do far more damage in the correct circumstances than a weapon with a similar damage die while still maintaining a balanced gaming ecosystem that allows each player to shine.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Aren't Guns More Powerful than Bows?","next_link":{"label":"Armor and Persistent Technology","url":"/Rules.aspx?ID=1641"},"previous_link":{"label":"Functionality and Balance","url":"/Rules.aspx?ID=1639"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 6</row>\r\n\r\nIntroduction / World-Building and Tone\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 6"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 6</row>","speed":{},"text":" Aren't Guns More Powerful than Bows? Source Guns &amp; Gears pg. 6 The guns presented in this book are representative of fairly early firearms with just a few unique twists, as explained in the introduction of the Guns Equipment chapter (page 146). Those old guns, which used black powder that did not exhibit the refinements of modern ammunition and lacked the rifle barrel technology for increasing range and accuracy, were extremely inaccurate and no more lethal with a glancing blow than most bows and crossbows; however, these firearms' penetrating power was superior, and a wound to a vital area could prove incredibly deadly. This lethality is represented mechanically by the fatal trait given to most firearms, with a critical hit indicating a gunshot to a vital organ or other important body part. This mechanic allows a firearm to do far more damage in the correct circumstances than a weapon with a similar damage die while still maintaining a balanced gaming ecosystem that allows each player to shine. ","type":"Rules","url":"/Rules.aspx?ID=1640","weakness":{}}},{"_index":"aon18","_id":"rules-1641","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","World-Building and Tone"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1641","markdown":"<title level=\"1\" right=\"Rules\">[Armor and Persistent Technology](/Rules.aspx?ID=1641)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 7</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn Golarion, technology has moved much slower than on Earth. Many modern conveniences still have yet to be invented or discovered. That doesn't mean technology has stood still, however. Because certain types of technology persisted for centuries on Golarion instead of being replaced as they were on Earth, many fantastic innovations remain prevalent since competing technologies developed more slowly or didn't spread as quickly.\n\n While clockwork dragons and alchemical boots that rocket their wearer through the sky are manifestations of less frequent technological replacement, many other, more subtle examples are scattered throughout the game. At its height in the 16th century, a suit of full plate could stop even the penetrating power, if not the full force, of a shot from a firearm, though its expense and weight made it impractical for all but the wealthiest of individuals. Golarion, on the other hand, is a fantasy world where dragons and other supernatural monsters with destructive power akin to or in excess of a firearm are relatively common, and where adventurers accrue great wealth that they constantly reinvest into better arms and armor. Moreover, Golarion's armaments can be enhanced with magical runes that elevate them far beyond anything that could be replicated on Earth without the application of advanced technology from beyond the age of swords and plate armor.\n\n Similarly for lighter armors, on Earth, techniques for incorporating silk that can stop bullets from penetrating into armor and other techniques for creating bullet-resistant armaments, such as painting layers of paper with lacquer to create a rudimentary analogue to modern-day Kevlar, have existed for a very long time, but didn't often come into popular use before evolving into a form that is no longer recognizable. Several nations in Tian Xia have techniques for creating black powder weapons, like the hand cannon and fire lance, and lacquered armor. The intersection of these technologies means it's not unlikely to find variants of studded leather armor or chainmail lined with layers of such early bulletproofing. In Avistan and the Inner Sea, knights who have encountered firearms imported or stolen from Alkenstar likely know armorers who know techniques to craft layered plates and silk surcoats or undergarments that provide additional protection from bullets.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Armor and Persistent Technology","next_link":{"label":"Alchemy's Influence on Technology","url":"/Rules.aspx?ID=1642"},"previous_link":{"label":"Aren't Guns More Powerful than Bows?","url":"/Rules.aspx?ID=1640"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 7</row>\r\n\r\nIntroduction / World-Building and Tone\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 7</row>","speed":{},"text":" Armor and Persistent Technology Source Guns &amp; Gears pg. 7 In Golarion, technology has moved much slower than on Earth. Many modern conveniences still have yet to be invented or discovered. That doesn't mean technology has stood still, however. Because certain types of technology persisted for centuries on Golarion instead of being replaced as they were on Earth, many fantastic innovations remain prevalent since competing technologies developed more slowly or didn't spread as quickly. While clockwork dragons and alchemical boots that rocket their wearer through the sky are manifestations of less frequent technological replacement, many other, more subtle examples are scattered throughout the game. At its height in the 16th century, a suit of full plate could stop even the penetrating power, if not the full force, of a shot from a firearm, though its expense and weight made it impractical for all but the wealthiest of individuals. Golarion, on the other hand, is a fantasy world where dragons and other supernatural monsters with destructive power akin to or in excess of a firearm are relatively common, and where adventurers accrue great wealth that they constantly reinvest into better arms and armor. Moreover, Golarion's armaments can be enhanced with magical runes that elevate them far beyond anything that could be replicated on Earth without the application of advanced technology from beyond the age of swords and plate armor. Similarly for lighter armors, on Earth, techniques for incorporating silk that can stop bullets from penetrating into armor and other techniques for creating bullet-resistant armaments, such as painting layers of paper with lacquer to create a rudimentary analogue to modern-day Kevlar, have existed for a very long time, but didn't often come into popular use before evolving into a form that is no longer recognizable. Several nations in Tian Xia have techniques for creating black powder weapons, like the hand cannon and fire lance, and lacquered armor. The intersection of these technologies means it's not unlikely to find variants of studded leather armor or chainmail lined with layers of such early bulletproofing. In Avistan and the Inner Sea, knights who have encountered firearms imported or stolen from Alkenstar likely know armorers who know techniques to craft layered plates and silk surcoats or undergarments that provide additional protection from bullets. ","type":"Rules","url":"/Rules.aspx?ID=1641","weakness":{}}},{"_index":"aon18","_id":"rules-1642","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","World-Building and Tone"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1642","markdown":"<title level=\"1\" right=\"Rules\">[Alchemy's Influence on Technology](/Rules.aspx?ID=1642)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 7</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nConsidering that certain technologies have seen more refinement or followed divergent development paths on Golarion in comparison to Earth, the influence of alchemy on Golarion's technology can't be understated. In addition to enabling the creation of elemental weapons, such as alchemist's fire and bottled lightning, alchemical techniques have often been applied to a variety of other fields and industries. Alchemical treatments for armor can create stronger materials; alchemical distillations allow for a variety of different forms and potencies in black powder; alchemy and the people who practice it even influence the most basic of needs, like preserving volatile substances for transport.\n\n Much like firearms, alchemy is something of an everyman's tool, usable by most anyone who can get their hands on its components without requiring the specialized training or unique bloodlines of wizards and sorcerers. A single alchemist who makes their home in a community can quickly improve the quality of life for everyone there, reducing death by disease, improving the community's ability to defend itself from outside threats, and providing other benefits both large and small. While it stands as a distinct science of its own, alchemy inextricably has ties to black powder weapons and other technologies of Golarion, enabling the development of sturdier metals and more volatile explosives to allow creations on a grand scale. For example, while steam technology is extremely new on Golarion, steam engines are much more likely to use alchemically derived heat sources than the coal furnaces used in our world.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Alchemy's Influence on Technology","next_link":{"label":"Technology in Golarion Today","url":"/Rules.aspx?ID=1643"},"previous_link":{"label":"Armor and Persistent Technology","url":"/Rules.aspx?ID=1641"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 7</row>\r\n\r\nIntroduction / World-Building and Tone\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 7"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 7</row>","speed":{},"text":" Alchemy's Influence on Technology Source Guns &amp; Gears pg. 7 Considering that certain technologies have seen more refinement or followed divergent development paths on Golarion in comparison to Earth, the influence of alchemy on Golarion's technology can't be understated. In addition to enabling the creation of elemental weapons, such as alchemist's fire and bottled lightning, alchemical techniques have often been applied to a variety of other fields and industries. Alchemical treatments for armor can create stronger materials; alchemical distillations allow for a variety of different forms and potencies in black powder; alchemy and the people who practice it even influence the most basic of needs, like preserving volatile substances for transport. Much like firearms, alchemy is something of an everyman's tool, usable by most anyone who can get their hands on its components without requiring the specialized training or unique bloodlines of wizards and sorcerers. A single alchemist who makes their home in a community can quickly improve the quality of life for everyone there, reducing death by disease, improving the community's ability to defend itself from outside threats, and providing other benefits both large and small. While it stands as a distinct science of its own, alchemy inextricably has ties to black powder weapons and other technologies of Golarion, enabling the development of sturdier metals and more volatile explosives to allow creations on a grand scale. For example, while steam technology is extremely new on Golarion, steam engines are much more likely to use alchemically derived heat sources than the coal furnaces used in our world. ","type":"Rules","url":"/Rules.aspx?ID=1642","weakness":{}}},{"_index":"aon18","_id":"rules-1643","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","World-Building and Tone"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1643","markdown":"<title level=\"1\" right=\"Rules\">[Technology in Golarion Today](/Rules.aspx?ID=1643)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 8</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOver the last two decades, Golarion, and especially the Inner Sea region comprised of the continent of Avistan and the northern portion of the continent of Garund, have been beset by catastrophe after catastrophe. Armies of demons pouring forth from a wound in the world itself, time-displaced wizards inciting chaos to restore their faded glory, armies of giants and hobgoblins, and an evil lich leading undead hordes have all assaulted the people of Golarion and set them reeling time and time again. While these events have delayed certain technological advancements, they have spurred others. Firearms are more prevalent in Golarion than they've ever been before, and artificers in Varisia, Absalom, and northern Garund constantly create new devices both wondrous and terrible. Golarion stands on a cusp, with alchemy prominent, clockworks poised to expand, and steam-powered technology just entering its early days of exciting innovation. These technologies may be limited in their spread now but are positioned to bring great change and advancement to Golarion. That isn't a guarantee, however. These advancements might all come crashing down if the forces that seek the dissolution of science and social cohesion have their way. Fortunately, Golarion is also a world where heroes inevitably rise up to face such challenges and take action to secure a future of limitless possibility.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Technology in Golarion Today","next_link":{"label":"Modularity","url":"/Rules.aspx?ID=1644"},"previous_link":{"label":"Alchemy's Influence on Technology","url":"/Rules.aspx?ID=1642"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 8</row>\r\n\r\nIntroduction / World-Building and Tone\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 8"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 8</row>","speed":{},"text":" Technology in Golarion Today Source Guns &amp; Gears pg. 8 Over the last two decades, Golarion, and especially the Inner Sea region comprised of the continent of Avistan and the northern portion of the continent of Garund, have been beset by catastrophe after catastrophe. Armies of demons pouring forth from a wound in the world itself, time-displaced wizards inciting chaos to restore their faded glory, armies of giants and hobgoblins, and an evil lich leading undead hordes have all assaulted the people of Golarion and set them reeling time and time again. While these events have delayed certain technological advancements, they have spurred others. Firearms are more prevalent in Golarion than they've ever been before, and artificers in Varisia, Absalom, and northern Garund constantly create new devices both wondrous and terrible. Golarion stands on a cusp, with alchemy prominent, clockworks poised to expand, and steam-powered technology just entering its early days of exciting innovation. These technologies may be limited in their spread now but are positioned to bring great change and advancement to Golarion. That isn't a guarantee, however. These advancements might all come crashing down if the forces that seek the dissolution of science and social cohesion have their way. Fortunately, Golarion is also a world where heroes inevitably rise up to face such challenges and take action to secure a future of limitless possibility. ","type":"Rules","url":"/Rules.aspx?ID=1643","weakness":{}}},{"_index":"aon18","_id":"rules-1644","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","World-Building and Tone"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1644","markdown":"<title level=\"1\" right=\"Rules\">[Modularity](/Rules.aspx?ID=1644)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 8</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs mentioned at the beginning of this introduction, _Guns &amp; Gears_ has been organized so that you can use as much, or as little, of the book as is appropriate for your game world. While some obvious elements can help make this intent apparent, such as the border art changing between the Gears “book,” Guns “book,” and The Rotating Gear “book,” we've taken other steps as well that might not be immediately obvious. Vehicles and siege weapons, which can be fun and engaging rules but might not be an appropriate fit for all campaigns, each have their own separate section. The firearms section is divided between “Classic Firearms” and “Fantasy Firearms,” so that if your preferred setting has smooth-bore black powder weapons as the technological “ceiling,” you can allow only the classic firearms in your campaign. If your high fantasy setting blends the highlights of Earth's renaissance with fantastical or outright magical technology, like firearms that transform into swords or axes, or gun-like weapons made from the taxidermic bodies of supernatural creatures, you can add those fantasy firearms to your game as well.\n\n With all the possible permutations of a fantasy world, we've endeavored to create a book that speaks to as many people and settings as possible, allowing people to include the storytelling elements they most enjoy without feeling overly pressured to include those that negatively impact their immersion or gaming experience. Whether you want to play a swashbuckling pirate with a black powder pistol or a ysoki engineer with a tesla coil backpack that disrupts magical energy and a grappling hook with a retractable clockwork cord, this book is for you. Feel free to use the elements of this book that align strongly with your vision for the characters, adventures, and game world you create while leaving the rest behind!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Modularity","next_link":{"label":"Borders and Change","url":"/Rules.aspx?ID=1645"},"previous_link":{"label":"Technology in Golarion Today","url":"/Rules.aspx?ID=1643"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 8</row>\r\n\r\nIntroduction / World-Building and Tone\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 8"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 8</row>","speed":{},"text":" Modularity Source Guns &amp; Gears pg. 8 As mentioned at the beginning of this introduction, Guns &amp; Gears has been organized so that you can use as much, or as little, of the book as is appropriate for your game world. While some obvious elements can help make this intent apparent, such as the border art changing between the Gears “book,” Guns “book,” and The Rotating Gear “book,” we've taken other steps as well that might not be immediately obvious. Vehicles and siege weapons, which can be fun and engaging rules but might not be an appropriate fit for all campaigns, each have their own separate section. The firearms section is divided between “Classic Firearms” and “Fantasy Firearms,” so that if your preferred setting has smooth-bore black powder weapons as the technological “ceiling,” you can allow only the classic firearms in your campaign. If your high fantasy setting blends the highlights of Earth's renaissance with fantastical or outright magical technology, like firearms that transform into swords or axes, or gun-like weapons made from the taxidermic bodies of supernatural creatures, you can add those fantasy firearms to your game as well. With all the possible permutations of a fantasy world, we've endeavored to create a book that speaks to as many people and settings as possible, allowing people to include the storytelling elements they most enjoy without feeling overly pressured to include those that negatively impact their immersion or gaming experience. Whether you want to play a swashbuckling pirate with a black powder pistol or a ysoki engineer with a tesla coil backpack that disrupts magical energy and a grappling hook with a retractable clockwork cord, this book is for you. Feel free to use the elements of this book that align strongly with your vision for the characters, adventures, and game world you create while leaving the rest behind! ","type":"Rules","url":"/Rules.aspx?ID=1644","weakness":{}}},{"_index":"aon18","_id":"rules-1645","_score":2.3741803,"_source":{"breadcrumbs":["Introduction","World-Building and Tone"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1645","markdown":"<title level=\"1\" right=\"Rules\">[Borders and Change](/Rules.aspx?ID=1645)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 9</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen constructing a fantasy world or playing in a world like Golarion where wizards live next door to gunslingers and even the most magical of realms might have technological clockwork soldiers and other scientific discoveries that simulate, enhance, or even replace magic—it can become hard to picture how all these disparate elements coexist alongside each other. Why don't firearms get adopted by other nearby nations? Why would someone spend vast troves of gold to build a [clockwork dragon](/Monsters.aspx?ID=1098) when they could teleport an egg away from a nest and get the real thing much more cheaply?\n\n There are quite a few possible answers to these questions, and figuring out those answers can help make your campaign setting more vibrant and relatable. To start, we'll talk about some of the ways in which Golarion answers these questions before diving into ways to integrate these kinds of themes deeper into your own original setting.\n\n Dongun Hold and Alkenstar are strong examples of areas in Golarion that can have a technology level that's significantly above the average technology level for the rest of the world, without undermining or significantly changing the general dynamics of Golarion and nearby regions. Wedged between two warring nations ruled by wizard kings, Alkenstar and Dongun Hold have no significant ports of their own and are surrounded by a wasteland filled with mutants and monsters. Moreover, the ancient magical wars that scarred the Mana Wastes also created pockets of unstable magic or magical dead zones where magic remains unreliable at best and virtually nonexistent at worst. As a result, it makes sense that the hearty smiths of Dongun Hold craft firearms as the primary method to protect themselves from dangerous creatures and threats, as does the fact that the weapons have remained available only in this small region of the Inner Sea until quite recently.\n\n In your homebrew world, you can use similar levers to partition the different countries and regions you create according to similar circumstances, or you can use completely different options as appropriate. For example, if your campaign world is one in which firearms exist but are limited to a very specific part of the world, ask yourself _why_ these weapons have been restricted. Is there a powerful organization that relies on its stranglehold over the secrets of firearm production to protect its interests? Perhaps magic is so prevalent that only a rare, aberrant individual who lacks a talent for magic would be interested in pursuing technological advancements. Maybe the dynamics of the world itself comes into play; for example, some element in the atmosphere or properties of the metals drawn from below the surface resist being shaped and manipulated to the degree necessary for creating firearms or other technological weapons and gadgets, so the only way to obtain such items is to purchase them from extraplanar merchants who import them from distant planes. The possibilities are endless, and it doesn't matter so much what reason you decide on, as long as you have some understanding of how the world you create weaves together.\n\n Of course, your world could also be a wild and boundless convergence of planar nexuses, where gunslingers fight alongside sword-swinging knights and psychic snakes. Anything is possible and only needs to make as much sense as is required for you and your friends to enjoy yourselves and tell the kinds of stories you want!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Borders and Change","next_link":{"label":"Gears Characters","url":"/Rules.aspx?ID=1599"},"previous_link":{"label":"Modularity","url":"/Rules.aspx?ID=1644"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 9</row>\r\n\r\nIntroduction / World-Building and Tone\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 9"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 9</row>","speed":{},"text":" Borders and Change Source Guns &amp; Gears pg. 9 When constructing a fantasy world or playing in a world like Golarion where wizards live next door to gunslingers and even the most magical of realms might have technological clockwork soldiers and other scientific discoveries that simulate, enhance, or even replace magic—it can become hard to picture how all these disparate elements coexist alongside each other. Why don't firearms get adopted by other nearby nations? Why would someone spend vast troves of gold to build a clockwork dragon when they could teleport an egg away from a nest and get the real thing much more cheaply? There are quite a few possible answers to these questions, and figuring out those answers can help make your campaign setting more vibrant and relatable. To start, we'll talk about some of the ways in which Golarion answers these questions before diving into ways to integrate these kinds of themes deeper into your own original setting. Dongun Hold and Alkenstar are strong examples of areas in Golarion that can have a technology level that's significantly above the average technology level for the rest of the world, without undermining or significantly changing the general dynamics of Golarion and nearby regions. Wedged between two warring nations ruled by wizard kings, Alkenstar and Dongun Hold have no significant ports of their own and are surrounded by a wasteland filled with mutants and monsters. Moreover, the ancient magical wars that scarred the Mana Wastes also created pockets of unstable magic or magical dead zones where magic remains unreliable at best and virtually nonexistent at worst. As a result, it makes sense that the hearty smiths of Dongun Hold craft firearms as the primary method to protect themselves from dangerous creatures and threats, as does the fact that the weapons have remained available only in this small region of the Inner Sea until quite recently. In your homebrew world, you can use similar levers to partition the different countries and regions you create according to similar circumstances, or you can use completely different options as appropriate. For example, if your campaign world is one in which firearms exist but are limited to a very specific part of the world, ask yourself why these weapons have been restricted. Is there a powerful organization that relies on its stranglehold over the secrets of firearm production to protect its interests? Perhaps magic is so prevalent that only a rare, aberrant individual who lacks a talent for magic would be interested in pursuing technological advancements. Maybe the dynamics of the world itself comes into play; for example, some element in the atmosphere or properties of the metals drawn from below the surface resist being shaped and manipulated to the degree necessary for creating firearms or other technological weapons and gadgets, so the only way to obtain such items is to purchase them from extraplanar merchants who import them from distant planes. The possibilities are endless, and it doesn't matter so much what reason you decide on, as long as you have some understanding of how the world you create weaves together. Of course, your world could also be a wild and boundless convergence of planar nexuses, where gunslingers fight alongside sword-swinging knights and psychic snakes. Anything is possible and only needs to make as much sense as is required for you and your friends to enjoy yourselves and tell the kinds of stories you want! ","type":"Rules","url":"/Rules.aspx?ID=1645","weakness":{}}},{"_index":"aon18","_id":"rules-1646","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1646","markdown":"<title level=\"1\" right=\"Rules\">[Guns Characters](/Rules.aspx?ID=1646)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 103</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSeveral regions on Golarion have developed their own versions of firearms, their cultural and intellectual traditions each shaping how these weapons are beginning to spread throughout the globe. While multiple cultures having their own techniques and signature styles, guns are still incredibly scarce worldwide. Despite their rarity, rifles and pistols loom large in tales told throughout the Inner Sea, thanks to the chronicles of the Pathfinder Society and stories spread by other adventurers who have come into contact with guns in battle or traveled through a region where they are used. The following regions have access to firearms.\n\n Perhaps the most famous home for black powder firearms on Golarion is the grand duchy of Alkenstar. Located on the continent of Garund, this primarily human duchy, along with their neighbors, the dwarven sky citadel of Dongun Hold produce black powder and high-quality firearms, continually perfecting their craft and supplementing the art of gunsmithing with ancillary technologies like scopes for long-distance sniping. For many years, Alkenstar and Dongun Hold were the only reliable sources of firearms found in the Inner Sea, but the ingenuity of the pirates of the Shackles has introduced a competing market for those looking to acquire a black powder weapon. Buyers must beware however, as the weapons produced in the Shackles lack the quality and reliability of firearms produced on the opposite side of Garund. Alkenstar is a good place to encounter adventurers who wield high-quality equipment, such as sniping duos or demolitionists, while the Shackles is known for being home to many types of pistol phenoms, who remain quick to draw and fire at a moment's notice.\n\n The continent Tian Xia and the subcontinent Vudra, have also traded in black powder for centuries, though in relatively small amounts, with a focus more on explosives than firearms. Nonetheless, merchants making the cross-continent trek from the trade ports in Tian Xia on the eastern side of the continent to the Qadiran ports far to the west will occasionally hire guards armed with jezails or Tian mercenaries bearing hand cannons and fire lances from their homelands. The demolitionist and fireworks technician archetypes are relatively popular in Tian Xia and Vudra due to the continents' extremely long histories with those uses of black powder.\n\n On the western continent of Arcadia, firearm technology has become more common and more diverse than anywhere else in the world. That said, firearms that use black powder are a substantially new development in this region, having only recently been smuggled halfway across the world from Alkenstar. Instead, Arcadia is home to several of its own distinct traditions of firearms, from beast guns, created through ritualized hunts against mighty monsters using magical taxidermic techniques, to the legendary magical star guns that predated the apocalypse of Earthfall. Aside from beast guns and magical guns constructed to imitate the legendary star guns, the core of basic firearms in Arcadia has been based on air gun technology for centuries.\n\n The most notable region of Arcadia to produce firearms and firearm wielders is the central basin known as the Deadshot Lands, which is also home to the few regions in Arcadia that are beginning to use black powder firearms in tandem with the traditional Arcadian arsenal. The beast gunner archetype is a perfect match for Arcadian characters focused on connecting with the magic of their beast gun, and the spellshot class archetype is an excellent fit with the storied Arcadian tradition of using magical firearms. In this way, Arcadia is home to some of the most diverse and magical traditions of gunslingers in the world.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Why No Gun Proficiency</title>\r\n\r\nWhile most of the character options in this section provide benefits that are particularly useful or even specifically tailored for firearms, remarkably few of them outside of the gunslinger give a firearm-specific proficiency progression. You might be asking yourself why that is and there's a very simple answer: for the vast majority of characters, it isn't necessary.\n\n Just like knives, swords, spears, and every other category of weapon, firearms come in simple, martial, and advanced variants. As long as a character has [access to firearms](/Rules.aspx?ID=1648), they're also likely to have a selection of firearms with which they are already proficient. Additionally, many of the character options in this section work equally well with crossbows as they do with firearms. This means the options in this chapter automatically support whichever category of weapons (simple, martial, or advanced) your character knows how to use.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1647\" />","name":"Guns Characters","next_link":{"label":"Guns Equipment","url":"/Rules.aspx?ID=1648"},"previous_link":{"label":"Gears Equipment","url":"/Rules.aspx?ID=1616"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 103</row>\n\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 103"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 103</row>","speed":{},"text":" Guns Characters Source Guns &amp; Gears pg. 103 Several regions on Golarion have developed their own versions of firearms, their cultural and intellectual traditions each shaping how these weapons are beginning to spread throughout the globe. While multiple cultures having their own techniques and signature styles, guns are still incredibly scarce worldwide. Despite their rarity, rifles and pistols loom large in tales told throughout the Inner Sea, thanks to the chronicles of the Pathfinder Society and stories spread by other adventurers who have come into contact with guns in battle or traveled through a region where they are used. The following regions have access to firearms. Perhaps the most famous home for black powder firearms on Golarion is the grand duchy of Alkenstar. Located on the continent of Garund, this primarily human duchy, along with their neighbors, the dwarven sky citadel of Dongun Hold produce black powder and high-quality firearms, continually perfecting their craft and supplementing the art of gunsmithing with ancillary technologies like scopes for long-distance sniping. For many years, Alkenstar and Dongun Hold were the only reliable sources of firearms found in the Inner Sea, but the ingenuity of the pirates of the Shackles has introduced a competing market for those looking to acquire a black powder weapon. Buyers must beware however, as the weapons produced in the Shackles lack the quality and reliability of firearms produced on the opposite side of Garund. Alkenstar is a good place to encounter adventurers who wield high-quality equipment, such as sniping duos or demolitionists, while the Shackles is known for being home to many types of pistol phenoms, who remain quick to draw and fire at a moment's notice. The continent Tian Xia and the subcontinent Vudra, have also traded in black powder for centuries, though in relatively small amounts, with a focus more on explosives than firearms. Nonetheless, merchants making the cross-continent trek from the trade ports in Tian Xia on the eastern side of the continent to the Qadiran ports far to the west will occasionally hire guards armed with jezails or Tian mercenaries bearing hand cannons and fire lances from their homelands. The demolitionist and fireworks technician archetypes are relatively popular in Tian Xia and Vudra due to the continents' extremely long histories with those uses of black powder. On the western continent of Arcadia, firearm technology has become more common and more diverse than anywhere else in the world. That said, firearms that use black powder are a substantially new development in this region, having only recently been smuggled halfway across the world from Alkenstar. Instead, Arcadia is home to several of its own distinct traditions of firearms, from beast guns, created through ritualized hunts against mighty monsters using magical taxidermic techniques, to the legendary magical star guns that predated the apocalypse of Earthfall. Aside from beast guns and magical guns constructed to imitate the legendary star guns, the core of basic firearms in Arcadia has been based on air gun technology for centuries. The most notable region of Arcadia to produce firearms and firearm wielders is the central basin known as the Deadshot Lands, which is also home to the few regions in Arcadia that are beginning to use black powder firearms in tandem with the traditional Arcadian arsenal. The beast gunner archetype is a perfect match for Arcadian characters focused on connecting with the magic of their beast gun, and the spellshot class archetype is an excellent fit with the storied Arcadian tradition of using magical firearms. In this way, Arcadia is home to some of the most diverse and magical traditions of gunslingers in the world. Why No Gun Proficiency While most of the character options in this section provide benefits that are particularly useful or even specifically tailored for firearms, remarkably few of them outside of the gunslinger give a firearm-specific proficiency progression. You might be asking yourself why that is and there's a very simple answer: for the vast majority of characters, it isn't necessary. Just like knives, swords, spears, and every other category of weapon, firearms come in simple, martial, and advanced variants. As long as a character has access to firearms, they're also likely to have a selection of firearms with which they are already proficient. Additionally, many of the character options in this section work equally well with crossbows as they do with firearms. This means the options in this chapter automatically support whichever category of weapons (simple, martial, or advanced) your character knows how to use. ","type":"Rules","url":"/Rules.aspx?ID=1646","weakness":{}}},{"_index":"aon18","_id":"rules-1647","_score":2.3741803,"_source":{"breadcrumbs":["Guns Characters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1647","markdown":"<title level=\"1\" right=\"Rules\">[Character Options](/Rules.aspx?ID=1647)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 121</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGuns and the people who use them remain [uncommon](/Traits.aspx?ID=159) in the world of Golarion, as the technology required to produce firearms and black powder is limited to a few technological strongholds scattered across the globe. Despite their rarity, or perhaps because of it, firearms leave a lasting impression on those who witness their destructive power and startling impact. Residents of the Inner Sea from outside of the Impossible Lands who behold a gunslinger or other wielder of firearms in action might undertake a pilgrimage to Alkenstar and attempt to negotiate with the Alkenstar Gunworks in order to obtain one of these unusual but potent weapons for themselves.\n\n Even people who never see or obtain a firearm might have a compelling reason to take these options, however. Crossbows are vastly more common than firearms but serve a similar purpose and can be put to many of the same uses. An artillerist leading a cannon team in Alkenstar might have a counterpart in Taldor who uses similar abilities with catapults. The sniping duos who use their arquebuses to guard the walls of Alkenstar from monsters in the Mana Wastes are not terribly different than the elven archers who patrol the forests of Kyonin and brave the demon-haunted swamps of Tanglebriar. In the islands of the Shackles, pirate captains fight with swords and pistols while their crew, most of whom can't afford a rare and expensive handgun, might use the same combat style with a similar weapon such as a crossbow or hand crossbow.\n\n While firearms are still relatively rare in the Inner Sea, the stories they inspire and the combat styles that incorporate them have spread faster than the technology itself. Snipers, drifters, weapon performers, and more have a place in Golarion that is larger than the impact of firearms alone. Even if your world or region doesn't include guns, there might be options perfect for your next character in this section. The options presented here can add new choices and exciting abilities for characters of any campaign world, regardless of the setting's technology level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Character Options","next_link":{"label":"Guns Equipment","url":"/Rules.aspx?ID=1648"},"previous_link":{"label":"Gears Equipment","url":"/Rules.aspx?ID=1616"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 121</row>\r\n\r\nGuns Characters\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 121"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 121</row>","speed":{},"text":" Character Options Source Guns &amp; Gears pg. 121 Guns and the people who use them remain uncommon in the world of Golarion, as the technology required to produce firearms and black powder is limited to a few technological strongholds scattered across the globe. Despite their rarity, or perhaps because of it, firearms leave a lasting impression on those who witness their destructive power and startling impact. Residents of the Inner Sea from outside of the Impossible Lands who behold a gunslinger or other wielder of firearms in action might undertake a pilgrimage to Alkenstar and attempt to negotiate with the Alkenstar Gunworks in order to obtain one of these unusual but potent weapons for themselves. Even people who never see or obtain a firearm might have a compelling reason to take these options, however. Crossbows are vastly more common than firearms but serve a similar purpose and can be put to many of the same uses. An artillerist leading a cannon team in Alkenstar might have a counterpart in Taldor who uses similar abilities with catapults. The sniping duos who use their arquebuses to guard the walls of Alkenstar from monsters in the Mana Wastes are not terribly different than the elven archers who patrol the forests of Kyonin and brave the demon-haunted swamps of Tanglebriar. In the islands of the Shackles, pirate captains fight with swords and pistols while their crew, most of whom can't afford a rare and expensive handgun, might use the same combat style with a similar weapon such as a crossbow or hand crossbow. While firearms are still relatively rare in the Inner Sea, the stories they inspire and the combat styles that incorporate them have spread faster than the technology itself. Snipers, drifters, weapon performers, and more have a place in Golarion that is larger than the impact of firearms alone. Even if your world or region doesn't include guns, there might be options perfect for your next character in this section. The options presented here can add new choices and exciting abilities for characters of any campaign world, regardless of the setting's technology level. ","type":"Rules","url":"/Rules.aspx?ID=1647","weakness":{}}},{"_index":"aon18","_id":"rules-1648","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1648","markdown":"<title level=\"1\" right=\"Rules\">[Guns Equipment](/Rules.aspx?ID=1648)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 146</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBlack powder weapons have many permutations throughout history, from simple, handheld affairs built for self-defense to mighty cannons designed to blast holes in castle walls and fortifications. In the world in which you, the reader, live, the history of firearms followed a meandering course around the globe, developing in a slow and uneven arc with many dead-ends and tributaries of varying success and longevity. On Golarion, a world of spells and myths, creatures and cataclysms, this developmental arc is even more diverse, with unexpected leaps forward and unique variations incorporating elements only possible in a world of magic and fantastical creatures.\n\n This chapter will showcase a variety of firearms. Some have historical inspirations, while others are more unusual black powder weapons, never seen on Earth due to the differences in the two worlds' technological advancements, historical eras, and societal shifts. We've also included a short segment here to talk about the ways in which the development, spread, and evolution of firearms on Golarion differs significantly from those on Earth.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Firearms and Access</title>\r\n\r\nIn the world of Golarion, firearms and black powder weaponry remain largely limited to specific regions. In Avistan, reckless scientists and innovative undead hunters in the nation of Ustalav have championed a technological renaissance, spurring the development of basic but effective muskets copied off Alkenstar originals and, in the process, creating a burgeoning market for silver bullets and bayonets. In the Shackles, Motaku Isle Ironworks continues to pump out shoddy, but deadly, replicas of firearms and cannons stolen from Alkenstar, as well as create new (usually unstable) black powder weaponry. Alkenstar itself boasts the premier black powder gunsmiths on the planet and is the undisputed center of modern innovation for firearm accessories. In Tian Xia, the nations of Goka, Ling Shen, Po Li, and Quain have long worked with black powder, using it to spur other technological advancements. The continent of Arcadia has seen decades of relatively uninterrupted peace and might contain more gunslingers than the rest of Golarion combined, though their firearms are a more diverse array of magical star guns, technological air guns, and ceremonial beast guns, with no black powder whatsoever. Characters from these regions have access to the gunslinger class and firearms. Other than Arcadia, they have access to black powder siege weapons if the GM has opened up siege weapons as an option for the campaign.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1649\" />\r\n\r\n<document level=\"2\" id=\"rules-1651\" />\r\n\r\n<document level=\"2\" id=\"rules-1656\" />\r\n\r\n<document level=\"2\" id=\"rules-1658\" />","name":"Guns Equipment","next_link":{"label":"Water Pressure in Gaming","url":"/Rules.aspx?ID=1663"},"previous_link":{"label":"Guns Characters","url":"/Rules.aspx?ID=1646"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 146</row>\n\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 146"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 146</row>","speed":{},"text":" Guns Equipment Source Guns &amp; Gears pg. 146 Black powder weapons have many permutations throughout history, from simple, handheld affairs built for self-defense to mighty cannons designed to blast holes in castle walls and fortifications. In the world in which you, the reader, live, the history of firearms followed a meandering course around the globe, developing in a slow and uneven arc with many dead-ends and tributaries of varying success and longevity. On Golarion, a world of spells and myths, creatures and cataclysms, this developmental arc is even more diverse, with unexpected leaps forward and unique variations incorporating elements only possible in a world of magic and fantastical creatures. This chapter will showcase a variety of firearms. Some have historical inspirations, while others are more unusual black powder weapons, never seen on Earth due to the differences in the two worlds' technological advancements, historical eras, and societal shifts. We've also included a short segment here to talk about the ways in which the development, spread, and evolution of firearms on Golarion differs significantly from those on Earth. Firearms and Access In the world of Golarion, firearms and black powder weaponry remain largely limited to specific regions. In Avistan, reckless scientists and innovative undead hunters in the nation of Ustalav have championed a technological renaissance, spurring the development of basic but effective muskets copied off Alkenstar originals and, in the process, creating a burgeoning market for silver bullets and bayonets. In the Shackles, Motaku Isle Ironworks continues to pump out shoddy, but deadly, replicas of firearms and cannons stolen from Alkenstar, as well as create new (usually unstable) black powder weaponry. Alkenstar itself boasts the premier black powder gunsmiths on the planet and is the undisputed center of modern innovation for firearm accessories. In Tian Xia, the nations of Goka, Ling Shen, Po Li, and Quain have long worked with black powder, using it to spur other technological advancements. The continent of Arcadia has seen decades of relatively uninterrupted peace and might contain more gunslingers than the rest of Golarion combined, though their firearms are a more diverse array of magical star guns, technological air guns, and ceremonial beast guns, with no black powder whatsoever. Characters from these regions have access to the gunslinger class and firearms. Other than Arcadia, they have access to black powder siege weapons if the GM has opened up siege weapons as an option for the campaign. ","type":"Rules","url":"/Rules.aspx?ID=1648","weakness":{}}},{"_index":"aon18","_id":"rules-1649","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1649","markdown":"<title level=\"1\" right=\"Rules\">[Classic Firearms](/Rules.aspx?ID=1649)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 150</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following rules cover the use of firearms and includes the firearms and ammunition types available. All firearms are subject to misfires if they're not properly maintained, as described in the sidebar.\n\n The [clan pistol](/Feats.aspx?ID=3281) and [dwarven scattergun](/Weapons.aspx?ID=207) have the [dwarf](/Traits.aspx?ID=54) trait, the [mithral tree](/Weapons.aspx?ID=204) has the [elf](/Traits.aspx?ID=58) trait, and the [flingflenser](/Weapons.aspx?ID=208) has the [goblin](/Traits.aspx?ID=81) trait. However, feats such as [Dwarven Weapon Familiarity](/Feats.aspx?ID=2), which normally grants access to all uncommon weapons with the dwarf trait, don't grant access to firearms with the listed traits unless the character separately has access to firearms. For instance, dwarves who've never seen a firearm and then train in traditional dwarven weapons don't have access to clan pistols and dwarven scatterguns. You can find more information on this and other firearm access details on page 148.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Misfires</title>\r\n\r\nFirearms that are improperly maintained or subjected to unusual strain can misfire. If you attempt to fire a firearm that was fired the previous day or earlier and hasn't been cleaned since then, roll a DC 5 flat check before making your attack roll. If you fail this misfire check, the weapon misfires and jams. The attack is an automatic critical failure, and you must use an Interact action to clear the jam before you can reload the weapon and fire again. Once you have spent at least an hour cleaning a weapon, you don't need to roll for a misfire until the next day unless an effect says otherwise. You can clean multiple firearms during this hour, up to a reasonable limit as determined by the GM (typically no more than five).\n\n Some abilities cause a weapon to misfire as part of their effects. If such a misfire happens as a result of an attack (due to an action that causes a misfire on a failed attack, for example), it retroactively makes the attack a critical failure.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1650\" />","name":"Classic Firearms","next_link":{"label":"Fantasy Firearms","url":"/Rules.aspx?ID=1651"},"previous_link":{"label":"Guns Characters","url":"/Rules.aspx?ID=1646"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 150</row>\r\n\r\nGuns Equipment\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 150"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 150</row>","speed":{},"text":" Classic Firearms Source Guns &amp; Gears pg. 150 The following rules cover the use of firearms and includes the firearms and ammunition types available. All firearms are subject to misfires if they're not properly maintained, as described in the sidebar. The clan pistol and dwarven scattergun have the dwarf trait, the mithral tree has the elf trait, and the flingflenser has the goblin trait. However, feats such as Dwarven Weapon Familiarity, which normally grants access to all uncommon weapons with the dwarf trait, don't grant access to firearms with the listed traits unless the character separately has access to firearms. For instance, dwarves who've never seen a firearm and then train in traditional dwarven weapons don't have access to clan pistols and dwarven scatterguns. You can find more information on this and other firearm access details on page 148. Misfires Firearms that are improperly maintained or subjected to unusual strain can misfire. If you attempt to fire a firearm that was fired the previous day or earlier and hasn't been cleaned since then, roll a DC 5 flat check before making your attack roll. If you fail this misfire check, the weapon misfires and jams. The attack is an automatic critical failure, and you must use an Interact action to clear the jam before you can reload the weapon and fire again. Once you have spent at least an hour cleaning a weapon, you don't need to roll for a misfire until the next day unless an effect says otherwise. You can clean multiple firearms during this hour, up to a reasonable limit as determined by the GM (typically no more than five). Some abilities cause a weapon to misfire as part of their effects. If such a misfire happens as a result of an attack (due to an action that causes a misfire on a failed attack, for example), it retroactively makes the attack a critical failure. ","type":"Rules","url":"/Rules.aspx?ID=1649","weakness":{}}},{"_index":"aon18","_id":"rules-1650","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment","Classic Firearms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1650","markdown":"<title level=\"1\" right=\"Rules\">[Ammunition](/Rules.aspx?ID=1650)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 150</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFirearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the [Alchemical Crafting](/Feats.aspx?ID=752) skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ammunition","next_link":{"label":"Fantasy Firearms","url":"/Rules.aspx?ID=1651"},"previous_link":{"label":"Guns Characters","url":"/Rules.aspx?ID=1646"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 150</row>\r\n\r\nGuns Equipment / Classic Firearms\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 150"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 150</row>","speed":{},"text":" Ammunition Source Guns &amp; Gears pg. 150 Firearms require ammunition consisting of a projectile and black powder. A round of ammo can vary in its composition but is typically either a prepackaged paper cartridge, including wadding, bullet, and black powder, or loose shot packed in manually. Some weapons, like hand cannons and blunderbusses, can fire other materials, but their ammunition has the same Price due to the cost of the black powder. Because making rounds of firearm ammunition requires creating black powder, you need the Alchemical Crafting skill feat to make them. Firearm rounds are a valid option for magical ammunition, just like arrows or bolts. Crafting magical firearm ammunition requires you to be able to craft both alchemical and magical items. ","type":"Rules","url":"/Rules.aspx?ID=1650","weakness":{}}},{"_index":"aon18","_id":"rules-1651","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1651","markdown":"<title level=\"1\" right=\"Rules\">[Fantasy Firearms](/Rules.aspx?ID=1651)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 154</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile their power and rarity make Golarion firearms fantastical in their own right, this hasn't stopped engineers, craftsman, and even fey smiths from attempting to improve the weapons or create their own versions. Whether these fantastic weapons include the beast guns of Arcadia, the combination weapons wielded by gunners of the Inner Sea seeking to stretch their meager supplies of black powder, or the goblin-forged “cobbled firearms” of the Shackles, Golarion is home to a diverse and unlikely array of unusual black powder weapons.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1652\" />\r\n\r\n<document level=\"2\" id=\"rules-1653\" />\r\n\r\n<document level=\"2\" id=\"rules-1654\" />\r\n\r\n<document level=\"2\" id=\"rules-1655\" />","name":"Fantasy Firearms","next_link":{"label":"Black Powder Siege Weapons","url":"/Rules.aspx?ID=1656"},"previous_link":{"label":"Classic Firearms","url":"/Rules.aspx?ID=1649"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 154</row>\r\n\r\nGuns Equipment\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 154"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 154</row>","speed":{},"text":" Fantasy Firearms Source Guns &amp; Gears pg. 154 While their power and rarity make Golarion firearms fantastical in their own right, this hasn't stopped engineers, craftsman, and even fey smiths from attempting to improve the weapons or create their own versions. Whether these fantastic weapons include the beast guns of Arcadia, the combination weapons wielded by gunners of the Inner Sea seeking to stretch their meager supplies of black powder, or the goblin-forged “cobbled firearms” of the Shackles, Golarion is home to a diverse and unlikely array of unusual black powder weapons. ","type":"Rules","url":"/Rules.aspx?ID=1651","weakness":{}}},{"_index":"aon18","_id":"rules-1652","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment","Fantasy Firearms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1652","markdown":"<title level=\"1\" right=\"Rules\">[Beast Guns](/Rules.aspx?ID=1652)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 154</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nArcadia's history of gunsmithing goes back centuries, and Arcadia may very well have been the first continent on Golarion in which firearms were developed. While Arcadia's Deadshot Lands are famous for their rare and prestigious skymetal guns, patterned after the star guns of old, more common in other regions are beast guns, created as part of a long-standing rite of passage.\n\n While they don't look much like ancient star guns and use a different kind of magic, beast guns are particularly notable in that, like star guns, they rely on magic rather than black powder. Beast guns can produce unique effects beyond simply damaging their targets.\n\n Beast guns aren't loaded with the same ammunition as other guns, but they do still use ammunition, rather than shooting magical energy like a star gun. This ammunition comes as specially designed rounds, such as miniature tentacles fired from the [_tentacle gun_](/Equipment.aspx?ID=1172) or javelin-like spikes from the [_spike gun_](/Equipment.aspx?ID=1171). Unless otherwise stated, these rounds come in packs of 10 that cost 1 sp and have light Bulk. The only weapon in this section that works significantly differently is the [_growth gun_](/Equipment.aspx?ID=1167), which grows back a gob of its own ammunition once per round, ensuring you always have enough ammunition to fire a shot every round.\n\n Monster hunters of all kinds roam Arcadia slaying beasts and harvesting their body parts to produce new beast guns, both new examples of established models and brand new types never seen or imagined before. Even after thousands of years, innovators expand the possibilities of what a beast gun can do.\n\n The following pages contain a small sample of the many kinds of beast guns crafted in Arcadia. Each beast gun is a specific magic item. You can find more information on the ritual used in hunting the beasts to create a beast gun on page 130.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Beast Guns","next_link":{"label":"Cobbled Firearms","url":"/Rules.aspx?ID=1653"},"previous_link":{"label":"Classic Firearms","url":"/Rules.aspx?ID=1649"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 154</row>\r\n\r\nGuns Equipment / Fantasy Firearms\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 154"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 154</row>","speed":{},"text":" Beast Guns Source Guns &amp; Gears pg. 154 Arcadia's history of gunsmithing goes back centuries, and Arcadia may very well have been the first continent on Golarion in which firearms were developed. While Arcadia's Deadshot Lands are famous for their rare and prestigious skymetal guns, patterned after the star guns of old, more common in other regions are beast guns, created as part of a long-standing rite of passage. While they don't look much like ancient star guns and use a different kind of magic, beast guns are particularly notable in that, like star guns, they rely on magic rather than black powder. Beast guns can produce unique effects beyond simply damaging their targets. Beast guns aren't loaded with the same ammunition as other guns, but they do still use ammunition, rather than shooting magical energy like a star gun. This ammunition comes as specially designed rounds, such as miniature tentacles fired from the tentacle gun or javelin-like spikes from the spike gun . Unless otherwise stated, these rounds come in packs of 10 that cost 1 sp and have light Bulk. The only weapon in this section that works significantly differently is the growth gun , which grows back a gob of its own ammunition once per round, ensuring you always have enough ammunition to fire a shot every round. Monster hunters of all kinds roam Arcadia slaying beasts and harvesting their body parts to produce new beast guns, both new examples of established models and brand new types never seen or imagined before. Even after thousands of years, innovators expand the possibilities of what a beast gun can do. The following pages contain a small sample of the many kinds of beast guns crafted in Arcadia. Each beast gun is a specific magic item. You can find more information on the ritual used in hunting the beasts to create a beast gun on page 130. ","type":"Rules","url":"/Rules.aspx?ID=1652","weakness":{}}},{"_index":"aon18","_id":"rules-1653","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment","Fantasy Firearms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1653","markdown":"<title level=\"1\" right=\"Rules\">[Cobbled Firearms](/Rules.aspx?ID=1653)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 157</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGoblins are nothing if not creative and adaptable, and have a unique gift for recognizing an advantage when they see one. Even with the relative rarity of firearms, only the most secluded goblins are unaware of the deadly metal tubes that fling death over long distances using fire and explosive powder. The goblin gunsmiths of the Motaku Isle Ironworks in Absalom's Shackles constantly experiment with new weapon designs using spare parts from their clients' weapons shipments and whatever happens to be lying around. The more successful versions of these junk guns often get added to the catalogue of weapons available from the ironworks, while the less effective ones usually kill their creators before the unfortunate gunsmiths have a chance to iterate on their designs. All cobbled firearms have the cobbled trait, which causes them to misfire on a failure.\n\n The [big boom gun](/Weapons.aspx?ID=226) and [spoon gun](/Weapons.aspx?ID=225) both have the [goblin](/Traits.aspx?ID=81) trait. However, feats such as [Goblin Weapon Familiarity](/Feats.aspx?ID=43), which normally grants access to all uncommon weapons with the goblin trait, do not grant access to firearms with the goblin trait unless the character separately has access to firearms. You can find more information on this and other firearm access details on page 148.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Cobbled Firearms","next_link":{"label":"Combination Weapons","url":"/Rules.aspx?ID=1654"},"previous_link":{"label":"Beast Guns","url":"/Rules.aspx?ID=1652"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 157</row>\r\n\r\nGuns Equipment / Fantasy Firearms\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 157"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 157</row>","speed":{},"text":" Cobbled Firearms Source Guns &amp; Gears pg. 157 Goblins are nothing if not creative and adaptable, and have a unique gift for recognizing an advantage when they see one. Even with the relative rarity of firearms, only the most secluded goblins are unaware of the deadly metal tubes that fling death over long distances using fire and explosive powder. The goblin gunsmiths of the Motaku Isle Ironworks in Absalom's Shackles constantly experiment with new weapon designs using spare parts from their clients' weapons shipments and whatever happens to be lying around. The more successful versions of these junk guns often get added to the catalogue of weapons available from the ironworks, while the less effective ones usually kill their creators before the unfortunate gunsmiths have a chance to iterate on their designs. All cobbled firearms have the cobbled trait, which causes them to misfire on a failure. The big boom gun and spoon gun both have the goblin trait. However, feats such as Goblin Weapon Familiarity, which normally grants access to all uncommon weapons with the goblin trait, do not grant access to firearms with the goblin trait unless the character separately has access to firearms. You can find more information on this and other firearm access details on page 148. ","type":"Rules","url":"/Rules.aspx?ID=1653","weakness":{}}},{"_index":"aon18","_id":"rules-1654","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment","Fantasy Firearms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1654","markdown":"<title level=\"1\" right=\"Rules\">[Combination Weapons](/Rules.aspx?ID=1654)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 158</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWith the advent of firearms, there have been a number of gunslingers, inventors, and alchemists who have created a variety of combination weapons using black powder. The [explosive dogslicer](/Weapons.aspx?ID=224), [gnome amalgam musket](/Weapons.aspx?ID=217), and [three peaked tree](/Weapons.aspx?ID=223) all have traits corresponding to an ancestry. However, feats such as [Elven Weapon Familiarity](/Feats.aspx?ID=14), which normally grants access to all uncommon weapons with the elf trait, do not grant access to firearms with the given trait unless the character separately has access to firearms. You can find more information on this and other firearm access details on page 148.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Combination Weapons","next_link":{"label":"Rare and Unique Firearms","url":"/Rules.aspx?ID=1655"},"previous_link":{"label":"Cobbled Firearms","url":"/Rules.aspx?ID=1653"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 158</row>\r\n\r\nGuns Equipment / Fantasy Firearms\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 158"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 158</row>","speed":{},"text":" Combination Weapons Source Guns &amp; Gears pg. 158 With the advent of firearms, there have been a number of gunslingers, inventors, and alchemists who have created a variety of combination weapons using black powder. The explosive dogslicer, gnome amalgam musket, and three peaked tree all have traits corresponding to an ancestry. However, feats such as Elven Weapon Familiarity, which normally grants access to all uncommon weapons with the elf trait, do not grant access to firearms with the given trait unless the character separately has access to firearms. You can find more information on this and other firearm access details on page 148. ","type":"Rules","url":"/Rules.aspx?ID=1654","weakness":{}}},{"_index":"aon18","_id":"rules-1655","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment","Fantasy Firearms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1655","markdown":"<title level=\"1\" right=\"Rules\">[Rare and Unique Firearms](/Rules.aspx?ID=1655)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 160</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile firearms are relatively uncommon in Golarion and extremely unusual to encounter in the Inner Sea region outside of a few specific areas, they are nonetheless an attractive choice for use in crafting unique signature weapons and other great works. The fey of Arcadia created their own firearm in the form of the [_Rowan Rifle_](/Equipment.aspx?ID=1185) to gift to their champions, while in the Inner Sea heroes from several countries and regions have traveled to Alkenstar to have their trophies immortalized as part of a powerful and unusual weapon.\n\n The following are rare and unique specific magic firearms, possessing unusual and sometimes outlandish special effects. Some among these firearms are cursed, haunted, or even intelligent. You can find more information on cursed items on Gamemastery Guide page 90, and more information on intelligent items on Gamemastery Guide page 88. A haunted firearm is simply a cursed firearm whose curse derives from a confused, enraged, or tormented spirit attached to the weapon. It is often possible, though difficult, to discover and resolve the unfinished business that will put that spirit to rest. In this case, the firearm's curse might be forever lifted as the spirit goes free to the afterlife, never to bother the firearm's wielder again\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Integrated Firearms</title>\r\n\r\nIn addition to the many rare and unique weapons presented here, there exists a special type of rare firearm known as an integrated firearm that anyone who knows the proper techniques can craft. An integrated firearm replaces a creature's forelimb, usually in place of a prosthesis or one of an [automaton's](/Ancestries.aspx?ID=48) arms. An integrated weapon can be a one or two-handed firearm or combination weapon, though weapons with the reach property are typically too ungainly for this treatment and one-handed weapons are usually preferred since two-handed weapons still require the use of a second arm for proper wielding. Opponents can't disarm an integrated firearm and they take 10 minutes to attach or remove. Integrated firearms can be fired using the same arm they are attached to, with careful and complex mechanics that use the wearer's posture or even directly attach to the muscles or other infrastructure that used to control the severed or detached limb. A creature with an integrated firearm can't use the arm replaced by the firearm for any actions or tasks other than wielding and firing the firearm.\r\n</aside>","name":"Rare and Unique Firearms","next_link":{"label":"Black Powder Siege Weapons","url":"/Rules.aspx?ID=1656"},"previous_link":{"label":"Combination Weapons","url":"/Rules.aspx?ID=1654"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 160</row>\r\n\r\nGuns Equipment / Fantasy Firearms\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 160"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 160</row>","speed":{},"text":" Rare and Unique Firearms Source Guns &amp; Gears pg. 160 While firearms are relatively uncommon in Golarion and extremely unusual to encounter in the Inner Sea region outside of a few specific areas, they are nonetheless an attractive choice for use in crafting unique signature weapons and other great works. The fey of Arcadia created their own firearm in the form of the Rowan Rifle to gift to their champions, while in the Inner Sea heroes from several countries and regions have traveled to Alkenstar to have their trophies immortalized as part of a powerful and unusual weapon. The following are rare and unique specific magic firearms, possessing unusual and sometimes outlandish special effects. Some among these firearms are cursed, haunted, or even intelligent. You can find more information on cursed items on Gamemastery Guide page 90, and more information on intelligent items on Gamemastery Guide page 88. A haunted firearm is simply a cursed firearm whose curse derives from a confused, enraged, or tormented spirit attached to the weapon. It is often possible, though difficult, to discover and resolve the unfinished business that will put that spirit to rest. In this case, the firearm's curse might be forever lifted as the spirit goes free to the afterlife, never to bother the firearm's wielder again Integrated Firearms In addition to the many rare and unique weapons presented here, there exists a special type of rare firearm known as an integrated firearm that anyone who knows the proper techniques can craft. An integrated firearm replaces a creature's forelimb, usually in place of a prosthesis or one of an automaton's arms. An integrated weapon can be a one or two-handed firearm or combination weapon, though weapons with the reach property are typically too ungainly for this treatment and one-handed weapons are usually preferred since two-handed weapons still require the use of a second arm for proper wielding. Opponents can't disarm an integrated firearm and they take 10 minutes to attach or remove. Integrated firearms can be fired using the same arm they are attached to, with careful and complex mechanics that use the wearer's posture or even directly attach to the muscles or other infrastructure that used to control the severed or detached limb. A creature with an integrated firearm can't use the arm replaced by the firearm for any actions or tasks other than wielding and firing the firearm. ","type":"Rules","url":"/Rules.aspx?ID=1655","weakness":{}}},{"_index":"aon18","_id":"rules-1656","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1656","markdown":"<title level=\"1\" right=\"Rules\">[Black Powder Siege Weapons](/Rules.aspx?ID=1656)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 172</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe advent of black powder is beginning to offer a new sort of weapon to warriors in Golarion, one that isn't dependent on the physical strength of the wielder. Siege weapons like ballistae and trebuchets create tremendous force at a distance with the efforts of multiple operators, allowing for destructive power to rival even mighty spellcasters. Black powder siege weapons take the potential of such machines of war and amplify it to the next level, adding explosive power to the cooperative efforts of the crew. In addition to the force of the black powder ignition itself, black powder siege weapons are able to funnel and direct the energy through a reinforced barrel or muzzle in ways torsion and counterweights cannot, increasing the accuracy, range, and impact of the weapon.\n\n Siege weapons of all kinds operate largely the same way whether they incorporate black powder in their design or not. The Aiming, Loading, Launching, and Move Siege Weapon actions are all identical to the rules found on page 72. The most notable change is the chance of misfire; just like a firearm, improper use, inadequate cleaning, and a number of other factors can lead to deficiencies in a piece of artillery. The construction of the weapons and ammunition are also more expensive and harder to find due to the more advanced makeup.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Chain Shot</title>\r\n\r\nA special type of ammunition for siege weapons, chain shot is built to demolish masts, sails, and airship gasbags. Each chain shot costs 2 gp. It resembles a cannonball in shape and can be loaded only into a siege weapon that hurls stones or similar ammunition. When launched, the ball divides into its two halves, connected by a sturdy chain.\n\n When a siege weapon launches chain shot, it targets one object instead of using its normal targets or area. The target takes no damage, but on a failed Reflex save, the object's mast, sail, or gasbag becomes broken. The pilot can attempt a piloting check in place of this Reflex save. A broken mast, sail, or gasbag prevents a wind- propelled vessel from moving, except by other means of propulsion if available. For instance, a galley could still be rowed if it had enough rowers. An airship with a broken gasbag instead begins to slowly descend as it leaks gas, automatically descending 20 feet at the start of each of the pilot's turns.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1657\" />","name":"Black Powder Siege Weapons","next_link":{"label":"Customization Options","url":"/Rules.aspx?ID=1658"},"previous_link":{"label":"Fantasy Firearms","url":"/Rules.aspx?ID=1651"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 172</row>\r\n\r\nGuns Equipment\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 172"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 172</row>","speed":{},"text":" Black Powder Siege Weapons Source Guns &amp; Gears pg. 172 The advent of black powder is beginning to offer a new sort of weapon to warriors in Golarion, one that isn't dependent on the physical strength of the wielder. Siege weapons like ballistae and trebuchets create tremendous force at a distance with the efforts of multiple operators, allowing for destructive power to rival even mighty spellcasters. Black powder siege weapons take the potential of such machines of war and amplify it to the next level, adding explosive power to the cooperative efforts of the crew. In addition to the force of the black powder ignition itself, black powder siege weapons are able to funnel and direct the energy through a reinforced barrel or muzzle in ways torsion and counterweights cannot, increasing the accuracy, range, and impact of the weapon. Siege weapons of all kinds operate largely the same way whether they incorporate black powder in their design or not. The Aiming, Loading, Launching, and Move Siege Weapon actions are all identical to the rules found on page 72. The most notable change is the chance of misfire; just like a firearm, improper use, inadequate cleaning, and a number of other factors can lead to deficiencies in a piece of artillery. The construction of the weapons and ammunition are also more expensive and harder to find due to the more advanced makeup. Chain Shot A special type of ammunition for siege weapons, chain shot is built to demolish masts, sails, and airship gasbags. Each chain shot costs 2 gp. It resembles a cannonball in shape and can be loaded only into a siege weapon that hurls stones or similar ammunition. When launched, the ball divides into its two halves, connected by a sturdy chain. When a siege weapon launches chain shot, it targets one object instead of using its normal targets or area. The target takes no damage, but on a failed Reflex save, the object's mast, sail, or gasbag becomes broken. The pilot can attempt a piloting check in place of this Reflex save. A broken mast, sail, or gasbag prevents a wind- propelled vessel from moving, except by other means of propulsion if available. For instance, a galley could still be rowed if it had enough rowers. An airship with a broken gasbag instead begins to slowly descend as it leaks gas, automatically descending 20 feet at the start of each of the pilot's turns. ","type":"Rules","url":"/Rules.aspx?ID=1656","weakness":{}}},{"_index":"aon18","_id":"rules-1657","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment","Black Powder Siege Weapons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1657","markdown":"<title level=\"1\" right=\"Rules\">[Siege Weapon Misfire](/Rules.aspx?ID=1657)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 172</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nJust as personal firearms require a meticulous regimen of proper care and cleaning to operate at peak performance, black powder siege weapons must be properly maintained on a regular basis to avoid the risk of terrible consequences that might otherwise befall those who use them. If you attempt to fire a black powder siege weapon that was used or assembled prior to the current day and hasn't been properly cleaned and maintained since the last time it was used or assembled, you must attempt a DC 5 flat check before making your attack roll, risking misfire on a failure. A black powder siege weapon can also potentially misfire as a result of using a specific ability or due to using an unreliable black powder siege weapon with the cobbled trait, such as a siege weapon created at the risky pirate volcano foundry known as the Motaku Ironworks.\n\n If you fail this misfire flat check, the siege weapon misfires and jams, and the attack also becomes a critical failure. To clear the jam, the crew must collectively use a number of Interact actions equal to the number of actions required to complete a single Load activity for the siege weapon. The weapon can then be reloaded and fired again. Once the crew has spent at least an hour cleaning and maintaining the weapon, they don't need to roll for a misfire until the next day unless an effect says otherwise.\n\n If you critically fail a misfire check when attempting to fire a siege weapon, the siege weapon explodes, dealing the damage listed in its Launch entry to all creatures in a 30-foot emanation with a basic Reflex save. The DC of the save is the standard DC of the siege weapon's level (Core Rulebook 503). When it explodes in this way, the siege weapon is destroyed.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Siege Weapon Misfire","next_link":{"label":"Customization Options","url":"/Rules.aspx?ID=1658"},"previous_link":{"label":"Fantasy Firearms","url":"/Rules.aspx?ID=1651"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 172</row>\r\n\r\nGuns Equipment / Black Powder Siege Weapons\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 172"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 172</row>","speed":{},"text":" Siege Weapon Misfire Source Guns &amp; Gears pg. 172 Just as personal firearms require a meticulous regimen of proper care and cleaning to operate at peak performance, black powder siege weapons must be properly maintained on a regular basis to avoid the risk of terrible consequences that might otherwise befall those who use them. If you attempt to fire a black powder siege weapon that was used or assembled prior to the current day and hasn't been properly cleaned and maintained since the last time it was used or assembled, you must attempt a DC 5 flat check before making your attack roll, risking misfire on a failure. A black powder siege weapon can also potentially misfire as a result of using a specific ability or due to using an unreliable black powder siege weapon with the cobbled trait, such as a siege weapon created at the risky pirate volcano foundry known as the Motaku Ironworks. If you fail this misfire flat check, the siege weapon misfires and jams, and the attack also becomes a critical failure. To clear the jam, the crew must collectively use a number of Interact actions equal to the number of actions required to complete a single Load activity for the siege weapon. The weapon can then be reloaded and fired again. Once the crew has spent at least an hour cleaning and maintaining the weapon, they don't need to roll for a misfire until the next day unless an effect says otherwise. If you critically fail a misfire check when attempting to fire a siege weapon, the siege weapon explodes, dealing the damage listed in its Launch entry to all creatures in a 30-foot emanation with a basic Reflex save. The DC of the save is the standard DC of the siege weapon's level (Core Rulebook 503). When it explodes in this way, the siege weapon is destroyed. ","type":"Rules","url":"/Rules.aspx?ID=1657","weakness":{}}},{"_index":"aon18","_id":"rules-1658","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1658","markdown":"<title level=\"1\" right=\"Rules\">[Customization Options](/Rules.aspx?ID=1658)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 179</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe potent stopping power, solid range, and relative ease of use of firearms make them attractive options for almost any warrior who can both obtain one and maintain a healthy supply of ammunition, but these benefits are only the most basic offered by the firearms being produced in Golarion today. Everything from bandoliers for the discerning pirate to specialized scopes for snipers can be obtained from the talented gunsmiths who ply their trades in Dongun Hold, Alkenstar, or Arcadia for the right price.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Attached Customization Options</title>\r\n\r\nThis section introduces two new types of item that can be attached to a firearm: scopes and firing mechanisms. A given firearm can only have one of each type of item attached. For instance, a firearm couldn't have more than one scope attached at the same time. To indicate this, in much the same way that a magic item's usage entry might say “worn shoes” to indicate it can't be worn with other shoes, the usage entry for these attached options lists “attached (scope)” or “attached (firing mechanism).”\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1659\" />\r\n\r\n<document level=\"2\" id=\"rules-1660\" />\r\n\r\n<document level=\"2\" id=\"rules-1661\" />\r\n\r\n<document level=\"2\" id=\"rules-1662\" />","name":"Customization Options","next_link":{"label":"Water Pressure in Gaming","url":"/Rules.aspx?ID=1663"},"previous_link":{"label":"Black Powder Siege Weapons","url":"/Rules.aspx?ID=1656"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 179</row>\r\n\r\nGuns Equipment\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 179"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 179</row>","speed":{},"text":" Customization Options Source Guns &amp; Gears pg. 179 The potent stopping power, solid range, and relative ease of use of firearms make them attractive options for almost any warrior who can both obtain one and maintain a healthy supply of ammunition, but these benefits are only the most basic offered by the firearms being produced in Golarion today. Everything from bandoliers for the discerning pirate to specialized scopes for snipers can be obtained from the talented gunsmiths who ply their trades in Dongun Hold, Alkenstar, or Arcadia for the right price. Attached Customization Options This section introduces two new types of item that can be attached to a firearm: scopes and firing mechanisms. A given firearm can only have one of each type of item attached. For instance, a firearm couldn't have more than one scope attached at the same time. To indicate this, in much the same way that a magic item's usage entry might say “worn shoes” to indicate it can't be worn with other shoes, the usage entry for these attached options lists “attached (scope)” or “attached (firing mechanism).” ","type":"Rules","url":"/Rules.aspx?ID=1658","weakness":{}}},{"_index":"aon18","_id":"rules-1659","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment","Customization Options"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1659","markdown":"<title level=\"1\" right=\"Rules\">[Holsters](/Rules.aspx?ID=1659)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 179</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFirearms and crossbows are generally efficient weapons designed with an eye towards ease of use. However, the act of managing ammunition, reloading, and keeping a grip on a weapon can become cumbersome without a good bandolier or holster to hold your weapons and ammunition in a convenient position until they become necessary in combat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Holsters","next_link":{"label":"Scopes","url":"/Rules.aspx?ID=1660"},"previous_link":{"label":"Black Powder Siege Weapons","url":"/Rules.aspx?ID=1656"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 179</row>\r\n\r\nGuns Equipment / Customization Options\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 179"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 179</row>","speed":{},"text":" Holsters Source Guns &amp; Gears pg. 179 Firearms and crossbows are generally efficient weapons designed with an eye towards ease of use. However, the act of managing ammunition, reloading, and keeping a grip on a weapon can become cumbersome without a good bandolier or holster to hold your weapons and ammunition in a convenient position until they become necessary in combat. ","type":"Rules","url":"/Rules.aspx?ID=1659","weakness":{}}},{"_index":"aon18","_id":"rules-1660","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment","Customization Options"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1660","markdown":"<title level=\"1\" right=\"Rules\">[Scopes](/Rules.aspx?ID=1660)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 180</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nScopes for firearms and crossbows have existed, in one form or another, for many years, though they've recently become one of the most soughtafter luxury items for gun enthusiasts in Alkenstar and in various regions that have gotten their hands on Alkenstar firearms (whether through legal means or otherwise). Leatherworkers, metalsmiths, crystal cutters, and spellcasters specializing in the creation and development of magical items all have a part to play in the burgeoning industry. The finest crafters often incorporate signature techniques or styles into the scopes they produce, such as crystal cutters espousing the merits of their flawless lenses and spellcasters promoting the benefits of the particular spells and techniques they use to increase the amount and clarity of information conveyed by scopes they enchant.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Scopes","next_link":{"label":"Stabilizers","url":"/Rules.aspx?ID=1661"},"previous_link":{"label":"Holsters","url":"/Rules.aspx?ID=1659"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 180</row>\r\n\r\nGuns Equipment / Customization Options\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 180"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 180</row>","speed":{},"text":" Scopes Source Guns &amp; Gears pg. 180 Scopes for firearms and crossbows have existed, in one form or another, for many years, though they've recently become one of the most soughtafter luxury items for gun enthusiasts in Alkenstar and in various regions that have gotten their hands on Alkenstar firearms (whether through legal means or otherwise). Leatherworkers, metalsmiths, crystal cutters, and spellcasters specializing in the creation and development of magical items all have a part to play in the burgeoning industry. The finest crafters often incorporate signature techniques or styles into the scopes they produce, such as crystal cutters espousing the merits of their flawless lenses and spellcasters promoting the benefits of the particular spells and techniques they use to increase the amount and clarity of information conveyed by scopes they enchant. ","type":"Rules","url":"/Rules.aspx?ID=1660","weakness":{}}},{"_index":"aon18","_id":"rules-1661","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment","Customization Options"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1661","markdown":"<title level=\"1\" right=\"Rules\">[Stabilizers](/Rules.aspx?ID=1661)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 182</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe ferocious kickback of firearms is part of the functionality that makes them so appealing as weapons, but it can also present a barrier in wielding them effectively. To increase the functionality of firearms and make them more accessible to a wider audience, gunsmiths and engineers have created a large array of supporting stabilization over the years. From the humble [tripod](/Equipment.aspx?ID=1207) to more elaborate arrays like the gunner's saddle, these tools can be an invaluable part of any gunner's loadout.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Stabilizers","next_link":{"label":"Other Modifications","url":"/Rules.aspx?ID=1662"},"previous_link":{"label":"Scopes","url":"/Rules.aspx?ID=1660"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 182</row>\r\n\r\nGuns Equipment / Customization Options\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 182"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 182</row>","speed":{},"text":" Stabilizers Source Guns &amp; Gears pg. 182 The ferocious kickback of firearms is part of the functionality that makes them so appealing as weapons, but it can also present a barrier in wielding them effectively. To increase the functionality of firearms and make them more accessible to a wider audience, gunsmiths and engineers have created a large array of supporting stabilization over the years. From the humble tripod to more elaborate arrays like the gunner's saddle, these tools can be an invaluable part of any gunner's loadout. ","type":"Rules","url":"/Rules.aspx?ID=1661","weakness":{}}},{"_index":"aon18","_id":"rules-1662","_score":2.3741803,"_source":{"breadcrumbs":["Guns Equipment","Customization Options"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1662","markdown":"<title level=\"1\" right=\"Rules\">[Other Modifications](/Rules.aspx?ID=1662)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 183</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile holsters, scopes, and stabilizers are some of the more common accessories associated with firearms and crossbows, they're far from the only innovations that support such weapons. The variety of accessories is matched only by the inventors' creativity. Blazons and emblems for paired weapons are popular purchases for fashion-oriented aristocrats who like their weapons to match aesthetically and magically. Talented gunsmiths produce replaceable barrels, high-end firing mechanisms, and other commodities for firearm enthusiasts to further customize their weapons to their preferences.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Other Modifications","next_link":{"label":"Water Pressure in Gaming","url":"/Rules.aspx?ID=1663"},"previous_link":{"label":"Stabilizers","url":"/Rules.aspx?ID=1661"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 183</row>\r\n\r\nGuns Equipment / Customization Options\r\n</additional-info>","source":["Guns & Gears"],"source_raw":["Guns & Gears pg. 183"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 183</row>","speed":{},"text":" Other Modifications Source Guns &amp; Gears pg. 183 While holsters, scopes, and stabilizers are some of the more common accessories associated with firearms and crossbows, they're far from the only innovations that support such weapons. The variety of accessories is matched only by the inventors' creativity. Blazons and emblems for paired weapons are popular purchases for fashion-oriented aristocrats who like their weapons to match aesthetically and magically. Talented gunsmiths produce replaceable barrels, high-end firing mechanisms, and other commodities for firearm enthusiasts to further customize their weapons to their preferences. ","type":"Rules","url":"/Rules.aspx?ID=1662","weakness":{}}},{"_index":"aon18","_id":"rules-1663","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1663","markdown":"<title level=\"1\" right=\"Rules\">[Water Pressure in Gaming](/Rules.aspx?ID=1663)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 19</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn the real world, the water pressure past certain depths can easily crush vehicles and creatures that aren't specifically built to handle it. Even with the right gear, rapid changes in pressure can result in decompression sickness, which can cause loss of consciousness or death. Early diving equipment such as the [suit](/Equipment.aspx?ID=1261) and [bathysphere](/Vehicles.aspx?ID=38) presented here were dangerous to use, and losing air pressure to a diving suit could result in the wearer becoming lethally compressed into their helmet. However, for simplicity, Pathfinder's core rules for underwater adventuring don't include any rules for damage from pressure. If you wish, you can use [environmental damage](/Rules.aspx?ID=642) to simulate it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Water Pressure in Gaming","next_link":{"label":"Assistive Items","url":"/Rules.aspx?ID=1664"},"previous_link":{"label":"Guns Equipment","url":"/Rules.aspx?ID=1648"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 19</row>\n\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 19"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 19</row>","speed":{},"text":" Water Pressure in Gaming Source Grand Bazaar pg. 19 In the real world, the water pressure past certain depths can easily crush vehicles and creatures that aren't specifically built to handle it. Even with the right gear, rapid changes in pressure can result in decompression sickness, which can cause loss of consciousness or death. Early diving equipment such as the suit and bathysphere presented here were dangerous to use, and losing air pressure to a diving suit could result in the wearer becoming lethally compressed into their helmet. However, for simplicity, Pathfinder's core rules for underwater adventuring don't include any rules for damage from pressure. If you wish, you can use environmental damage to simulate it. ","type":"Rules","url":"/Rules.aspx?ID=1663","weakness":{}}},{"_index":"aon18","_id":"rules-1664","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1664","markdown":"<title level=\"1\" right=\"Rules\">[Assistive Items](/Rules.aspx?ID=1664)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 67</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMobility items of all types are available all throughout Golarion.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Disabilities in Your Game</title>\r\n\r\nThe items featured in this section, as well as the [rules for sign language](/Rules.aspx?ID=133), are intended to be inclusive and accommodate any type of character in your adventures. The rules are intended to allow disabled characters to adventure alongside other adventurers without encountering significant roadblocks. While the rules here cover a wide range of scenarios, it's impossible to account for every possible experience of disability or situation that might come up at your table. By default, we recommend that, in an unexpected situation, you rule to allow the character with disabilities to participate fully in the story. For instance, if an area might seem difficult to reach in a wheelchair, you might think of a fun way to describe how the character manages it anyway using their [traveler's chair](/Equipment.aspx?ID=1356) mechanism, or if a character used a [_reading ring_](/Equipment.aspx?ID=1353) on a trap that triggers when read, you would rule they trigger the trap in the same way as anyone else would. However, players (including the GM) should work together to find the best way to tell the stories they wish to tell at their table. The options here might suit your group's needs exactly, or simply serve as inspiration to come up with your own unique approach. Pathfinder is a game for everyone, so every character should be able to enjoy the excitement, danger, and fun of adventuring!\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Waiving Costs</title>\r\n\r\nMany adventurers make use of assistive items, whether to aid with disabilities, injuries, or for any number of other reasons. If your character has been disabled from birth or for a significant period of time before setting out on their adventure, your character begins with any assistive items they require as part of their backstory. These items don't count against your character's starting money. Your character can begin with only basic assistive items such as the [basic hearing aid](/Equipment.aspx?ID=1347), [basic prosthesis](/Equipment.aspx?ID=1352), and so on. If your character uses a wheelchair, they can begin with either a [basic chair](/Equipment.aspx?ID=1355) or a [traveler's chair](/Equipment.aspx?ID=1356), with the [_impulse control_](/Equipment.aspx?ID=1361) upgrade if your character needs it due to mobility restrictions or other health conditions. Any items your character acquires from their backstory in this way likewise have no value when sold.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1665\" />\r\n\r\n<document level=\"2\" id=\"rules-1666\" />\r\n\r\n<document level=\"2\" id=\"rules-1667\" />\r\n\r\n<document level=\"2\" id=\"rules-1668\" />\r\n\r\n<document level=\"2\" id=\"rules-1669\" />\r\n\r\n<document level=\"2\" id=\"rules-1670\" />\r\n\r\n<document level=\"2\" id=\"rules-1671\" />\r\n\r\n<document level=\"2\" id=\"rules-1673\" />\r\n\r\n<document level=\"2\" id=\"rules-1674\" />","name":"Assistive Items","next_link":{"label":"Accessory Runes","url":"/Rules.aspx?ID=1675"},"previous_link":{"label":"Water Pressure in Gaming","url":"/Rules.aspx?ID=1663"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 67</row>\n\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 67"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 67</row>","speed":{},"text":" Assistive Items Source Grand Bazaar pg. 67 Mobility items of all types are available all throughout Golarion. Disabilities in Your Game The items featured in this section, as well as the rules for sign language, are intended to be inclusive and accommodate any type of character in your adventures. The rules are intended to allow disabled characters to adventure alongside other adventurers without encountering significant roadblocks. While the rules here cover a wide range of scenarios, it's impossible to account for every possible experience of disability or situation that might come up at your table. By default, we recommend that, in an unexpected situation, you rule to allow the character with disabilities to participate fully in the story. For instance, if an area might seem difficult to reach in a wheelchair, you might think of a fun way to describe how the character manages it anyway using their traveler's chair mechanism, or if a character used a reading ring on a trap that triggers when read, you would rule they trigger the trap in the same way as anyone else would. However, players (including the GM) should work together to find the best way to tell the stories they wish to tell at their table. The options here might suit your group's needs exactly, or simply serve as inspiration to come up with your own unique approach. Pathfinder is a game for everyone, so every character should be able to enjoy the excitement, danger, and fun of adventuring! Waiving Costs Many adventurers make use of assistive items, whether to aid with disabilities, injuries, or for any number of other reasons. If your character has been disabled from birth or for a significant period of time before setting out on their adventure, your character begins with any assistive items they require as part of their backstory. These items don't count against your character's starting money. Your character can begin with only basic assistive items such as the basic hearing aid, basic prosthesis, and so on. If your character uses a wheelchair, they can begin with either a basic chair or a traveler's chair, with the impulse control upgrade if your character needs it due to mobility restrictions or other health conditions. Any items your character acquires from their backstory in this way likewise have no value when sold. ","type":"Rules","url":"/Rules.aspx?ID=1664","weakness":{}}},{"_index":"aon18","_id":"rules-1665","_score":2.3741803,"_source":{"breadcrumbs":["Assistive Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1665","markdown":"<title level=\"1\" right=\"Rules\">[Canes &amp; Crutches](/Rules.aspx?ID=1665)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 67</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNot to be confused with walking sticks (which are typically fashion items), canes and crutches provide various functions to best suit a character's needs. Mobility canes regularly bear a person's weight from the affected leg or legs, as do crutches. A [basic cane](/Equipment.aspx?ID=1343) or [basic crutch](/Equipment.aspx?ID=1344) has the same statistics as a [club](/Weapons.aspx?ID=2) when wielded in combat. Other canes are additionally designed for heavy impact and combat use, and have their own statistics. All four of these items can be used as weapons, and you can apply weapon runes to them as normal. Using them as a weapon doesn't hinder their use as a mobility item in any way.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Canes & Crutches","next_link":{"label":"Hearing Aids","url":"/Rules.aspx?ID=1666"},"previous_link":{"label":"Water Pressure in Gaming","url":"/Rules.aspx?ID=1663"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 67</row>\r\n\r\nAssistive Items\r\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 67"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 67</row>","speed":{},"text":" Canes &amp; Crutches Source Grand Bazaar pg. 67 Not to be confused with walking sticks (which are typically fashion items), canes and crutches provide various functions to best suit a character's needs. Mobility canes regularly bear a person's weight from the affected leg or legs, as do crutches. A basic cane or basic crutch has the same statistics as a club when wielded in combat. Other canes are additionally designed for heavy impact and combat use, and have their own statistics. All four of these items can be used as weapons, and you can apply weapon runes to them as normal. Using them as a weapon doesn't hinder their use as a mobility item in any way. ","type":"Rules","url":"/Rules.aspx?ID=1665","weakness":{}}},{"_index":"aon18","_id":"rules-1666","_score":2.3741803,"_source":{"breadcrumbs":["Assistive Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1666","markdown":"<title level=\"1\" right=\"Rules\">[Hearing Aids](/Rules.aspx?ID=1666)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 67</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHearing aids are made from a variety of materials, from metal to wood. The domed shapes, curved into receivers, bounce sounds back into the ear canal, improving the reception of sound for hard of hearing individuals. Magical models are imbued with a small charge of [divination](/Traits.aspx?ID=47) magic, helping to sharpen and amplify sound and filter out any interference—though this does not protect the wearer from effects like the [deafened](/Conditions.aspx?ID=8) condition when caused by magic.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hearing Aids","next_link":{"label":"Joint Supports and Splints","url":"/Rules.aspx?ID=1667"},"previous_link":{"label":"Canes & Crutches","url":"/Rules.aspx?ID=1665"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 67</row>\r\n\r\nAssistive Items\r\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 67"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 67</row>","speed":{},"text":" Hearing Aids Source Grand Bazaar pg. 67 Hearing aids are made from a variety of materials, from metal to wood. The domed shapes, curved into receivers, bounce sounds back into the ear canal, improving the reception of sound for hard of hearing individuals. Magical models are imbued with a small charge of divination magic, helping to sharpen and amplify sound and filter out any interference—though this does not protect the wearer from effects like the deafened condition when caused by magic. ","type":"Rules","url":"/Rules.aspx?ID=1666","weakness":{}}},{"_index":"aon18","_id":"rules-1667","_score":2.3741803,"_source":{"breadcrumbs":["Assistive Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1667","markdown":"<title level=\"1\" right=\"Rules\">[Joint Supports and Splints](/Rules.aspx?ID=1667)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 68</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nJoint supports can be made from a variety of materials—leather, cloth, metal or wooden rods, and so on. So long as the material is flexible enough to bend with the affected joint, it can make a great support or splint. Supports are used for many reasons, such as an old wound, arthritis, or bone structure conditions. They provide stability and help the joint take impact from everyday strains such as walking, crouching, and using the arms or hands, as well as even more intense exercise like fighting, rolling, jumping, and sprinting. Supports and splints rely more on roleplaying than mechanics. Consider what kind of support best meets your character's needs.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Joint Supports and Splints","next_link":{"label":"Prostheses","url":"/Rules.aspx?ID=1668"},"previous_link":{"label":"Hearing Aids","url":"/Rules.aspx?ID=1666"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 68</row>\r\n\r\nAssistive Items\r\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 68"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 68</row>","speed":{},"text":" Joint Supports and Splints Source Grand Bazaar pg. 68 Joint supports can be made from a variety of materials—leather, cloth, metal or wooden rods, and so on. So long as the material is flexible enough to bend with the affected joint, it can make a great support or splint. Supports are used for many reasons, such as an old wound, arthritis, or bone structure conditions. They provide stability and help the joint take impact from everyday strains such as walking, crouching, and using the arms or hands, as well as even more intense exercise like fighting, rolling, jumping, and sprinting. Supports and splints rely more on roleplaying than mechanics. Consider what kind of support best meets your character's needs. ","type":"Rules","url":"/Rules.aspx?ID=1667","weakness":{}}},{"_index":"aon18","_id":"rules-1668","_score":2.3741803,"_source":{"breadcrumbs":["Assistive Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1668","markdown":"<title level=\"1\" right=\"Rules\">[Prostheses](/Rules.aspx?ID=1668)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA prosthesis is an artificial device designed to replace a missing or damaged body part. Prostheses are made from a variety of materials, including wood or metal for common prostheses and clockwork devices or rare materials for more expensive ones. Advancements in the prosthetic field mean that even the most basic of prostheses can provide the full range of functionality for a missing body part.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Prostheses","next_link":{"label":"Reading Rings","url":"/Rules.aspx?ID=1669"},"previous_link":{"label":"Joint Supports and Splints","url":"/Rules.aspx?ID=1667"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 69</row>\r\n\r\nAssistive Items\r\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 69"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 69</row>","speed":{},"text":" Prostheses Source Grand Bazaar pg. 69 A prosthesis is an artificial device designed to replace a missing or damaged body part. Prostheses are made from a variety of materials, including wood or metal for common prostheses and clockwork devices or rare materials for more expensive ones. Advancements in the prosthetic field mean that even the most basic of prostheses can provide the full range of functionality for a missing body part. ","type":"Rules","url":"/Rules.aspx?ID=1668","weakness":{}}},{"_index":"aon18","_id":"rules-1669","_score":2.3741803,"_source":{"breadcrumbs":["Assistive Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1669","markdown":"<title level=\"1\" right=\"Rules\">[Reading Rings](/Rules.aspx?ID=1669)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[_Reading rings_](/Equipment.aspx?ID=1353) are small magic items that can be crafted into any design the wearer pleases and worn on any finger. They're made using a variety of materials, such as metal or wood, and are imbued with minor [divination](/Traits.aspx?ID=47) magic. These rings assist blind and low-vision wearers in reading books, tomes, and other such forms of writing, needing only to run the finger or hand wearing the ring over the pages to hear what's written on the page in their mind.\n\n If the user is deafblind, the ring will instead translate the writing into tactile sign or another method for the user to glean the writing's meaning. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Reading Rings","next_link":{"label":"Vision Assistance","url":"/Rules.aspx?ID=1670"},"previous_link":{"label":"Prostheses","url":"/Rules.aspx?ID=1668"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 69</row>\r\n\r\nAssistive Items\r\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 69"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 69</row>","speed":{},"text":" Reading Rings Source Grand Bazaar pg. 69 Reading rings are small magic items that can be crafted into any design the wearer pleases and worn on any finger. They're made using a variety of materials, such as metal or wood, and are imbued with minor divination magic. These rings assist blind and low-vision wearers in reading books, tomes, and other such forms of writing, needing only to run the finger or hand wearing the ring over the pages to hear what's written on the page in their mind. If the user is deafblind, the ring will instead translate the writing into tactile sign or another method for the user to glean the writing's meaning. ","type":"Rules","url":"/Rules.aspx?ID=1669","weakness":{}}},{"_index":"aon18","_id":"rules-1670","_score":2.3741803,"_source":{"breadcrumbs":["Assistive Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1670","markdown":"<title level=\"1\" right=\"Rules\">[Vision Assistance](/Rules.aspx?ID=1670)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 70</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPeople with low vision use a number of different items to aid with correction. These items are made from a variety of materials and typically include glass lenses that help refocus light toward the user's eye.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Vision Assistance","next_link":{"label":"Wheelchairs","url":"/Rules.aspx?ID=1671"},"previous_link":{"label":"Reading Rings","url":"/Rules.aspx?ID=1669"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 70</row>\r\n\r\nAssistive Items\r\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 70"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 70</row>","speed":{},"text":" Vision Assistance Source Grand Bazaar pg. 70 People with low vision use a number of different items to aid with correction. These items are made from a variety of materials and typically include glass lenses that help refocus light toward the user's eye. ","type":"Rules","url":"/Rules.aspx?ID=1670","weakness":{}}},{"_index":"aon18","_id":"rules-1671","_score":2.3741803,"_source":{"breadcrumbs":["Assistive Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1671","markdown":"<title level=\"1\" right=\"Rules\">[Wheelchairs](/Rules.aspx?ID=1671)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 70</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMorhen's shop offers several types of wheelchairs, some designed for everyday use and others geared toward combat and adventuring. These chairs provide comfort and support when traveling. You can use the item for ambulatory needs or everyday tasks, however suits your character. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type. Each wheelchair operates in the following ways.\n\n **Adjustable Seat Belts**: These belts strap around your waist, knees, and shins to keep you in the chair if it's thrown, knocked, or handled roughly. You can open and release your belts with an Interact action.\n\n **Bulk Limit**: A wheelchair is strong enough to support you and any amount of Bulk you could typically hold or carry. Your total carried Bulk includes all the items you are wearing, carrying, and stowing on your wheelchair. You take the usual effects when there's too much Bulk on you and your wheelchair: if you're carrying an amount of Bulk equal to 5 + your Strength modifier, you're [encumbered](/Conditions.aspx?ID=12), and you and your wheelchair can't hold or carry more than 10 + your Strength modifier. The wheelchair's own Bulk doesn't count against your Bulk limit while riding in the wheelchair; it's listed in case you need to carry the wheelchair separately.\n\n **Frame**: A wheelchair is typically made from common materials like wood, but they can also be made from steel, other metals, or even rarer materials like [mithral](/Equipment.aspx?ID=275). The wheelchairs presented in this section are assumed to be made from durable wood.\n\n **Magic**: The wheelchair is considered an extension of yourself. Spells or abilities that change your bodily form also apply to the chair, and it transforms with you so long as you're using it. You can choose what appearance this has. For example, when you transform with [_animal form_](/Spells.aspx?ID=10), you can choose to have full mobility of your limbs or have the chair transform to become a wheelchair appropriate for that shape, such as wheelchair harnesses for dogs.\n\n **Movement**: While using a wheelchair, you Stride at your normal Speed (listed in your ancestry, with any additional bonuses, penalties, and adjustments applied). You propel a wheelchair by using the hand rims. You can propel the wheelchair even while holding something in your hands, but not if you're restrained or otherwise unable to move your hands freely. You're still affected by difficult terrain and other terrain features. Any effect that would [immobilize](/Conditions.aspx?ID=24) you, give a penalty to your Speeds, or similar by entangling or hindering your legs applies to the chair as well. You can use all of your actions while in a wheelchair. With the [_impulse control_](/Equipment.aspx?ID=1361) add-on, you can direct a chair with your fingers or nerve impulses instead.\n\n **Quick-Righting**: If the chair is tipped or you're knocked prone while in the chair, you can right yourself using the [Stand](/Actions.aspx?ID=86) action, though in this case you are righting the wheelchair instead. An ally can use an Interact action to help right you, allowing you to Stand as a free action triggered by their Interact action.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1672\" />","name":"Wheelchairs","next_link":{"label":"Assistive Companions","url":"/Rules.aspx?ID=1673"},"previous_link":{"label":"Vision Assistance","url":"/Rules.aspx?ID=1670"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 70</row>\r\n\r\nAssistive Items\r\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 70"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 70</row>","speed":{},"text":" Wheelchairs Source Grand Bazaar pg. 70 Morhen's shop offers several types of wheelchairs, some designed for everyday use and others geared toward combat and adventuring. These chairs provide comfort and support when traveling. You can use the item for ambulatory needs or everyday tasks, however suits your character. Wheelchairs come in a variety of sizes to suit every person regardless of height or body type. Each wheelchair operates in the following ways. Adjustable Seat Belts : These belts strap around your waist, knees, and shins to keep you in the chair if it's thrown, knocked, or handled roughly. You can open and release your belts with an Interact action. Bulk Limit : A wheelchair is strong enough to support you and any amount of Bulk you could typically hold or carry. Your total carried Bulk includes all the items you are wearing, carrying, and stowing on your wheelchair. You take the usual effects when there's too much Bulk on you and your wheelchair: if you're carrying an amount of Bulk equal to 5 + your Strength modifier, you're encumbered, and you and your wheelchair can't hold or carry more than 10 + your Strength modifier. The wheelchair's own Bulk doesn't count against your Bulk limit while riding in the wheelchair; it's listed in case you need to carry the wheelchair separately. Frame : A wheelchair is typically made from common materials like wood, but they can also be made from steel, other metals, or even rarer materials like mithral. The wheelchairs presented in this section are assumed to be made from durable wood. Magic : The wheelchair is considered an extension of yourself. Spells or abilities that change your bodily form also apply to the chair, and it transforms with you so long as you're using it. You can choose what appearance this has. For example, when you transform with animal form , you can choose to have full mobility of your limbs or have the chair transform to become a wheelchair appropriate for that shape, such as wheelchair harnesses for dogs. Movement : While using a wheelchair, you Stride at your normal Speed (listed in your ancestry, with any additional bonuses, penalties, and adjustments applied). You propel a wheelchair by using the hand rims. You can propel the wheelchair even while holding something in your hands, but not if you're restrained or otherwise unable to move your hands freely. You're still affected by difficult terrain and other terrain features. Any effect that would immobilize you, give a penalty to your Speeds, or similar by entangling or hindering your legs applies to the chair as well. You can use all of your actions while in a wheelchair. With the impulse control add-on, you can direct a chair with your fingers or nerve impulses instead. Quick-Righting : If the chair is tipped or you're knocked prone while in the chair, you can right yourself using the Stand action, though in this case you are righting the wheelchair instead. An ally can use an Interact action to help right you, allowing you to Stand as a free action triggered by their Interact action. ","type":"Rules","url":"/Rules.aspx?ID=1671","weakness":{}}},{"_index":"aon18","_id":"rules-1672","_score":2.3741803,"_source":{"breadcrumbs":["Assistive Items","Wheelchairs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1672","markdown":"<title level=\"1\" right=\"Rules\">[Wheelchair Upgrades](/Rules.aspx?ID=1672)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 71</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA wheelchair can have upgrades added to its frame to improves its capabilities. The cost includes the installation of the upgrade.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Wheelchair Upgrades","next_link":{"label":"Assistive Companions","url":"/Rules.aspx?ID=1673"},"previous_link":{"label":"Vision Assistance","url":"/Rules.aspx?ID=1670"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 71</row>\r\n\r\nAssistive Items / Wheelchairs\r\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 71"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 71</row>","speed":{},"text":" Wheelchair Upgrades Source Grand Bazaar pg. 71 A wheelchair can have upgrades added to its frame to improves its capabilities. The cost includes the installation of the upgrade. ","type":"Rules","url":"/Rules.aspx?ID=1672","weakness":{}}},{"_index":"aon18","_id":"rules-1673","_score":2.3741803,"_source":{"breadcrumbs":["Assistive Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1673","markdown":"<title level=\"1\" right=\"Rules\">[Assistive Companions](/Rules.aspx?ID=1673)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome users have encountered issues with using mundane wheelchairs in dangerous environments, or simply prefer a different aesthetic to their mobility items. To this end, magic users have crated a strange living being that resembles either a chair, or some cross between a chair and a beast with hairy paws or hooves, known colloquially as a “legchair.” Despite some desperate efforts from magic users, this is the only name that has stuck. A player who has access to an animal companion can choose a [legchair](/AnimalCompanions.aspx?ID=30) as their companion. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Assistive Companions","next_link":{"label":"Magical Prostheses","url":"/Rules.aspx?ID=1674"},"previous_link":{"label":"Wheelchairs","url":"/Rules.aspx?ID=1671"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 72</row>\r\n\r\nAssistive Items\r\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 72"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 72</row>","speed":{},"text":" Assistive Companions Source Grand Bazaar pg. 72 Some users have encountered issues with using mundane wheelchairs in dangerous environments, or simply prefer a different aesthetic to their mobility items. To this end, magic users have crated a strange living being that resembles either a chair, or some cross between a chair and a beast with hairy paws or hooves, known colloquially as a “legchair.” Despite some desperate efforts from magic users, this is the only name that has stuck. A player who has access to an animal companion can choose a legchair as their companion. ","type":"Rules","url":"/Rules.aspx?ID=1673","weakness":{}}},{"_index":"aon18","_id":"rules-1674","_score":2.3741803,"_source":{"breadcrumbs":["Assistive Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1674","markdown":"<title level=\"1\" right=\"Rules\">[Magical Prostheses](/Rules.aspx?ID=1674)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThese magically engineered prostheses are tailored to go beyond just practicality for the avid adventurer. The various designs and uses mean that adventurers of all classes are bound to find a prosthesis geared toward their specific lifestyle. Additionally, some characters might want to make use of a magical prosthesis but not actually be missing the associated body part. In this case, a variant of the prosthesis is available that fits over the existing body part instead and uses the same statistics.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Magical Prostheses","next_link":{"label":"Accessory Runes","url":"/Rules.aspx?ID=1675"},"previous_link":{"label":"Assistive Companions","url":"/Rules.aspx?ID=1673"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 73</row>\r\n\r\nAssistive Items\r\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 73"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 73</row>","speed":{},"text":" Magical Prostheses Source Grand Bazaar pg. 73 These magically engineered prostheses are tailored to go beyond just practicality for the avid adventurer. The various designs and uses mean that adventurers of all classes are bound to find a prosthesis geared toward their specific lifestyle. Additionally, some characters might want to make use of a magical prosthesis but not actually be missing the associated body part. In this case, a variant of the prosthesis is available that fits over the existing body part instead and uses the same statistics. ","type":"Rules","url":"/Rules.aspx?ID=1674","weakness":{}}},{"_index":"aon18","_id":"rules-1675","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1675","markdown":"<title level=\"1\" right=\"Rules\">[Accessory Runes](/Rules.aspx?ID=1675)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 88</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAccessory runes are runes that provide enhancements or abilities to mundane clothing, items, shields, and vehicles. Accessory runes must be physically applied to items through a special process to convey their effects, like all runes. You can apply an accessory rune to any mundane item that meets the criteria in the accessory rune's Usage entry. If allowed by the Usage entry, you can even apply an accessory rune to a magic item that doesn't have the [invested](/Traits.aspx?ID=98) trait, such as a shield. When you inscribe an item with an accessory rune, it gains the invested trait, requiring you to invest the item to gain its magical benefits. An item that already has the invested trait can never have an accessory rune inscribed on it.\n\n Accessory runes follow the same [rules for formulas, etching, and transferring runes as fundamental and property runes](/Rules.aspx?ID=733) with the following exception: because accessory runes are applied to materials that are less sturdy than metal or wood, they can't always be etched into that surface. When transferring runes to a cloth (or other soft) surface, the rune can be stitched, sewn, patched, or embossed onto the material being used. Regardless of the surface's form, use the same rules as you would for etching a rune. When transferring runes from cloth onto a [_runestone_](/Equipment.aspx?ID=247), the rune magically appears on the stone as you cut, unravel, or scrape the rune from the cloth surface.\n\n An item with an accessory rune is typically referred to as a rune item. Items with an accessory rune applied have the same Bulk and general characteristics as the non-magical version, unless noted otherwise. The level of an item with an accessory rune applied to it is equal to the highest level between the base item and the rune applied to it; however, if an item gains a higher item level from its accessory rune, it doesn't increase any of the values used to determine the item's other abilities. For example, an item with activations or abilities that attempt [counteract](/Rules.aspx?ID=371) checks continues to use the item's original level, not the accessory rune's level, to determine its counteract level.\n\n Each accessory rune can be applied to a specific type of item, as indicated in the Usage entry of the rune's stat block. No item can hold more than one accessory rune, as the first accessory rune causes the item to gain the invested trait, and items with the invested trait can't have an accessory rune inscribed on them.\n\n Many armor runes can also be applied to [explorer's clothing](/Armor.aspx?ID=2), and these runes have accessory rune counterparts that can be applied to a coat, cloak, jacket, shirt or similar clothing. The following accessory runes function just as they would if they were etched onto armor: [_energy-resistant_](/Equipment.aspx?ID=283), [_ethereal_](/Equipment.aspx?ID=284), [_shadow_](/Equipment.aspx?ID=288), [_slick_](/Equipment.aspx?ID=289), and [_stanching_](/Equipment.aspx?ID=1294).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Accessory Runes","next_link":{"label":"Armor and Shield Adjustments","url":"/Rules.aspx?ID=1676"},"previous_link":{"label":"Assistive Items","url":"/Rules.aspx?ID=1664"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 88</row>\n\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 88"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 88</row>","speed":{},"text":" Accessory Runes Source Grand Bazaar pg. 88 Accessory runes are runes that provide enhancements or abilities to mundane clothing, items, shields, and vehicles. Accessory runes must be physically applied to items through a special process to convey their effects, like all runes. You can apply an accessory rune to any mundane item that meets the criteria in the accessory rune's Usage entry. If allowed by the Usage entry, you can even apply an accessory rune to a magic item that doesn't have the invested trait, such as a shield. When you inscribe an item with an accessory rune, it gains the invested trait, requiring you to invest the item to gain its magical benefits. An item that already has the invested trait can never have an accessory rune inscribed on it. Accessory runes follow the same rules for formulas, etching, and transferring runes as fundamental and property runes with the following exception: because accessory runes are applied to materials that are less sturdy than metal or wood, they can't always be etched into that surface. When transferring runes to a cloth (or other soft) surface, the rune can be stitched, sewn, patched, or embossed onto the material being used. Regardless of the surface's form, use the same rules as you would for etching a rune. When transferring runes from cloth onto a runestone , the rune magically appears on the stone as you cut, unravel, or scrape the rune from the cloth surface. An item with an accessory rune is typically referred to as a rune item. Items with an accessory rune applied have the same Bulk and general characteristics as the non-magical version, unless noted otherwise. The level of an item with an accessory rune applied to it is equal to the highest level between the base item and the rune applied to it; however, if an item gains a higher item level from its accessory rune, it doesn't increase any of the values used to determine the item's other abilities. For example, an item with activations or abilities that attempt counteract checks continues to use the item's original level, not the accessory rune's level, to determine its counteract level. Each accessory rune can be applied to a specific type of item, as indicated in the Usage entry of the rune's stat block. No item can hold more than one accessory rune, as the first accessory rune causes the item to gain the invested trait, and items with the invested trait can't have an accessory rune inscribed on them. Many armor runes can also be applied to explorer's clothing, and these runes have accessory rune counterparts that can be applied to a coat, cloak, jacket, shirt or similar clothing. The following accessory runes function just as they would if they were etched onto armor: energy-resistant , ethereal , shadow , slick , and stanching . ","type":"Rules","url":"/Rules.aspx?ID=1675","weakness":{}}},{"_index":"aon18","_id":"rules-1676","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1676","markdown":"<title level=\"1\" right=\"Rules\">[Armor and Shield Adjustments](/Rules.aspx?ID=1676)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 104</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFor adventurers unsatisfied with standard, off-the-rack armor and shields, adjustments are available to modify equipment and maximize its potential. The following are but a few possible modifications for defensive gear. Each of these new items makes use of the adjustment trait.\n\n **[Adjustment](/Traits.aspx?ID=380)**: Items with this trait are intended to alter existing pieces of equipment, typically armor, shields, and weapons. The given item will note which type of equipment it modifies. An adjustment that modifies armor can't modify explorer's clothing. A piece of equipment can only be affected by a single adjustment at a time. Unless otherwise noted, adding or removing an adjustment requires using a 10-minute activity and a repair kit.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Armor and Shield Adjustments","next_link":{"label":"Creating Megafauna","url":"/Rules.aspx?ID=1677"},"previous_link":{"label":"Accessory Runes","url":"/Rules.aspx?ID=1675"},"rarity":"common","release_date":"2021-10-13","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Grand Bazaar](/Sources.aspx?ID=100) pg. 104</row>\n\n</additional-info>","source":["Grand Bazaar"],"source_raw":["Grand Bazaar pg. 104"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Grand Bazaar](/Sources.aspx?ID=100) pg. 104</row>","speed":{},"text":" Armor and Shield Adjustments Source Grand Bazaar pg. 104 For adventurers unsatisfied with standard, off-the-rack armor and shields, adjustments are available to modify equipment and maximize its potential. The following are but a few possible modifications for defensive gear. Each of these new items makes use of the adjustment trait. Adjustment : Items with this trait are intended to alter existing pieces of equipment, typically armor, shields, and weapons. The given item will note which type of equipment it modifies. An adjustment that modifies armor can't modify explorer's clothing. A piece of equipment can only be affected by a single adjustment at a time. Unless otherwise noted, adding or removing an adjustment requires using a 10-minute activity and a repair kit. ","type":"Rules","url":"/Rules.aspx?ID=1676","weakness":{}}},{"_index":"aon18","_id":"rules-1677","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1677","markdown":"<title level=\"1\" right=\"Rules\">[Creating Megafauna](/Rules.aspx?ID=1677)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere have been countless megafauna, dinosaurs, and giant animals going back through the history of our world, and countless more that can be created for a fantasy world. Creating custom megafauna for your game world enables you, as a GM, to tailor the stories and experiences of your players, further flesh out environments your players explore, and meet player expectations, which is especially important with creatures that have clear ties to the real world but remain in the realm of imagination. Whether you want to create a little-known dinosaur, like the amargasaurus or kosmoceratops, from scratch, reskin a creature into a completely unique megafauna, or increase the size and difficulty of a mundane animal to represent a giant counterpart, the ability to create and mold the game world is at your fingertips. Creating custom megafauna follows the same steps as [creating any other creatures](/Rules.aspx?ID=995). Further guidance is below.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1679\" />\r\n\r\n<document level=\"2\" id=\"rules-1680\" />\r\n\r\n<document level=\"2\" id=\"rules-1684\" />\r\n\r\n<document level=\"2\" id=\"rules-1685\" />\r\n\r\n<document level=\"2\" id=\"rules-1686\" />","name":"Creating Megafauna","next_link":{"label":"Undead Allies","url":"/Rules.aspx?ID=1688"},"previous_link":{"label":"Armor and Shield Adjustments","url":"/Rules.aspx?ID=1676"},"rarity":"common","release_date":"2022-02-23","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>\n\n</additional-info>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 72"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>","speed":{},"text":" Creating Megafauna Source Pathfinder #176: Lost Mammoth Valley pg. 72 There have been countless megafauna, dinosaurs, and giant animals going back through the history of our world, and countless more that can be created for a fantasy world. Creating custom megafauna for your game world enables you, as a GM, to tailor the stories and experiences of your players, further flesh out environments your players explore, and meet player expectations, which is especially important with creatures that have clear ties to the real world but remain in the realm of imagination. Whether you want to create a little-known dinosaur, like the amargasaurus or kosmoceratops, from scratch, reskin a creature into a completely unique megafauna, or increase the size and difficulty of a mundane animal to represent a giant counterpart, the ability to create and mold the game world is at your fingertips. Creating custom megafauna follows the same steps as creating any other creatures. Further guidance is below. ","type":"Rules","url":"/Rules.aspx?ID=1677","weakness":{}}},{"_index":"aon18","_id":"rules-1679","_score":2.3741803,"_source":{"breadcrumbs":["Creating Megafauna"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1679","markdown":"<title level=\"1\" right=\"Rules\">[Concept](/Rules.aspx?ID=1679)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs with any creature, the first step in creating megafauna is the concept. If you hope to bring a creature from real life prehistory into your gaming world, most of the work is done for you. A quick bit of research can often get you everything you need to know to bring your creature to life. Likewise, if you hope to make a giant version of any mundane animal, crafting a concept is simple. Creating megafauna from scratch, though, is considerably more difficult.\n\n Whatever your intent, the creature you're creating needs a concept. Consider the unique and interesting features of your creature. Perhaps it has the horns and crest of the aforementioned kosmoceratops, the spines of an amargasaurus, or the odor of a megafauna scavenger that consumes the dead. Decide what you'd like to emphasize.\n\n Then consider the role this creature serves. Is it a solitary hunter, pack hunter, or herd animal? Does it attack in the open or from hiding? Is it easily scared or stubborn? Even if you're basing your concept on a real-world extinct animal, fossil records are sparse about habits and behavior, so many of these decisions are yours to make.\n\n Consider the forms of attack your creature might have. How does it defend itself? Does it have claws, jaws, tentacles, tusks, or horns? Does it charge headfirst into battle or is it skittish? Does it display complex tactics or use the terrain to its advantage? \n\nOnce your concept is solidified, it's time to select the method you'll use to create your megafauna.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Concept","next_link":{"label":"Method","url":"/Rules.aspx?ID=1680"},"previous_link":{"label":"Armor and Shield Adjustments","url":"/Rules.aspx?ID=1676"},"rarity":"common","release_date":"2022-02-23","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>\r\n\r\nCreating Megafauna\r\n</additional-info>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 72"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>","speed":{},"text":" Concept Source Pathfinder #176: Lost Mammoth Valley pg. 72 As with any creature, the first step in creating megafauna is the concept. If you hope to bring a creature from real life prehistory into your gaming world, most of the work is done for you. A quick bit of research can often get you everything you need to know to bring your creature to life. Likewise, if you hope to make a giant version of any mundane animal, crafting a concept is simple. Creating megafauna from scratch, though, is considerably more difficult. Whatever your intent, the creature you're creating needs a concept. Consider the unique and interesting features of your creature. Perhaps it has the horns and crest of the aforementioned kosmoceratops, the spines of an amargasaurus, or the odor of a megafauna scavenger that consumes the dead. Decide what you'd like to emphasize. Then consider the role this creature serves. Is it a solitary hunter, pack hunter, or herd animal? Does it attack in the open or from hiding? Is it easily scared or stubborn? Even if you're basing your concept on a real-world extinct animal, fossil records are sparse about habits and behavior, so many of these decisions are yours to make. Consider the forms of attack your creature might have. How does it defend itself? Does it have claws, jaws, tentacles, tusks, or horns? Does it charge headfirst into battle or is it skittish? Does it display complex tactics or use the terrain to its advantage? Once your concept is solidified, it's time to select the method you'll use to create your megafauna. ","type":"Rules","url":"/Rules.aspx?ID=1679","weakness":{}}},{"_index":"aon18","_id":"rules-1680","_score":2.3741803,"_source":{"breadcrumbs":["Creating Megafauna"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1680","markdown":"<title level=\"1\" right=\"Rules\">[Method](/Rules.aspx?ID=1680)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere are three primary methods you might use to create game statistics for new megafauna: reskinning an existing creature with similar abilities; adapting an existing creature with similar abilities by changing size, level, and perhaps even an ability or two; or creating megafauna from scratch.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1681\" />\r\n\r\n<document level=\"2\" id=\"rules-1682\" />\r\n\r\n<document level=\"2\" id=\"rules-1683\" />","name":"Method","next_link":{"label":"Megafauna Features","url":"/Rules.aspx?ID=1684"},"previous_link":{"label":"Concept","url":"/Rules.aspx?ID=1679"},"rarity":"common","release_date":"2022-02-23","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>\r\n\r\nCreating Megafauna\r\n</additional-info>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 72"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>","speed":{},"text":" Method Source Pathfinder #176: Lost Mammoth Valley pg. 72 There are three primary methods you might use to create game statistics for new megafauna: reskinning an existing creature with similar abilities; adapting an existing creature with similar abilities by changing size, level, and perhaps even an ability or two; or creating megafauna from scratch. ","type":"Rules","url":"/Rules.aspx?ID=1680","weakness":{}}},{"_index":"aon18","_id":"rules-1681","_score":2.3741803,"_source":{"breadcrumbs":["Creating Megafauna","Method"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1681","markdown":"<title level=\"1\" right=\"Rules\">[Reskinning](/Rules.aspx?ID=1681)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nReskinning is the easiest method to create new megafauna. First, search the _Bestiary_, _Bestiary 2_, _Bestiary 3_, and other creature sources until you find a creature with similar abilities, attack methods, or attack forms to the creature you intend to create, in an appropriate level range for your players. Once you find a suitable creature, simply change the creature's description to one that matches your new megafauna and, if necessary, alter a few mechanical details, such as changing a jaws Strike to a tail Strike, adding a climb Speed, or adding appropriate abilities like [Grab](/MonsterAbilities.aspx?ID=18), [Trample](/MonsterAbilities.aspx?ID=39), or [Swallow Whole](/MonsterAbilities.aspx?ID=35).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Reskinning","next_link":{"label":"Adapting","url":"/Rules.aspx?ID=1682"},"previous_link":{"label":"Concept","url":"/Rules.aspx?ID=1679"},"rarity":"common","release_date":"2022-02-23","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>\r\n\r\nCreating Megafauna / Method\r\n</additional-info>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 72"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>","speed":{},"text":" Reskinning Source Pathfinder #176: Lost Mammoth Valley pg. 72 Reskinning is the easiest method to create new megafauna. First, search the Bestiary , Bestiary 2 , Bestiary 3 , and other creature sources until you find a creature with similar abilities, attack methods, or attack forms to the creature you intend to create, in an appropriate level range for your players. Once you find a suitable creature, simply change the creature's description to one that matches your new megafauna and, if necessary, alter a few mechanical details, such as changing a jaws Strike to a tail Strike, adding a climb Speed, or adding appropriate abilities like Grab, Trample, or Swallow Whole. ","type":"Rules","url":"/Rules.aspx?ID=1681","weakness":{}}},{"_index":"aon18","_id":"rules-1682","_score":2.3741803,"_source":{"breadcrumbs":["Creating Megafauna","Method"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1682","markdown":"<title level=\"1\" right=\"Rules\">[Adapting](/Rules.aspx?ID=1682)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAdapting is slightly more difficult than reskinning, but still a simple process. It begins much the same: search for an appropriate stat block to use as a jumping-off point. Depending upon your megafauna concept, this may be a creature with the appropriate level, size, strength, Strikes, or tactics.\n\n Once you have your base creature, you'll begin to make changes, likely to the level and associated statistics of the creature, or by removing abilities and creating entirely new ones to better suit your megafauna. Advice for creating unique abilities is under [Design Abilities](/Rules.aspx?ID=1024), while the rules for selecting your creature's statistics begin with Abilitiy Modifiers under the [Building Creatures](/Rules.aspx?ID=995) rules.\n\n Alternatively, you can tweak a base creature with the [elite or weak adjustments](/Rules.aspx?ID=788) to increase or decrease the level and difficulty of a creature to better suit your concept. This is especially useful when creating a giant version of an animal, which can easily be representing by taking the base creature and adding the elite adjustment.\n\n Sometimes, you can take two stat blocks similar to that of your intended creature and combine them, using the statistical chassis of a creature of the appropriate level range, cutting the base creature's abilities, and adding on the abilities of a creature with appropriate Strikes, abilities, or tactics. For example, you might decide that your new desert-dwelling megafauna has the size and statistics of a [brontosaurus](/Monsters.aspx?ID=122) but can burrow and leap like a [bulette](/Monsters.aspx?ID=61). The resulting hybrid creature will be a unique twist on familiar creatures, created with minimal effort and difficulty.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adapting","next_link":{"label":"Creating","url":"/Rules.aspx?ID=1683"},"previous_link":{"label":"Reskinning","url":"/Rules.aspx?ID=1681"},"rarity":"common","release_date":"2022-02-23","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>\r\n\r\nCreating Megafauna / Method\r\n</additional-info>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 72"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 72</row>","speed":{},"text":" Adapting Source Pathfinder #176: Lost Mammoth Valley pg. 72 Adapting is slightly more difficult than reskinning, but still a simple process. It begins much the same: search for an appropriate stat block to use as a jumping-off point. Depending upon your megafauna concept, this may be a creature with the appropriate level, size, strength, Strikes, or tactics. Once you have your base creature, you'll begin to make changes, likely to the level and associated statistics of the creature, or by removing abilities and creating entirely new ones to better suit your megafauna. Advice for creating unique abilities is under Design Abilities, while the rules for selecting your creature's statistics begin with Abilitiy Modifiers under the Building Creatures rules. Alternatively, you can tweak a base creature with the elite or weak adjustments to increase or decrease the level and difficulty of a creature to better suit your concept. This is especially useful when creating a giant version of an animal, which can easily be representing by taking the base creature and adding the elite adjustment. Sometimes, you can take two stat blocks similar to that of your intended creature and combine them, using the statistical chassis of a creature of the appropriate level range, cutting the base creature's abilities, and adding on the abilities of a creature with appropriate Strikes, abilities, or tactics. For example, you might decide that your new desert-dwelling megafauna has the size and statistics of a brontosaurus but can burrow and leap like a bulette. The resulting hybrid creature will be a unique twist on familiar creatures, created with minimal effort and difficulty. ","type":"Rules","url":"/Rules.aspx?ID=1682","weakness":{}}},{"_index":"aon18","_id":"rules-1683","_score":2.3741803,"_source":{"breadcrumbs":["Creating Megafauna","Method"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1683","markdown":"<title level=\"1\" right=\"Rules\">[Creating](/Rules.aspx?ID=1683)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCreating a megafauna from scratch is the most difficult method, following all the standard steps of [building creatures](/Rules.aspx?ID=995) described in the _Gamemastery Guide_.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Creating","next_link":{"label":"Megafauna Features","url":"/Rules.aspx?ID=1684"},"previous_link":{"label":"Adapting","url":"/Rules.aspx?ID=1682"},"rarity":"common","release_date":"2022-02-23","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 73</row>\r\n\r\nCreating Megafauna / Method\r\n</additional-info>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 73"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 73</row>","speed":{},"text":" Creating Source Pathfinder #176: Lost Mammoth Valley pg. 73 Creating a megafauna from scratch is the most difficult method, following all the standard steps of building creatures described in the Gamemastery Guide . ","type":"Rules","url":"/Rules.aspx?ID=1683","weakness":{}}},{"_index":"aon18","_id":"rules-1684","_score":2.3741803,"_source":{"breadcrumbs":["Creating Megafauna"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1684","markdown":"<title level=\"1\" right=\"Rules\">[Megafauna Features](/Rules.aspx?ID=1684)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhatever megafauna you intend to create and whatever method you choose to utilize, megafauna have numerous similarities and key features, including the following statistics.\n\n **Alignment**: Megafauna are neutral in alignment.\n\n **Intelligence**: Megafauna have Intelligence scores of 4 or 5.\n\n **Senses**: Most megafauna have either [low-light vision](/MonsterAbilities.aspx?ID=23) or [darkvision](/MonsterAbilities.aspx?ID=12). Other common senses megafauna might have include echolocation (as a precise sense) and [scent](/MonsterAbilities.aspx?ID=33) or [tremorsense](/MonsterAbilities.aspx?ID=40) (as imprecise senses).\n\n **Special Defenses**: Although not impossible, it's rare for megafauna to have special defenses such as [regeneration](/MonsterAbilities.aspx?ID=26), immunities, resistances, or weaknesses. Include them only if they are key to your concept.\n\n **Skills**: Megafauna have only a few skills, which are focused on their physical abilities and methods of survival. These are usually [Acrobatics](/Skills.aspx?ID=1), [Athletics](/Skills.aspx?ID=3), [Stealth](/Skills.aspx?ID=15), or [Survival](/Skills.aspx?ID=16).<br /> **Traits**: Megafauna have the [animal](/Traits.aspx?ID=9) trait. Dinosaurs have the [dinosaur](/MonsterFamilies.aspx?ID=32) trait, and creatures that live in the water might have the [aquatic](/Traits.aspx?ID=168) or [amphibious](/Traits.aspx?ID=207) traits.\n\n **Omissions**: Megafauna don't have languages, items, or spells. They almost never have magical abilities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Megafauna Features","next_link":{"label":"Abilities","url":"/Rules.aspx?ID=1685"},"previous_link":{"label":"Method","url":"/Rules.aspx?ID=1680"},"rarity":"common","release_date":"2022-02-23","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 73</row>\r\n\r\nCreating Megafauna\r\n</additional-info>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 73"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 73</row>","speed":{},"text":" Megafauna Features Source Pathfinder #176: Lost Mammoth Valley pg. 73 Whatever megafauna you intend to create and whatever method you choose to utilize, megafauna have numerous similarities and key features, including the following statistics. Alignment : Megafauna are neutral in alignment. Intelligence : Megafauna have Intelligence scores of 4 or 5. Senses : Most megafauna have either low-light vision or darkvision. Other common senses megafauna might have include echolocation (as a precise sense) and scent or tremorsense (as imprecise senses). Special Defenses : Although not impossible, it's rare for megafauna to have special defenses such as regeneration, immunities, resistances, or weaknesses. Include them only if they are key to your concept. Skills : Megafauna have only a few skills, which are focused on their physical abilities and methods of survival. These are usually Acrobatics, Athletics, Stealth, or Survival. Traits : Megafauna have the animal trait. Dinosaurs have the dinosaur trait, and creatures that live in the water might have the aquatic or amphibious traits. Omissions : Megafauna don't have languages, items, or spells. They almost never have magical abilities. ","type":"Rules","url":"/Rules.aspx?ID=1684","weakness":{}}},{"_index":"aon18","_id":"rules-1685","_score":2.3741803,"_source":{"breadcrumbs":["Creating Megafauna"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1685","markdown":"<title level=\"1\" right=\"Rules\">[Abilities](/Rules.aspx?ID=1685)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMegafauna, like most animals, are made special by their unique features, which can be expressed through their modes of movement, Strikes, and abilities. As you create these abilities, take into account where your megafauna lives—is this a harsh environment? If so, how has this creature adapted to survive? Consider how it interacts with its environment—does it blend in, trample it down, alter it, or adapt to suit it? Consider what your megafauna eats—does it actively hunt, lay in wait, or forage? Finally, consider how your megafauna defends itself. Embracing your megafauna's unique features can make for interesting creatures, exciting encounters, and variety at the gaming table.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Abilities","next_link":{"label":"Review","url":"/Rules.aspx?ID=1686"},"previous_link":{"label":"Megafauna Features","url":"/Rules.aspx?ID=1684"},"rarity":"common","release_date":"2022-02-23","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 73</row>\r\n\r\nCreating Megafauna\r\n</additional-info>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 73"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 73</row>","speed":{},"text":" Abilities Source Pathfinder #176: Lost Mammoth Valley pg. 73 Megafauna, like most animals, are made special by their unique features, which can be expressed through their modes of movement, Strikes, and abilities. As you create these abilities, take into account where your megafauna lives—is this a harsh environment? If so, how has this creature adapted to survive? Consider how it interacts with its environment—does it blend in, trample it down, alter it, or adapt to suit it? Consider what your megafauna eats—does it actively hunt, lay in wait, or forage? Finally, consider how your megafauna defends itself. Embracing your megafauna's unique features can make for interesting creatures, exciting encounters, and variety at the gaming table. ","type":"Rules","url":"/Rules.aspx?ID=1685","weakness":{}}},{"_index":"aon18","_id":"rules-1686","_score":2.3741803,"_source":{"breadcrumbs":["Creating Megafauna"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1686","markdown":"<title level=\"1\" right=\"Rules\">[Review](/Rules.aspx?ID=1686)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs with all creatures, the final step in creating megafauna is to compare your creature to others of a similar level. Additionally, test your creature to see how it functions at the table. Pay close attention to the numbers—can it be hit, does it endure as intended, and are its Strikes fair—as well as the abilities, feel, and pace of the combat. Most importantly, do the creature's abilities reflect the megafauna you intended to create? If not, do some tweaking and give it another test. In the end, your megafauna will be better for it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Review","next_link":{"label":"Undead Allies","url":"/Rules.aspx?ID=1688"},"previous_link":{"label":"Abilities","url":"/Rules.aspx?ID=1685"},"rarity":"common","release_date":"2022-02-23","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 73</row>\r\n\r\nCreating Megafauna\r\n</additional-info>","source":["Pathfinder #176: Lost Mammoth Valley"],"source_raw":["Pathfinder #176: Lost Mammoth Valley pg. 73"],"source_category":"Adventure Paths","source_group":"Quest for the Frozen Flame","source_markdown":"<row gap=\"tiny\">[Pathfinder #176: Lost Mammoth Valley](/Sources.aspx?ID=113) pg. 73</row>","speed":{},"text":" Review Source Pathfinder #176: Lost Mammoth Valley pg. 73 As with all creatures, the final step in creating megafauna is to compare your creature to others of a similar level. Additionally, test your creature to see how it functions at the table. Pay close attention to the numbers—can it be hit, does it endure as intended, and are its Strikes fair—as well as the abilities, feel, and pace of the combat. Most importantly, do the creature's abilities reflect the megafauna you intended to create? If not, do some tweaking and give it another test. In the end, your megafauna will be better for it. ","type":"Rules","url":"/Rules.aspx?ID=1686","weakness":{}}},{"_index":"aon18","_id":"rules-1687","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Classes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1687","markdown":"<title level=\"1\" right=\"Rules\">[Specific Familiars](/Rules.aspx?ID=1687)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 148 <sup>2.0</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost familiars are Tiny animals, though a few are unusual, such as a leaf druid's leshy familiar. Some familiars, however, are more powerful creatures with unique abilities.\n\n Any character can gain a specific familiar so long as they already have a familiar with at least the required number of abilities listed in the specific familiar's stat block. Such a familiar usually replaces an existing familiar, though in some circumstances (such as for a witch) the familiar may evolve or reveal its true form. In any case, this transition from a normal familiar to a specific familiar requires no downtime and has no cost. Once you've selected a specific familiar, you can't change it without losing your familiar— this uses the same rules as if your familiar had died.\n\n A specific familiar has several traits and abilities, as listed in their stat block. The Granted Abilities entry lists normal familiar and master abilities that familiar has. The familiar also gains unique abilities listed below the Granted Abilities entry. Much like a familiar that naturally has a familiar ability (such as an owl with a fly Speed), you can never swap out any of these granted or unique abilities. If your familiar gains more abilities than are necessary for that specific familiar, you can use the remaining abilities to select familiar and master abilities as normal.\n\n Statistics and abilities not listed in a specific familiar's stat block (such as modifiers, AC, Hit Points, and so forth) use the [normal familiar rules](/Rules.aspx?ID=160). These stat blocks otherwise use the format from the _Bestiary_.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Specific Familiars","next_link":{"label":"Chapter 3: Archetypes","url":"/Rules.aspx?ID=1431"},"previous_link":{"label":"Chapter 1: Ancestries & Backgrounds","url":"/Rules.aspx?ID=1412"},"rarity":"common","release_date":"2020-07-30","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Advanced Player's Guide](/Sources.aspx?ID=39) pg. 148 <sup>2.0</sup></row>\r\n\r\nChapter 2: Classes\r\n</additional-info>","source":["Advanced Player's Guide"],"source_raw":["Advanced Player's Guide pg. 148"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Advanced Player's Guide](/Sources.aspx?ID=39) pg. 148 <sup>2.0</sup></row>","speed":{},"text":" Specific Familiars Source Advanced Player's Guide pg. 148 2.0 Most familiars are Tiny animals, though a few are unusual, such as a leaf druid's leshy familiar. Some familiars, however, are more powerful creatures with unique abilities. Any character can gain a specific familiar so long as they already have a familiar with at least the required number of abilities listed in the specific familiar's stat block. Such a familiar usually replaces an existing familiar, though in some circumstances (such as for a witch) the familiar may evolve or reveal its true form. In any case, this transition from a normal familiar to a specific familiar requires no downtime and has no cost. Once you've selected a specific familiar, you can't change it without losing your familiar— this uses the same rules as if your familiar had died. A specific familiar has several traits and abilities, as listed in their stat block. The Granted Abilities entry lists normal familiar and master abilities that familiar has. The familiar also gains unique abilities listed below the Granted Abilities entry. Much like a familiar that naturally has a familiar ability (such as an owl with a fly Speed), you can never swap out any of these granted or unique abilities. If your familiar gains more abilities than are necessary for that specific familiar, you can use the remaining abilities to select familiar and master abilities as normal. Statistics and abilities not listed in a specific familiar's stat block (such as modifiers, AC, Hit Points, and so forth) use the normal familiar rules. These stat blocks otherwise use the format from the Bestiary . ","type":"Rules","url":"/Rules.aspx?ID=1687","weakness":{}}},{"_index":"aon18","_id":"rules-1688","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1688","markdown":"<title level=\"1\" right=\"Rules\">[Undead Allies](/Rules.aspx?ID=1688)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 36</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile some necromancers view [undead](/Traits.aspx?ID=160) as purely disposable minions to create, destroy, or bind to their will, others see undead as long-term allies. These types of relationships can vary widely. [Druids](/Classes.aspx?ID=6) or [rangers](/Classes.aspx?ID=9) can bond with undead companions instead of animals. [Witches](/Classes.aspx?ID=16) and [wizards](/Classes.aspx?ID=12) might call forth undead familiars. Even [summoners](/Classes.aspx?ID=18) can forge an unusual link with an eidolon tied to undeath. The preeminent of them all, however, are [undead masters](/Archetypes.aspx?ID=176) who keep multiple undead companions at once and ensure their continued loyalty.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Anchored Incorporeality</title>\r\n\r\nWhile most ghosts are bound to the site where they died or were buried, some instead find themselves bound to specific items, such as a particular piece of jewelry, article of clothing, pet's collar, or a stone from a building in which it dwelled. These items, known as anchors, were important to the ghost in life, or critical to the events of their death and haunting.\n\n A creature with anchored incorporeality has the [incorporeal](/Traits.aspx?ID=222) trait, meaning it can move through physical creatures and such creatures can move through it. It can't attempt Strength-based checks (such as [Grapple](/Actions.aspx?ID=35)) against corporeal creatures and corporeal creatures can't attempt such checks against it. Though incorporeal, a creature with anchored incorporeality can travel no more than 60 feet from its anchor and must maintain line of effect to the anchor. This typically prevents it from moving through walls. Unlike many other incorporeal creatures, a creature with anchored incorporeality doesn't have resistance to all damage or immunity to precision damage.\n\n A character with an animal companion or familiar that has anchored incorporeality can transfer the anchor to a new item with a special ritual. This requires spending 1 week in concert with the companion to create a new anchor. A character who knows this technique might be able to adapt it to transfer a [ghost's](/MonsterFamilies.aspx?ID=51) Site Bound ability (or similar restriction) to tie it to an anchor instead of a place.\r\n\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">The Evil of Undead</title>\r\n\r\nAn undead eidolon, companion, or familiar is usually evil, as are the majority of [undead](/Traits.aspx?ID=160) creatures. The GM might make an exception for certain undead who aren't [mindless](/Traits.aspx?ID=108). Since creating undead tortures and corrupts a life and spirit, a character with an undead animal companion or familiar is usually evil as well, though again, the GM can allow exceptions.\r\n\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1689\" />\r\n\r\n<document level=\"2\" id=\"rules-1690\" />\r\n\r\n<document level=\"2\" id=\"rules-1691\" />","name":"Undead Allies","next_link":{"label":"Playing Undead","url":"/Rules.aspx?ID=1692"},"previous_link":{"label":"Creating Megafauna","url":"/Rules.aspx?ID=1677"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 36</row>\n\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 36"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 36</row>","speed":{},"text":" Undead Allies Source Book of the Dead pg. 36 While some necromancers view undead as purely disposable minions to create, destroy, or bind to their will, others see undead as long-term allies. These types of relationships can vary widely. Druids or rangers can bond with undead companions instead of animals. Witches and wizards might call forth undead familiars. Even summoners can forge an unusual link with an eidolon tied to undeath. The preeminent of them all, however, are undead masters who keep multiple undead companions at once and ensure their continued loyalty. Anchored Incorporeality While most ghosts are bound to the site where they died or were buried, some instead find themselves bound to specific items, such as a particular piece of jewelry, article of clothing, pet's collar, or a stone from a building in which it dwelled. These items, known as anchors, were important to the ghost in life, or critical to the events of their death and haunting. A creature with anchored incorporeality has the incorporeal trait, meaning it can move through physical creatures and such creatures can move through it. It can't attempt Strength-based checks (such as Grapple) against corporeal creatures and corporeal creatures can't attempt such checks against it. Though incorporeal, a creature with anchored incorporeality can travel no more than 60 feet from its anchor and must maintain line of effect to the anchor. This typically prevents it from moving through walls. Unlike many other incorporeal creatures, a creature with anchored incorporeality doesn't have resistance to all damage or immunity to precision damage. A character with an animal companion or familiar that has anchored incorporeality can transfer the anchor to a new item with a special ritual. This requires spending 1 week in concert with the companion to create a new anchor. A character who knows this technique might be able to adapt it to transfer a ghost's Site Bound ability (or similar restriction) to tie it to an anchor instead of a place. The Evil of Undead An undead eidolon, companion, or familiar is usually evil, as are the majority of undead creatures. The GM might make an exception for certain undead who aren't mindless. Since creating undead tortures and corrupts a life and spirit, a character with an undead animal companion or familiar is usually evil as well, though again, the GM can allow exceptions. ","type":"Rules","url":"/Rules.aspx?ID=1688","weakness":{}}},{"_index":"aon18","_id":"rules-1689","_score":2.3741803,"_source":{"breadcrumbs":["Undead Allies"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1689","markdown":"<title level=\"1\" right=\"Rules\">[Eidolons and Undead](/Rules.aspx?ID=1689)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 36</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn eidolon and summoner link together via life force, which undead lack. [Undead](/Traits.aspx?ID=160) spirits often have an easier time manifesting on their own than sharing a link with a living creature. [Dhampirs](/Ancestries.aspx?ID=23) and other creatures with [negative healing](/MonsterAbilities.aspx?ID=42) have a much easier time bonding with an undead as an eidolon. It might be more uncomfortable and unlikely, but an undead eidolon can bond with any living creature, and the connection to the living grants them unparalleled freedom from the cravings and weaknesses of undeath.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Eidolons and Undead","next_link":{"label":"Undead Companions","url":"/Rules.aspx?ID=1690"},"previous_link":{"label":"Creating Megafauna","url":"/Rules.aspx?ID=1677"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 36</row>\r\n\r\nUndead Allies\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 36"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 36</row>","speed":{},"text":" Eidolons and Undead Source Book of the Dead pg. 36 An eidolon and summoner link together via life force, which undead lack. Undead spirits often have an easier time manifesting on their own than sharing a link with a living creature. Dhampirs and other creatures with negative healing have a much easier time bonding with an undead as an eidolon. It might be more uncomfortable and unlikely, but an undead eidolon can bond with any living creature, and the connection to the living grants them unparalleled freedom from the cravings and weaknesses of undeath. ","type":"Rules","url":"/Rules.aspx?ID=1689","weakness":{}}},{"_index":"aon18","_id":"rules-1690","_score":2.3741803,"_source":{"breadcrumbs":["Undead Allies"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1690","markdown":"<title level=\"1\" right=\"Rules\">[Undead Companions](/Rules.aspx?ID=1690)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 37</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Undead](/Traits.aspx?ID=160) companions are loyal, though not fully sapient, entities that follow your orders, whether as an undead [animal](/Traits.aspx?ID=9) or an undead [humanoid](/Traits.aspx?ID=91) rendered mindless or nearly so by undeath. They work like animal companions in most ways. Most undead companions are uncommon, typically only available to those with the [undead master](/Archetypes.aspx?ID=176) archetype or an intrinsic connection to the realm of the dead. The GM might determine a fallen animal companion can be animated as one of the following with the proper [_create undead_](/Rituals.aspx?ID=10) ritual. Undead companions typically have slightly lower statistics than a normal animal companion to compensate for their immunities. You can have only one companion of any kind at a time.\n\n Apart from the following differences, an undead companion functions as an [animal companion](/Rules.aspx?ID=149), including the limitations to [companion](/Traits.aspx?ID=29) items regardless of if they have a humanoid shape. \n<ul><li>**Traits**: An undead companion has the [undead](/Traits.aspx?ID=160) trait rather than the [animal](/Traits.aspx?ID=9) trait.</li><li>**Immunities**: The companion has [negative healing](/MonsterAbilities.aspx?ID=42) and immunity to [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), and [poison](/Traits.aspx?ID=126). Unlike most undead, they aren't immune to becoming [unconscious](/Conditions.aspx?ID=38) and can become unconscious and [dying](/Conditions.aspx?ID=11) rather than being destroyed instantly at 0 Hit Points.</li><li>**Mindless Companions**: Some undead companions are [mindless](/Traits.aspx?ID=108). The mindless trait makes them immune to all [mental](/Traits.aspx?ID=106) effects, as normal. The only skills in which a mindless companion is trained are [Acrobatics](/Skills.aspx?ID=1) and [Athletics](/Skills.aspx?ID=3), and it can't become trained in other skills. Even if a mindless companion gains a limited ability to act in combat without being commanded, such as from the [Mature Animal Companion](/Feats.aspx?ID=311) feat, it can repeat only the last command; it can't take a new action on its own. A mindless companion can't take [specializations](/Rules.aspx?ID=159) that would raise its Intelligence or grant it benefits to skills other than Acrobatics or Athletics, and it can't use or benefit from feats or other options for animal companions that normally require a creature to have a mind, think, or make a decision. When in doubt, the GM determines what abilities a mindless companion can use.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Undead Companions","next_link":{"label":"Undead Specific Familiars","url":"/Rules.aspx?ID=1691"},"previous_link":{"label":"Eidolons and Undead","url":"/Rules.aspx?ID=1689"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 37</row>\r\n\r\nUndead Allies\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 37"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 37</row>","speed":{},"text":" Undead Companions Source Book of the Dead pg. 37 Undead companions are loyal, though not fully sapient, entities that follow your orders, whether as an undead animal or an undead humanoid rendered mindless or nearly so by undeath. They work like animal companions in most ways. Most undead companions are uncommon, typically only available to those with the undead master archetype or an intrinsic connection to the realm of the dead. The GM might determine a fallen animal companion can be animated as one of the following with the proper create undead ritual. Undead companions typically have slightly lower statistics than a normal animal companion to compensate for their immunities. You can have only one companion of any kind at a time. Apart from the following differences, an undead companion functions as an animal companion, including the limitations to companion items regardless of if they have a humanoid shape. Traits : An undead companion has the undead trait rather than the animal trait. Immunities : The companion has negative healing and immunity to death effects, disease, and poison. Unlike most undead, they aren't immune to becoming unconscious and can become unconscious and dying rather than being destroyed instantly at 0 Hit Points. Mindless Companions : Some undead companions are mindless. The mindless trait makes them immune to all mental effects, as normal. The only skills in which a mindless companion is trained are Acrobatics and Athletics, and it can't become trained in other skills. Even if a mindless companion gains a limited ability to act in combat without being commanded, such as from the Mature Animal Companion feat, it can repeat only the last command; it can't take a new action on its own. A mindless companion can't take specializations that would raise its Intelligence or grant it benefits to skills other than Acrobatics or Athletics, and it can't use or benefit from feats or other options for animal companions that normally require a creature to have a mind, think, or make a decision. When in doubt, the GM determines what abilities a mindless companion can use. ","type":"Rules","url":"/Rules.aspx?ID=1690","weakness":{}}},{"_index":"aon18","_id":"rules-1691","_score":2.3741803,"_source":{"breadcrumbs":["Undead Allies"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1691","markdown":"<title level=\"1\" right=\"Rules\">[Undead Specific Familiars](/Rules.aspx?ID=1691)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 38</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNecromancers and other spellcasters with affinity to undeath bind undead creatures to serve as familiars. Undead specific familiars work no differently from any other specific familiars, though they share certain abilities due to being undead. See [Familiars](/Rules.aspx?ID=160) for more information on familiars and their abilities, and [Specific Familars](/Rules.aspx?ID=1687) for more on specific familiars.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Undead Specific Familiars","next_link":{"label":"Playing Undead","url":"/Rules.aspx?ID=1692"},"previous_link":{"label":"Undead Companions","url":"/Rules.aspx?ID=1690"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 38</row>\r\n\r\nUndead Allies\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 38"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 38</row>","speed":{},"text":" Undead Specific Familiars Source Book of the Dead pg. 38 Necromancers and other spellcasters with affinity to undeath bind undead creatures to serve as familiars. Undead specific familiars work no differently from any other specific familiars, though they share certain abilities due to being undead. See Familiars for more information on familiars and their abilities, and Specific Familars for more on specific familiars. ","type":"Rules","url":"/Rules.aspx?ID=1691","weakness":{}}},{"_index":"aon18","_id":"rules-1692","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1692","markdown":"<title level=\"1\" right=\"Rules\">[Playing Undead](/Rules.aspx?ID=1692)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 44</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFew undead can be called heroes, but a small number overcome the challenges of unlife to become something more. Durable and adaptable, they might even become adventurers and thrive. The tools in this section enable you to be undead as a player character\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1693\" />\r\n\r\n<document level=\"2\" id=\"rules-1696\" />\r\n\r\n<document level=\"2\" id=\"rules-1698\" />","name":"Playing Undead","next_link":{"label":"Undead Adjustments","url":"/Rules.aspx?ID=1700"},"previous_link":{"label":"Undead Allies","url":"/Rules.aspx?ID=1688"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 44</row>\n\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 44"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 44</row>","speed":{},"text":" Playing Undead Source Book of the Dead pg. 44 Few undead can be called heroes, but a small number overcome the challenges of unlife to become something more. Durable and adaptable, they might even become adventurers and thrive. The tools in this section enable you to be undead as a player character ","type":"Rules","url":"/Rules.aspx?ID=1692","weakness":{}}},{"_index":"aon18","_id":"rules-1693","_score":2.3741803,"_source":{"breadcrumbs":["Playing Undead"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1693","markdown":"<title level=\"1\" right=\"Rules\">[Playable Undead Options](/Rules.aspx?ID=1693)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 44</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis chapter provides options for playing undead characters. Most leave a fair amount of your previous “self” intact, so they're presented as archetypes. The skeleton is the exception—when reduced to bones, your old body doesn't make as big a difference. Because these types of undead characters occur so seldom, and because a game using them needs special adjustments to play out like a normal campaign, these archetypes and ancestry are all rare. The options are [ghost](/Archetypes.aspx?ID=177), [ghoul](/Archetypes.aspx?ID=178), [lich](/Archetypes.aspx?ID=179), [mummy](/Archetypes.aspx?ID=180), [skeleton](/Ancestries.aspx?ID=50), [vampire](/Archetypes.aspx?ID=181), and [zombie](/Archetypes.aspx?ID=182).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Becoming Undead</title>\r\n\r\nIf your character dies and rises as an undead, work with your GM to determine the best way to alter your PCs mechanics to fit the new character. For most groups, it works fine for you to retrain any number of your class feats into archetype feats for your undead type. If youre playing a [skeleton](/Ancestries.aspx?ID=50), rebuild your character, replacing only your ancestry and any feats or other options that no longer serve a purpose due to you being a skeleton.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Healing Undead</title>\r\n\r\nBecause of negative healing many typical means of healing dont work on undead. The [heal](/Spells.aspx?ID=148) spell cant heal undead, but [harm](/Spells.aspx?ID=146) and [soothe](/Spells.aspx?ID=291) can. [Healing potions](/Equipment.aspx?ID=186) and [elixirs of life](/Equipment.aspx?ID=91) are no use, but an [oil of unlife](/Equipment.aspx?ID=718) can heal undead. In addition, a character can take the [Stitch Flesh](/Feats.aspx?ID=3495) skill feat to heal undead with [Treat Wounds](/Actions.aspx?ID=57).\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Starting Out as Undead</title>\r\n\r\nUndead archetypes, like most archetypes, begin with a 2nd-level dedication feat so you can attain them as you progress. However, it might make sense for you to start out as undead at 1st level. In this case, the GM can allow you to start with the archetype. You get the benefits of the dedication feat right away but must select the dedication feat at 2nd level.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1694\" />\r\n\r\n<document level=\"2\" id=\"rules-1695\" />","name":"Playable Undead Options","next_link":{"label":"Roleplaying Undead","url":"/Rules.aspx?ID=1696"},"previous_link":{"label":"Undead Allies","url":"/Rules.aspx?ID=1688"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 44</row>\r\n\r\nPlaying Undead\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 44"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 44</row>","speed":{},"text":" Playable Undead Options Source Book of the Dead pg. 44 This chapter provides options for playing undead characters. Most leave a fair amount of your previous “self” intact, so they're presented as archetypes. The skeleton is the exception—when reduced to bones, your old body doesn't make as big a difference. Because these types of undead characters occur so seldom, and because a game using them needs special adjustments to play out like a normal campaign, these archetypes and ancestry are all rare. The options are ghost, ghoul, lich, mummy, skeleton, vampire, and zombie. Becoming Undead If your character dies and rises as an undead, work with your GM to determine the best way to alter your PCs mechanics to fit the new character. For most groups, it works fine for you to retrain any number of your class feats into archetype feats for your undead type. If youre playing a skeleton, rebuild your character, replacing only your ancestry and any feats or other options that no longer serve a purpose due to you being a skeleton. Healing Undead Because of negative healing many typical means of healing dont work on undead. The heal spell cant heal undead, but harm and soothe can. Healing potions and elixirs of life are no use, but an oil of unlife can heal undead. In addition, a character can take the Stitch Flesh skill feat to heal undead with Treat Wounds. Starting Out as Undead Undead archetypes, like most archetypes, begin with a 2nd-level dedication feat so you can attain them as you progress. However, it might make sense for you to start out as undead at 1st level. In this case, the GM can allow you to start with the archetype. You get the benefits of the dedication feat right away but must select the dedication feat at 2nd level. ","type":"Rules","url":"/Rules.aspx?ID=1693","weakness":{}}},{"_index":"aon18","_id":"rules-1694","_score":2.3741803,"_source":{"breadcrumbs":["Playing Undead","Playable Undead Options"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1694","markdown":"<title level=\"1\" right=\"Rules\">[Basic Undead Benefits](/Rules.aspx?ID=1694)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 44</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe archetypes and skeleton ancestry that follow can give the basic undead benefits detailed here. These are somewhat different from the normal undead creature abilities to better fit player characters.\n\n **Necril**: You know the [Necril](/Languages.aspx?ID=20) language.<br /> **Undead Vision**: You gain [low-light vision](/Rules.aspx?ID=416), or you gain [darkvision](/Rules.aspx?ID=415) if your ancestry already has low-light vision.<br /> **Negative Healing**: You are damaged by positive damage and aren't healed by [positive](/Traits.aspx?ID=128) [healing](/Traits.aspx?ID=89) effects. You don't take negative damage and are healed by [negative](/Traits.aspx?ID=118) effects that heal undead.<br /> **Negative Survival**: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin [dying](/Conditions.aspx?ID=11) when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as [_stabilize_](/Spells.aspx?ID=307), don't benefit you. When you would die, you're destroyed rather than dead, just like other undead.<br /> **Immunity to Death Effects**: You're immune to [death](/Traits.aspx?ID=40) effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become [frightened](/Conditions.aspx?ID=19) by a [_phantasmal killer_](/Spells.aspx?ID=219), you just don't instantly die from it.<br /> **Disease and Poison Protection**: You gain a +1 circumstance bonus to saving throws (or any other defense) against [disease](/Traits.aspx?ID=46) and [poison](/Traits.aspx?ID=126).<br /> **Undead Hunger**: While you don't eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul's hunger for [humanoid](/Traits.aspx?ID=91) flesh, a zombie's craving for brains, and a vampire's desire for blood. Additionally, while you don't sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Basic Undead Benefits","next_link":{"label":"Advanced Undead Benefits","url":"/Rules.aspx?ID=1695"},"previous_link":{"label":"Undead Allies","url":"/Rules.aspx?ID=1688"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 44</row>\r\n\r\nPlaying Undead / Playable Undead Options\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 44"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 44</row>","speed":{},"text":" Basic Undead Benefits Source Book of the Dead pg. 44 The archetypes and skeleton ancestry that follow can give the basic undead benefits detailed here. These are somewhat different from the normal undead creature abilities to better fit player characters. Necril : You know the Necril language. Undead Vision : You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Negative Healing : You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead. Negative Survival : Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize , don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. Immunity to Death Effects : You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer , you just don't instantly die from it. Disease and Poison Protection : You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison. Undead Hunger : While you don't eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul's hunger for humanoid flesh, a zombie's craving for brains, and a vampire's desire for blood. Additionally, while you don't sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest. ","type":"Rules","url":"/Rules.aspx?ID=1694","weakness":{}}},{"_index":"aon18","_id":"rules-1695","_score":2.3741803,"_source":{"breadcrumbs":["Playing Undead","Playable Undead Options"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1695","markdown":"<title level=\"1\" right=\"Rules\">[Advanced Undead Benefits](/Rules.aspx?ID=1695)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 44</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf your archetype has a feat that gives you advanced undead benefits, you gain the following.\n\n **Darkvision**: You gain [darkvision](/Rules.aspx?ID=415) if you don't already have it.<br /> **Greater Disease and Poison Protection**: Your bonus against [disease](/Traits.aspx?ID=46) and [poison](/Traits.aspx?ID=126) increases to +2. You gain poison resistance equal to half your level.<br /> **Paralysis and Sleep Protection**: You gain a +1 circumstance bonus to saving throws (or any other defense) against effects that would make you [paralyzed](/Conditions.aspx?ID=28) or have the [sleep](/Traits.aspx?ID=145) trait.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Advanced Undead Benefits","next_link":{"label":"Roleplaying Undead","url":"/Rules.aspx?ID=1696"},"previous_link":{"label":"Basic Undead Benefits","url":"/Rules.aspx?ID=1694"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 44</row>\r\n\r\nPlaying Undead / Playable Undead Options\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 44"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 44</row>","speed":{},"text":" Advanced Undead Benefits Source Book of the Dead pg. 44 If your archetype has a feat that gives you advanced undead benefits, you gain the following. Darkvision : You gain darkvision if you don't already have it. Greater Disease and Poison Protection : Your bonus against disease and poison increases to +2. You gain poison resistance equal to half your level. Paralysis and Sleep Protection : You gain a +1 circumstance bonus to saving throws (or any other defense) against effects that would make you paralyzed or have the sleep trait. ","type":"Rules","url":"/Rules.aspx?ID=1695","weakness":{}}},{"_index":"aon18","_id":"rules-1696","_score":2.3741803,"_source":{"breadcrumbs":["Playing Undead"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1696","markdown":"<title level=\"1\" right=\"Rules\">[Roleplaying Undead](/Rules.aspx?ID=1696)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 45</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn undead PC has a different mindset and priorities than a living creature. Consider your character's place in both the societies of the living and undead. Consider what ordinary concerns an undead creature wouldn't have to deal with and what new ones might arise from their unliving state. For instance, you might deal with your undead stench with perfumes or magic, much as the undead in the courts of Geb do.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1697\" />","name":"Roleplaying Undead","next_link":{"label":"Running a Game with Undead PCs","url":"/Rules.aspx?ID=1698"},"previous_link":{"label":"Playable Undead Options","url":"/Rules.aspx?ID=1693"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 45</row>\r\n\r\nPlaying Undead\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 45"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 45</row>","speed":{},"text":" Roleplaying Undead Source Book of the Dead pg. 45 An undead PC has a different mindset and priorities than a living creature. Consider your character's place in both the societies of the living and undead. Consider what ordinary concerns an undead creature wouldn't have to deal with and what new ones might arise from their unliving state. For instance, you might deal with your undead stench with perfumes or magic, much as the undead in the courts of Geb do. ","type":"Rules","url":"/Rules.aspx?ID=1696","weakness":{}}},{"_index":"aon18","_id":"rules-1697","_score":2.3741803,"_source":{"breadcrumbs":["Playing Undead","Roleplaying Undead"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1697","markdown":"<title level=\"1\" right=\"Rules\">[Undead Origins](/Rules.aspx?ID=1697)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 45</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can't become undead without dying first, so the manner of your death can both inform the kind of undead you become and further your story. If you're making an undead PC without having played the character while alive, think about who they were before dying and what the process of becoming undead felt like to them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Undead Origins","next_link":{"label":"Running a Game with Undead PCs","url":"/Rules.aspx?ID=1698"},"previous_link":{"label":"Playable Undead Options","url":"/Rules.aspx?ID=1693"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 45</row>\r\n\r\nPlaying Undead / Roleplaying Undead\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 45"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 45</row>","speed":{},"text":" Undead Origins Source Book of the Dead pg. 45 You can't become undead without dying first, so the manner of your death can both inform the kind of undead you become and further your story. If you're making an undead PC without having played the character while alive, think about who they were before dying and what the process of becoming undead felt like to them. ","type":"Rules","url":"/Rules.aspx?ID=1697","weakness":{}}},{"_index":"aon18","_id":"rules-1698","_score":2.3741803,"_source":{"breadcrumbs":["Playing Undead"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1698","markdown":"<title level=\"1\" right=\"Rules\">[Running a Game with Undead PCs](/Rules.aspx?ID=1698)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 45</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe options for playing undead are built to closely match the normal play style of adventuring, but not all types of adventures or adversaries work well with undead in the party. Many abilities of enemy creatures become weak or pointless against undead. Take note of the basic undead benefits so you can avoid using enemies who rely on [death](/Traits.aspx?ID=40) effects, for example. You'll also need to reconsider adversaries who have [_heal_](/Spells.aspx?ID=148) or [_harm_](/Spells.aspx?ID=146) spells, and potentially switch out the spells they know. _Harm_ isn't useful as an offensive spell against undead, so living creatures with _harm_ won't get any use out of it against a party of undead. _Heal_, on the other hand, becomes extra useful and valuable for living creatures, as it can both heal their allies and hurt the PCs. Running a game with undead means taking these elements into account but not necessarily removing them all. Sometimes undead shrug off powerful spells and sometimes they get wrecked by a _heal_ spell.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1699\" />","name":"Running a Game with Undead PCs","next_link":{"label":"Undead Adjustments","url":"/Rules.aspx?ID=1700"},"previous_link":{"label":"Roleplaying Undead","url":"/Rules.aspx?ID=1696"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 45</row>\r\n\r\nPlaying Undead\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 45"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 45</row>","speed":{},"text":" Running a Game with Undead PCs Source Book of the Dead pg. 45 The options for playing undead are built to closely match the normal play style of adventuring, but not all types of adventures or adversaries work well with undead in the party. Many abilities of enemy creatures become weak or pointless against undead. Take note of the basic undead benefits so you can avoid using enemies who rely on death effects, for example. You'll also need to reconsider adversaries who have heal or harm spells, and potentially switch out the spells they know. Harm isn't useful as an offensive spell against undead, so living creatures with harm won't get any use out of it against a party of undead. Heal , on the other hand, becomes extra useful and valuable for living creatures, as it can both heal their allies and hurt the PCs. Running a game with undead means taking these elements into account but not necessarily removing them all. Sometimes undead shrug off powerful spells and sometimes they get wrecked by a heal spell. ","type":"Rules","url":"/Rules.aspx?ID=1698","weakness":{}}},{"_index":"aon18","_id":"rules-1699","_score":2.3741803,"_source":{"breadcrumbs":["Playing Undead","Running a Game with Undead PCs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1699","markdown":"<title level=\"1\" right=\"Rules\">[Unleashing the Undead](/Rules.aspx?ID=1699)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 45</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe rules for undead PCs make some adjustments for playability. The main differences are reducing the undead immunity to [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), and [sleep](/Traits.aspx?ID=145) to bonuses, and not having the undead destroyed when they reach 0 HP. If you want something more similar to standard undead for the PCs, you can give them the immunities fully. This means quite a few spells, enemies, and hazards could become useless. You can remove a fair number of these from your campaign and skip rewarding XP for dangers that don't actually endanger anyone. For instance, if undead PCs immune to poison battled enemies that made heavy use of poison, that might be a trivial encounter for your group.\n\n Having the PCs be destroyed at 0 HP is a trickier change. This removes a safeguard intended to prevent total party kills (TPKs) and avoid the need to monitor the whole group's HP very carefully at all times. Implementing it works best if you're playing a high-intensity one-shot game or are playing troupe-style play, with more characters than players, so a character who dies can quickly be replaced.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Unleashing the Undead","next_link":{"label":"Undead Adjustments","url":"/Rules.aspx?ID=1700"},"previous_link":{"label":"Roleplaying Undead","url":"/Rules.aspx?ID=1696"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 45</row>\r\n\r\nPlaying Undead / Running a Game with Undead PCs\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 45"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 45</row>","speed":{},"text":" Unleashing the Undead Source Book of the Dead pg. 45 The rules for undead PCs make some adjustments for playability. The main differences are reducing the undead immunity to disease, paralyzed, poison, and sleep to bonuses, and not having the undead destroyed when they reach 0 HP. If you want something more similar to standard undead for the PCs, you can give them the immunities fully. This means quite a few spells, enemies, and hazards could become useless. You can remove a fair number of these from your campaign and skip rewarding XP for dangers that don't actually endanger anyone. For instance, if undead PCs immune to poison battled enemies that made heavy use of poison, that might be a trivial encounter for your group. Having the PCs be destroyed at 0 HP is a trickier change. This removes a safeguard intended to prevent total party kills (TPKs) and avoid the need to monitor the whole group's HP very carefully at all times. Implementing it works best if you're playing a high-intensity one-shot game or are playing troupe-style play, with more characters than players, so a character who dies can quickly be replaced. ","type":"Rules","url":"/Rules.aspx?ID=1699","weakness":{}}},{"_index":"aon18","_id":"rules-1700","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1700","markdown":"<title level=\"1\" right=\"Rules\">[Undead Adjustments](/Rules.aspx?ID=1700)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSometimes you might need to create a creature with [undead](/Traits.aspx?ID=160) attributes in a hurry. Like the [elite and weak adjustments](/Rules.aspx?ID=788) detailed in each _Bestiary_, the following special adjustments can be used to quickly customize any creature into an undead.\n\n As with any adjustments, these changes are meant to be fast, not comprehensive. It's best to check whether the adjustment breaks the creature in combat. For example, a creature with an important 3-action ability won't work well with zombie adjustments due to the slow ability. On the other hand, an adjustment lending a fly Speed to a creature with powerful ranged attacks might make the creature too able to harry the PCs from the air, especially at low levels.\n\n The undead adjustments below work for turning a creature into a type of undead that doesn't fall into any of the major undead categories, and the adjustments after that mimic more specific varieties of undead. \n\n<title level=\"3\" right=\"\">Undead Adjustments</title> This creature is a reanimated corpse. \n<ul><li>Add the [undead](/Traits.aspx?ID=160) trait and optionally the [mindless](/Traits.aspx?ID=108) trait.</li><li>Add the [Necril](/Languages.aspx?ID=20) language if it isn't mindless.</li><li>Add the following immunities: [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [unconscious](/Conditions.aspx?ID=38). If it's mindless, add [mental](/Traits.aspx?ID=106) as well.</li></ul>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1701\" />\r\n\r\n<document level=\"2\" id=\"rules-1702\" />\r\n\r\n<document level=\"2\" id=\"rules-1703\" />\r\n\r\n<document level=\"2\" id=\"rules-1704\" />\r\n\r\n<document level=\"2\" id=\"rules-1705\" />\r\n\r\n<document level=\"2\" id=\"rules-1706\" />\r\n\r\n<document level=\"2\" id=\"rules-1707\" />\r\n\r\n<document level=\"2\" id=\"rules-1708\" />","name":"Undead Adjustments","next_link":{"label":"Divine Combinations","url":"/Rules.aspx?ID=1709"},"previous_link":{"label":"Playing Undead","url":"/Rules.aspx?ID=1692"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>\n\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 72"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>","speed":{},"text":" Undead Adjustments Source Book of the Dead pg. 72 Sometimes you might need to create a creature with undead attributes in a hurry. Like the elite and weak adjustments detailed in each Bestiary , the following special adjustments can be used to quickly customize any creature into an undead. As with any adjustments, these changes are meant to be fast, not comprehensive. It's best to check whether the adjustment breaks the creature in combat. For example, a creature with an important 3-action ability won't work well with zombie adjustments due to the slow ability. On the other hand, an adjustment lending a fly Speed to a creature with powerful ranged attacks might make the creature too able to harry the PCs from the air, especially at low levels. The undead adjustments below work for turning a creature into a type of undead that doesn't fall into any of the major undead categories, and the adjustments after that mimic more specific varieties of undead. Undead Adjustments This creature is a reanimated corpse. Add the undead trait and optionally the mindless trait. Add the Necril language if it isn't mindless. Add the following immunities: death effects, disease, paralyzed, poison, unconscious. If it's mindless, add mental as well. ","type":"Rules","url":"/Rules.aspx?ID=1700","weakness":{}}},{"_index":"aon18","_id":"rules-1701","_score":2.3741803,"_source":{"breadcrumbs":["Undead Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1701","markdown":"<title level=\"1\" right=\"Rules\">[Ghost Adjustments](/Rules.aspx?ID=1701)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe ephemeral form of a [ghostly](/MonsterFamilies.aspx?ID=51) creature lets it pass through solid objects and float in the air. For simplicity, a creature with these adjustments isn't truly incorporeal, nor does it necessarily return after being destroyed. \n<ul><li>Add the [ghost](/Traits.aspx?ID=217), [spirit](/Traits.aspx?ID=149), and [undead](/Traits.aspx?ID=160) traits.</li><li>Add the [Necril](/Languages.aspx?ID=20) language.</li><li>Add the following immunities: [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), precision, [unconscious](/Conditions.aspx?ID=38).</li><li>Add the following weaknesses, with a value based on the creature's level: [force](/Traits.aspx?ID=75), [_ghost touch_](/Equipment.aspx?ID=297), [positive](/Traits.aspx?ID=128).</li><li>If the creature can't fly, change its highest Speed to a fly Speed. Remove all other Speeds.</li><li>The damage of the creature's physical Strikes changes to [negative](/Traits.aspx?ID=118) damage, and those Strikes are [magical](/Traits.aspx?ID=103).</li><li>Add the following abilities.<br /> [**Darkvision**](/MonsterAbilities.aspx?ID=12)<br /> [**Negative Healing**](/MonsterAbilities.aspx?ID=42)<br /> **Ghostly Passage** <actions string=\"Single Action\" /> The creature [Flies](/Actions.aspx?ID=94) and, during this movement, can pass through walls, creatures, and other material obstacles as though [incorporeal](/Traits.aspx?ID=222). It must begin and end its movement outside of any physical obstacles, and passing through solid material is difficult terrain.</li></ul> \n\n## Ghost Adjustments\n<row gap=\"tiny\">\n<table><tr><td>**Level**</td><td>**Weaknesses**</td></tr> <tr><td>3 or lower</td><td>3</td></tr> <tr><td>48</td><td>5</td></tr> <tr><td>913</td><td>10</td></tr> <tr><td>14+</td><td>15</td></tr></table>\r\n</row>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ghost Adjustments","next_link":{"label":"Ghoul Adjustments","url":"/Rules.aspx?ID=1702"},"previous_link":{"label":"Playing Undead","url":"/Rules.aspx?ID=1692"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>\r\n\r\nUndead Adjustments\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 72"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>","speed":{},"text":" Ghost Adjustments Source Book of the Dead pg. 72 The ephemeral form of a ghostly creature lets it pass through solid objects and float in the air. For simplicity, a creature with these adjustments isn't truly incorporeal, nor does it necessarily return after being destroyed. Add the ghost, spirit, and undead traits. Add the Necril language. Add the following immunities: death effects, disease, paralyzed, poison, precision, unconscious. Add the following weaknesses, with a value based on the creature's level: force, ghost touch , positive. If the creature can't fly, change its highest Speed to a fly Speed. Remove all other Speeds. The damage of the creature's physical Strikes changes to negative damage, and those Strikes are magical. Add the following abilities. Darkvision Negative Healing Ghostly Passage Single Action The creature Flies and, during this movement, can pass through walls, creatures, and other material obstacles as though incorporeal. It must begin and end its movement outside of any physical obstacles, and passing through solid material is difficult terrain. ## Ghost Adjustments Level Weaknesses 3 or lower 3 48 5 913 10 14+ 15 ","type":"Rules","url":"/Rules.aspx?ID=1701","weakness":{}}},{"_index":"aon18","_id":"rules-1702","_score":2.3741803,"_source":{"breadcrumbs":["Undead Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1702","markdown":"<title level=\"1\" right=\"Rules\">[Ghoul Adjustments](/Rules.aspx?ID=1702)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Ghoul](/Monsters.aspx?ID=218) creatures are typically hairless and gaunt with blue or purple skin and pointed ears. \n<ul><li>Add the [ghoul](/Traits.aspx?ID=218) and [undead](/Traits.aspx?ID=160) traits.</li><li>Add the following immunities: [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [unconscious](/Conditions.aspx?ID=38).</li><li>Decrease all saving throw modifiers by 1.</li><li>Add the paralysis ability to the creature's jaws, fangs, or similar [unarmed](/Traits.aspx?ID=199) attack. If the creature doesn't have one, add one with the same attack and damage as its strongest melee attack.</li><li>Add the following abilities.<br /> **[Darkvision](/MonsterAbilities.aspx?ID=12)**<br /> **[Negative Healing](/MonsterAbilities.aspx?ID=42)**<br /> **Paralysis** ([occult](/Traits.aspx?ID=120), [necromancy](/Traits.aspx?ID=117)) When the creature gets a critical hit with its jaws against a living, non-[elf](/Traits.aspx?ID=58) foe of the creature's level or lower, the foe is [paralyzed](/Conditions.aspx?ID=28) until the end of the foe's next turn.<br /> **Swift Leap** [one-action] ([move](/Traits.aspx?ID=114)) The creature jumps up to half its Speed. This movement doesn't trigger reactions.</li></ul>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ghoul Adjustments","next_link":{"label":"Mummy Adjustments","url":"/Rules.aspx?ID=1703"},"previous_link":{"label":"Ghost Adjustments","url":"/Rules.aspx?ID=1701"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>\r\n\r\nUndead Adjustments\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 72"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>","speed":{},"text":" Ghoul Adjustments Source Book of the Dead pg. 72 Ghoul creatures are typically hairless and gaunt with blue or purple skin and pointed ears. Add the ghoul and undead traits. Add the following immunities: death effects, disease, paralyzed, poison, unconscious. Decrease all saving throw modifiers by 1. Add the paralysis ability to the creature's jaws, fangs, or similar unarmed attack. If the creature doesn't have one, add one with the same attack and damage as its strongest melee attack. Add the following abilities. Darkvision Negative Healing Paralysis (occult, necromancy) When the creature gets a critical hit with its jaws against a living, non-elf foe of the creature's level or lower, the foe is paralyzed until the end of the foe's next turn. Swift Leap one-action] ([move) The creature jumps up to half its Speed. This movement doesn't trigger reactions. ","type":"Rules","url":"/Rules.aspx?ID=1702","weakness":{}}},{"_index":"aon18","_id":"rules-1703","_score":2.3741803,"_source":{"breadcrumbs":["Undead Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1703","markdown":"<title level=\"1\" right=\"Rules\">[Mummy Adjustments](/Rules.aspx?ID=1703)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAll types of creatures can have their corpses preserved and rise as [mummies](/MonsterFamilies.aspx?ID=74). \n<ul><li>Add the [mummy](/Traits.aspx?ID=228) and [undead](/Traits.aspx?ID=160) traits.</li><li>Add the [Necril](/Languages.aspx?ID=20) language.</li><li>Add the following immunities: [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [unconscious](/Conditions.aspx?ID=38).</li><li>Add weakness to [fire](/Traits.aspx?ID=72), with a value depending on the creature's level.</li><li>Add the following abilities.<br /> **[Darkvision](/MonsterAbilities.aspx?ID=12)**<br /> **[Negative Healing](/MonsterAbilities.aspx?ID=42)**<br /> **Lesser Despair** ([aura](/Traits.aspx?ID=206), [divine](/Traits.aspx?ID=48), [emotion](/Traits.aspx?ID=60), [enchantment](/Traits.aspx?ID=61), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) 30 feet. Living creatures of the mummy creature's level or lower are [frightened 1](/Conditions.aspx?ID=19) while in its despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave.</li></ul> \n\n## Mummy Adjustment\n<row gap=\"tiny\">\n<table><tr><td>**Level**</td><td>**Weakness to Fire**</td></tr> <tr><td>3 or lower</td><td>3</td></tr> <tr><td>48</td><td>5</td></tr> <tr><td>913</td><td>10</td></tr> <tr><td>14+</td><td>15</td></tr></table>\r\n</row>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Mummy Adjustments","next_link":{"label":"Shadow Adjustments","url":"/Rules.aspx?ID=1704"},"previous_link":{"label":"Ghoul Adjustments","url":"/Rules.aspx?ID=1702"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>\r\n\r\nUndead Adjustments\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 72"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>","speed":{},"text":" Mummy Adjustments Source Book of the Dead pg. 72 All types of creatures can have their corpses preserved and rise as mummies. Add the mummy and undead traits. Add the Necril language. Add the following immunities: death effects, disease, paralyzed, poison, unconscious. Add weakness to fire, with a value depending on the creature's level. Add the following abilities. Darkvision Negative Healing Lesser Despair (aura, divine, emotion, enchantment, fear, mental) 30 feet. Living creatures of the mummy creature's level or lower are frightened 1 while in its despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave. ## Mummy Adjustment Level Weakness to Fire 3 or lower 3 48 5 913 10 14+ 15 ","type":"Rules","url":"/Rules.aspx?ID=1703","weakness":{}}},{"_index":"aon18","_id":"rules-1704","_score":2.3741803,"_source":{"breadcrumbs":["Undead Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1704","markdown":"<title level=\"1\" right=\"Rules\">[Shadow Adjustments](/Rules.aspx?ID=1704)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA [shadow](/MonsterFamilies.aspx?ID=89) creature is little more than a sentient shadow powered by negative energy. Shadows can easily travel to and from the [Shadow Plane](/Planes.aspx?ID=11). \n<ul><li>Add the [undead](/Traits.aspx?ID=160) trait.</li><li>Add the [Necril](/Languages.aspx?ID=20) language.</li><li>Add [Stealth](/Skills.aspx?ID=15) with a modifier equal to its highest skill modifier.</li><li>Add the following immunities: [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), precision, [unconscious](/Conditions.aspx?ID=38).</li><li>Add the following weaknesses, with a value based on the creature's level: [force](/Traits.aspx?ID=75), [_ghost touch_](/Equipment.aspx?ID=297), [positive](/Traits.aspx?ID=128).</li><li>If the creature can't fly, change its highest Speed to a fly Speed. Remove all other Speeds.</li><li>The damage of the creature's physical Strikes changes to [negative](/Traits.aspx?ID=118) damage, and those Strikes are [magical](/Traits.aspx?ID=103).</li><li>Add [_darkness_](/Spells.aspx?ID=59) as an innate divine spell usable once per day.</li><li>Add the following abilities.<br /> **[Darkvision](/MonsterAbilities.aspx?ID=12)**<br /> **[Negative Healing](/MonsterAbilities.aspx?ID=42)**<br /> **Slink in Shadows** The creature can [Hide](/Actions.aspx?ID=62) or end its [Sneak](/Actions.aspx?ID=63) in a creature's or object's shadow.</li></ul>\n\n## Shadow Adjustment\n<row gap=\"tiny\">\n<table><tr><td>**Level**</td><td>**Weaknesses**</td></tr> <tr><td>3 or lower</td><td>3</td></tr> <tr><td>48</td><td>5</td></tr> <tr><td>913</td><td>10</td></tr> <tr><td>14+</td><td>15</td></tr></table>\r\n</row>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Shadow Adjustments","next_link":{"label":"Skeleton Adjustments","url":"/Rules.aspx?ID=1705"},"previous_link":{"label":"Mummy Adjustments","url":"/Rules.aspx?ID=1703"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>\r\n\r\nUndead Adjustments\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 72"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 72</row>","speed":{},"text":" Shadow Adjustments Source Book of the Dead pg. 72 A shadow creature is little more than a sentient shadow powered by negative energy. Shadows can easily travel to and from the Shadow Plane. Add the undead trait. Add the Necril language. Add Stealth with a modifier equal to its highest skill modifier. Add the following immunities: death effects, disease, paralyzed, poison, precision, unconscious. Add the following weaknesses, with a value based on the creature's level: force, ghost touch , positive. If the creature can't fly, change its highest Speed to a fly Speed. Remove all other Speeds. The damage of the creature's physical Strikes changes to negative damage, and those Strikes are magical. Add darkness as an innate divine spell usable once per day. Add the following abilities. Darkvision Negative Healing Slink in Shadows The creature can Hide or end its Sneak in a creature's or object's shadow. ## Shadow Adjustment Level Weaknesses 3 or lower 3 48 5 913 10 14+ 15 ","type":"Rules","url":"/Rules.aspx?ID=1704","weakness":{}}},{"_index":"aon18","_id":"rules-1705","_score":2.3741803,"_source":{"breadcrumbs":["Undead Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1705","markdown":"<title level=\"1\" right=\"Rules\">[Skeleton Adjustments](/Rules.aspx?ID=1705)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost [skeletons](/MonsterFamilies.aspx?ID=92) are mindless and follow either the basic instincts they had in life or orders given by their creator. \n<ul><li>Add the [skeleton](/Traits.aspx?ID=236) and [undead](/Traits.aspx?ID=160) traits and, optionally, the [mindless](/Traits.aspx?ID=108) trait.</li><li>Add the [Necril](/Languages.aspx?ID=20) language if it isn't mindless.</li><li>Decrease the creature's HP based on its level.</li><li>Add the following immunities: [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [unconscious](/Conditions.aspx?ID=38). If it's mindless, add [mental](/Traits.aspx?ID=106) as well.</li><li>Add the following resistances with a value based on the creature's level: [cold](/Traits.aspx?ID=27), [electricity](/Traits.aspx?ID=56), [fire](/Traits.aspx?ID=72), piercing, slashing.</li><li>Add the following abilities.<br /> **[Darkvision](/MonsterAbilities.aspx?ID=12)**<br /> **[Negative Healing](/MonsterAbilities.aspx?ID=42)**</li></ul> \n\n## Skeleton Adjustment\n<row gap=\"tiny\">\n<table><tr><td>**Level**</td><td>**HP Decrease**</td><td>**Resistances**</td></tr> <tr><td>1</td><td>2</td><td>2</td></tr> <tr><td>01</td><td>4</td><td>2</td></tr> <tr><td>25</td><td>10</td><td>3</td></tr> <tr><td>610</td><td>20</td><td>5</td></tr> <tr><td>11+</td><td>40</td><td>10</td></tr></table>\r\n</row>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skeleton Adjustments","next_link":{"label":"Vampire Adjustments","url":"/Rules.aspx?ID=1706"},"previous_link":{"label":"Shadow Adjustments","url":"/Rules.aspx?ID=1704"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 73</row>\r\n\r\nUndead Adjustments\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 73"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 73</row>","speed":{},"text":" Skeleton Adjustments Source Book of the Dead pg. 73 Most skeletons are mindless and follow either the basic instincts they had in life or orders given by their creator. Add the skeleton and undead traits and, optionally, the mindless trait. Add the Necril language if it isn't mindless. Decrease the creature's HP based on its level. Add the following immunities: death effects, disease, paralyzed, poison, unconscious. If it's mindless, add mental as well. Add the following resistances with a value based on the creature's level: cold, electricity, fire, piercing, slashing. Add the following abilities. Darkvision Negative Healing ## Skeleton Adjustment Level HP Decrease Resistances 1 2 2 01 4 2 25 10 3 610 20 5 11+ 40 10 ","type":"Rules","url":"/Rules.aspx?ID=1705","weakness":{}}},{"_index":"aon18","_id":"rules-1706","_score":2.3741803,"_source":{"breadcrumbs":["Undead Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1706","markdown":"<title level=\"1\" right=\"Rules\">[Vampire Adjustments](/Rules.aspx?ID=1706)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA [vampiric](/MonsterFamilies.aspx?ID=97) creature consumes the blood of the living for sustenance. It might also possess the compulsions and revulsions of a specific vampire bloodline. \n<ul><li>Add the [undead](/Traits.aspx?ID=160) and [vampire](/Traits.aspx?ID=242) traits.</li><li>Add the [Necril](/Languages.aspx?ID=20) language.</li><li>Decrease the creature's HP based on its level.</li><li>Add the following immunities: [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [sleep](/Traits.aspx?ID=145).</li><li>Add resistance to physical damage, with a value based on the creature's level. Choose one type of material that bypasses this resistance: [cold iron](/Equipment.aspx?ID=272) (vetalarana), [silver](/Equipment.aspx?ID=277) (moroi), or wood (jiang-shi or nosferatu).</li><li>Add a fangs Strike. It deals damage equal to the creature's lowest melee Strike and can be used to Feed. If the creature already has a jaws or fangs Strike, just add the Feed ability.</li><li>Add the following abilities.<br /> **[Darkvision](/MonsterAbilities.aspx?ID=12)**<br /> **[Negative Healing](/MonsterAbilities.aspx?ID=42)**<br /> **Feed** <actions string=\"Single Action\" /> ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)) **Requirements** The vampiric creature's most recent action was a successful jaws Strike that dealt damage; **Effect** The vampiric creature drains blood from its victim, dealing minimum jaws damage and regaining HP based on its level.</li></ul> \n\n## Vampire Adjustment\n<row gap=\"tiny\">\n<table><tr><td>**Level**</td><td>**HP Decrease**</td><td>**Resistance/Feed HP**</td></tr> <tr><td>1</td><td>3</td><td>2</td></tr> <tr><td>01</td><td>5</td><td>2</td></tr> <tr><td>25</td><td>10</td><td>3</td></tr> <tr><td>610</td><td>20</td><td>5</td></tr> <tr><td>11+</td><td>40</td><td>10</td></tr></table>\r\n</row>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Vampire Adjustments","next_link":{"label":"Wight Adjustments","url":"/Rules.aspx?ID=1707"},"previous_link":{"label":"Skeleton Adjustments","url":"/Rules.aspx?ID=1705"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 73</row>\r\n\r\nUndead Adjustments\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 73"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 73</row>","speed":{},"text":" Vampire Adjustments Source Book of the Dead pg. 73 A vampiric creature consumes the blood of the living for sustenance. It might also possess the compulsions and revulsions of a specific vampire bloodline. Add the undead and vampire traits. Add the Necril language. Decrease the creature's HP based on its level. Add the following immunities: death effects, disease, paralyzed, poison, sleep. Add resistance to physical damage, with a value based on the creature's level. Choose one type of material that bypasses this resistance: cold iron (vetalarana), silver (moroi), or wood (jiang-shi or nosferatu). Add a fangs Strike. It deals damage equal to the creature's lowest melee Strike and can be used to Feed. If the creature already has a jaws or fangs Strike, just add the Feed ability. Add the following abilities. Darkvision Negative Healing Feed Single Action (divine, necromancy) Requirements The vampiric creature's most recent action was a successful jaws Strike that dealt damage; Effect The vampiric creature drains blood from its victim, dealing minimum jaws damage and regaining HP based on its level. ## Vampire Adjustment Level HP Decrease Resistance/Feed HP 1 3 2 01 5 2 25 10 3 610 20 5 11+ 40 10 ","type":"Rules","url":"/Rules.aspx?ID=1706","weakness":{}}},{"_index":"aon18","_id":"rules-1707","_score":2.3741803,"_source":{"breadcrumbs":["Undead Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1707","markdown":"<title level=\"1\" right=\"Rules\">[Wight Adjustments](/Rules.aspx?ID=1707)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAll [wights](/MonsterFamilies.aspx?ID=163) can drain life through their unarmed attacks, but some can draw life force through weapons as well. \n<ul><li>Add the [undead](/Traits.aspx?ID=160) and [wight](/Traits.aspx?ID=259) traits.</li><li>Add the [Necril](/Languages.aspx?ID=20) language.</li><li>Add the following immunities: [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [unconscious](/Conditions.aspx?ID=38).</li><li>Add drain life to any number of the creature's Strikes and reduce the damage of each of those Strikes by half the creature's level.</li><li>Add the following abilities.<br /> **[Darkvision](/MonsterAbilities.aspx?ID=12)**<br /> **[Negative Healing](/MonsterAbilities.aspx?ID=42)**<br />**Drain Life** ([divine](/Traits.aspx?ID=48), [necromancy](/Traits.aspx?ID=117)); When the creature damages a living creature with this Strike, it gains temporary HP equal to its level, and the target must succeed at a Fortitude save or become [drained 1](/Conditions.aspx?ID=10). This save uses the [moderate DC for the wight creature's level](/Rules.aspx?ID=1020).</li></ul>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Wight Adjustments","next_link":{"label":"Zombie Adjustments","url":"/Rules.aspx?ID=1708"},"previous_link":{"label":"Vampire Adjustments","url":"/Rules.aspx?ID=1706"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 73</row>\r\n\r\nUndead Adjustments\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 73"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 73</row>","speed":{},"text":" Wight Adjustments Source Book of the Dead pg. 73 All wights can drain life through their unarmed attacks, but some can draw life force through weapons as well. Add the undead and wight traits. Add the Necril language. Add the following immunities: death effects, disease, paralyzed, poison, unconscious. Add drain life to any number of the creature's Strikes and reduce the damage of each of those Strikes by half the creature's level. Add the following abilities. Darkvision Negative Healing Drain Life (divine, necromancy); When the creature damages a living creature with this Strike, it gains temporary HP equal to its level, and the target must succeed at a Fortitude save or become drained 1. This save uses the moderate DC for the wight creature's level. ","type":"Rules","url":"/Rules.aspx?ID=1707","weakness":{}}},{"_index":"aon18","_id":"rules-1708","_score":2.3741803,"_source":{"breadcrumbs":["Undead Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1708","markdown":"<title level=\"1\" right=\"Rules\">[Zombie Adjustments](/Rules.aspx?ID=1708)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 73</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA [zombified](/MonsterFamilies.aspx?ID=103) creature is a mindless, rotting corpse that attacks everything it perceives. \n<ul><li>Add the [mindless](/Traits.aspx?ID=108), [undead](/Traits.aspx?ID=160), and [zombie](/Traits.aspx?ID=245) traits.</li><li>Increase the creature's HP based on its level.</li><li>Add the following immunities: [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [mental](/Traits.aspx?ID=106), [paralyzed](/Conditions.aspx?ID=28), [poison](/Traits.aspx?ID=126), [unconscious](/Conditions.aspx?ID=38).</li><li>Add the following weaknesses, with a value based on its level: [positive](/Traits.aspx?ID=128), slashing.</li><li>Add the following abilities.<br /> [Darkvision](/MonsterAbilities.aspx?ID=12)<br /> [Negative Healing](/MonsterAbilities.aspx?ID=42)<br /> **Slow** A zombie is permanently [slowed 1](/Conditions.aspx?ID=35) and can't use reactions.</li></ul> \n\n## Zombie Adjustment\n<row gap=\"tiny\">\n<table><tr><td>**Level**</td><td>**HP Increase**</td><td>**Weaknesses**</td></tr> <tr><td>1 or lower</td><td>10</td><td>5</td></tr> <tr><td>25</td><td>20</td><td>5</td></tr> <tr><td>610</td><td>50</td><td>10</td></tr> <tr><td>1115</td><td>75</td><td>15</td></tr> <tr><td>1619</td><td>100</td><td>20</td></tr> <tr><td>20+</td><td>150</td><td>25</td></tr></table>\r\n</row>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Zombie Adjustments","next_link":{"label":"Divine Combinations","url":"/Rules.aspx?ID=1709"},"previous_link":{"label":"Wight Adjustments","url":"/Rules.aspx?ID=1707"},"rarity":"common","release_date":"2022-04-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Book of the Dead](/Sources.aspx?ID=118) pg. 73</row>\r\n\r\nUndead Adjustments\r\n</additional-info>","source":["Book of the Dead"],"source_raw":["Book of the Dead pg. 73"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Book of the Dead](/Sources.aspx?ID=118) pg. 73</row>","speed":{},"text":" Zombie Adjustments Source Book of the Dead pg. 73 A zombified creature is a mindless, rotting corpse that attacks everything it perceives. Add the mindless, undead, and zombie traits. Increase the creature's HP based on its level. Add the following immunities: death effects, disease, mental, paralyzed, poison, unconscious. Add the following weaknesses, with a value based on its level: positive, slashing. Add the following abilities. Darkvision Negative Healing Slow A zombie is permanently slowed 1 and can't use reactions. ## Zombie Adjustment Level HP Increase Weaknesses 1 or lower 10 5 25 20 5 610 50 10 1115 75 15 1619 100 20 20+ 150 25 ","type":"Rules","url":"/Rules.aspx?ID=1708","weakness":{}}},{"_index":"aon18","_id":"rules-1709","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1709","markdown":"<title level=\"1\" right=\"Rules\">[Divine Combinations](/Rules.aspx?ID=1709)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Knights of Lastwall](/Sources.aspx?ID=123) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWorship of pantheons among the Knights of Lastwall varies greatly. Many knights create their own personal pantheons, usually drawing from deities they worshipped before joining the organization and gods they encountered during their time as knights. While it's likely that a knight will follow a pantheon such as [the Endless Road](/Deities.aspx?ID=246) or [Sorrow's Sword](/Deities.aspx?ID=249), it's just as likely for a given knight to worship a slightly modified version of the pantheon or a completely unique pantheon altogether.\n\n Groups that wish to create new pantheons for their characters are encouraged to do so, but should consider a few guidelines when creating them. First, the pantheon should have an associated theme such as charity, combat, fire, or knowledge.\n\n Alternatively, themes might be focused around a culture or group of people, such as a pantheon of [catfolk](/Ancestries.aspx?ID=17) deities, a pantheon for forest-dwelling cultures, or a pantheon for the citizens of a specific city or nation. Second, a pantheon should have at least three associated deities. Pantheons can include more deities, but larger groups can become unwieldy and difficult to fit the theme. Finally, the associated deities should all be of relatively compatible alignments. A pantheon that includes a Lawful Evil god and a Chaotic Good god will be difficult to appropriately explain thematically and difficult to worship as a character. Consider keeping the deities within the same alignment component such as a pantheon of all Good deities or all lawful deities.\n\n Pantheons are a great component of a character's self-expression, but it's likely that the needs of the pantheon will change as a campaign progresses. Don't be afraid to tweak a pantheon to better suit the needs of a character or a story. Groups should also be open to changing a pantheon if it proves disruptive, either narratively or mechanically.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Divine Combinations","next_link":{"label":"Aftermath Feats","url":"/Rules.aspx?ID=1710"},"previous_link":{"label":"Undead Adjustments","url":"/Rules.aspx?ID=1700"},"rarity":"common","release_date":"2022-05-25","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Knights of Lastwall](/Sources.aspx?ID=123) pg. 69</row>\n\n</additional-info>","source":["Knights of Lastwall"],"source_raw":["Knights of Lastwall pg. 69"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Knights of Lastwall](/Sources.aspx?ID=123) pg. 69</row>","speed":{},"text":" Divine Combinations Source Knights of Lastwall pg. 69 Worship of pantheons among the Knights of Lastwall varies greatly. Many knights create their own personal pantheons, usually drawing from deities they worshipped before joining the organization and gods they encountered during their time as knights. While it's likely that a knight will follow a pantheon such as the Endless Road or Sorrow's Sword, it's just as likely for a given knight to worship a slightly modified version of the pantheon or a completely unique pantheon altogether. Groups that wish to create new pantheons for their characters are encouraged to do so, but should consider a few guidelines when creating them. First, the pantheon should have an associated theme such as charity, combat, fire, or knowledge. Alternatively, themes might be focused around a culture or group of people, such as a pantheon of catfolk deities, a pantheon for forest-dwelling cultures, or a pantheon for the citizens of a specific city or nation. Second, a pantheon should have at least three associated deities. Pantheons can include more deities, but larger groups can become unwieldy and difficult to fit the theme. Finally, the associated deities should all be of relatively compatible alignments. A pantheon that includes a Lawful Evil god and a Chaotic Good god will be difficult to appropriately explain thematically and difficult to worship as a character. Consider keeping the deities within the same alignment component such as a pantheon of all Good deities or all lawful deities. Pantheons are a great component of a character's self-expression, but it's likely that the needs of the pantheon will change as a campaign progresses. Don't be afraid to tweak a pantheon to better suit the needs of a character or a story. Groups should also be open to changing a pantheon if it proves disruptive, either narratively or mechanically. ","type":"Rules","url":"/Rules.aspx?ID=1709","weakness":{}}},{"_index":"aon18","_id":"rules-1710","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1710","markdown":"<title level=\"1\" right=\"Rules\">[Aftermath Feats](/Rules.aspx?ID=1710)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 55</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStories abound of a battle-scarred hero, bathed in the blood of the fearsome [dragon](/Traits.aspx?ID=50), awakening to a strange new power. The conflict changes their very being, leaving an unforgettable reminder that awakens greater power and a unique kind of heroism.\n\n [Aftermath](/Traits.aspx?ID=424) feats, which are always [rare](/Traits.aspx?ID=137), represent new powers causes by dangerous encounters with the weird and deadly. The prerequisite of an aftermath feat can be met only at a dramatic moment in your story— slitting the throat of a drowsy drake in a random encounter likely won't awaken any latent abilities, but defeating a mighty dragon at the end of a long, heroic journey just might. A fool who runs around dousing themself in the blood of every dragon they slay is more likely to contract some sort of disease than manifest a new power.\n\n Every aftermath feat is a class feat but can be taken by a character of any class, provided the character has gone through the unlikely ordeal that unlocks it. The feat gains the appropriate trait for the class of the character who selected it. If an appropriate story event occurs that fits the prerequisites of an aftermath feat of your level or lower, the GM might permit you to immediately retrain a class feat into the appropriate aftermath feat. An aftermath feat isn't something you can typically remove once you have one, so you can't retrain it in the normal manner. The GM might determine a specific quest or other procedure you could use to remove the aftermath feat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Aftermath Feats","next_link":{"label":"Cryptid Adjustments","url":"/Rules.aspx?ID=1711"},"previous_link":{"label":"Divine Combinations","url":"/Rules.aspx?ID=1709"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 55</row>\n\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 55"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 55</row>","speed":{},"text":" Aftermath Feats Source Dark Archive pg. 55 Stories abound of a battle-scarred hero, bathed in the blood of the fearsome dragon, awakening to a strange new power. The conflict changes their very being, leaving an unforgettable reminder that awakens greater power and a unique kind of heroism. Aftermath feats, which are always rare, represent new powers causes by dangerous encounters with the weird and deadly. The prerequisite of an aftermath feat can be met only at a dramatic moment in your story— slitting the throat of a drowsy drake in a random encounter likely won't awaken any latent abilities, but defeating a mighty dragon at the end of a long, heroic journey just might. A fool who runs around dousing themself in the blood of every dragon they slay is more likely to contract some sort of disease than manifest a new power. Every aftermath feat is a class feat but can be taken by a character of any class, provided the character has gone through the unlikely ordeal that unlocks it. The feat gains the appropriate trait for the class of the character who selected it. If an appropriate story event occurs that fits the prerequisites of an aftermath feat of your level or lower, the GM might permit you to immediately retrain a class feat into the appropriate aftermath feat. An aftermath feat isn't something you can typically remove once you have one, so you can't retrain it in the normal manner. The GM might determine a specific quest or other procedure you could use to remove the aftermath feat. ","type":"Rules","url":"/Rules.aspx?ID=1710","weakness":{}}},{"_index":"aon18","_id":"rules-1711","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1711","markdown":"<title level=\"1\" right=\"Rules\">[Cryptid Adjustments](/Rules.aspx?ID=1711)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 58</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThey resemble the familiar creatures common to the world, but are always just a bit off. The following sets of adjustments can make ordinary creatures suited to be cryptids.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1712\" />\r\n\r\n<document level=\"2\" id=\"rules-1713\" />\r\n\r\n<document level=\"2\" id=\"rules-1714\" />\r\n\r\n<document level=\"2\" id=\"rules-1715\" />\r\n\r\n<document level=\"2\" id=\"rules-1716\" />","name":"Cryptid Adjustments","next_link":{"label":"Secret Society Member","url":"/Rules.aspx?ID=1717"},"previous_link":{"label":"Aftermath Feats","url":"/Rules.aspx?ID=1710"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 58</row>\n\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 58"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 58</row>","speed":{},"text":" Cryptid Adjustments Source Dark Archive pg. 58 They resemble the familiar creatures common to the world, but are always just a bit off. The following sets of adjustments can make ordinary creatures suited to be cryptids. ","type":"Rules","url":"/Rules.aspx?ID=1711","weakness":{}}},{"_index":"aon18","_id":"rules-1712","_score":2.3741803,"_source":{"breadcrumbs":["Cryptid Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1712","markdown":"<title level=\"1\" right=\"Rules\">[Experimental Cryptids](/Rules.aspx?ID=1712)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 58</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn experimental cryptid has been purposefully altered through alchemy, engineering, magic, or ritual to contain some degree of construct components. Although powerful, the process is volatile and imperfect. \n\n<title level=\"2\" right=\"\">Experimental Cryptid Adjustments</title> You can turn an existing creature into an experimental cryptid by completing the following steps. Increase the creature's level by 1 and change its statistics as follows. \n<ul><li>Increase the creature's AC, attack bonuses, DCs, Perception modifier, saving throws, and skill modifiers by 1.</li><li>Increase the damage of Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead.</li><li>Increase the creature's HP by the amount listed on the table.</li></ul>\n\n## \n<row gap=\"tiny\">\n<table><tr><td>Starting Level</td><td>HP Increase</td></tr> <tr><td>1 or lower</td><td>10</td></tr> <tr><td>24</td><td>15</td></tr> <tr><td>519</td><td>20</td></tr> <tr><td>20+</td><td>30</td></tr></table>\r\n</row> \n\n<title level=\"3\" right=\"\">Experimental Cryptid Abilities</title> An experimental cryptid gains the [experiment](/Traits.aspx?ID=433) trait and, depending on the type of construct parts, might gain the [alchemical](/Traits.aspx?ID=6) trait, [clockwork](/Traits.aspx?ID=331) trait, or another [construct](/Traits.aspx?ID=35)-related trait as appropriate. An experimental cryptid gains the following abilities.\n\n **[Darkvision](/MonsterAbilities.aspx?ID=12)**\n\n **Augmented** An experimental cryptid is partially artificial and designed in a way to specifically prevent biological afflictions and instant death. It gains a +2 circumstance bonus to saving throws against [death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), and [poison](/Traits.aspx?ID=126).\n\n **Operational Flaw** An experimental cryptid has a flaw in its construction that can be identified with a successful Perception check to [Seek](/Actions.aspx?ID=84) against the [hard DC of the creature's level](/Rules.aspx?ID=552). An experimental cryptid has weakness equal to its level to the attacks of any creature that has successfully located the experiment's operational flaw.\n\n **Clobber** <actions string=\"Two Actions\" />The experimental cryptid Strikes a creature. On a hit, the creature is [pushed](/Rules.aspx?ID=451) 5 feet (10 feet on a critical hit) and knocked [prone](/Conditions.aspx?ID=31). If this causes the creature to collide with a solid object, the creature takes an additional 1d10 damage. If the experimental cryptid is at least 5th level, this Strike deals one additional weapon damage die of damage, and if the experimental cryptid is at least 15th level, this Strike deals two additional weapon damage dice of damage.\n\n **Energy Wave** <actions string=\"Two Actions\" /> The experimental cryptid unleashes a 30-foot line of energy of a type specific to the experimental cryptid (typically electricity or fire). Creatures in the area take 1d6 damage per level of the cryptid with a [basic](/Rules.aspx?ID=329) Reflex save. The experimental cryptid can use this ability once every 1d4 rounds. This action has the damage type's trait. If the experiments that reshaped the creature were magical, this action also has the [evocation](/Traits.aspx?ID=65) trait and the trait matching the magical tradition of the experiments ([arcane](/Traits.aspx?ID=11), [divine](/Traits.aspx?ID=48), [occult](/Traits.aspx?ID=120), or [primal](/Traits.aspx?ID=134)).\n\n **Power Surge** <actions string=\"Single Action\" /> The experimental cryptid draws on its augmentations to empower its attacks. It attempts a DC 5 flat check. On a success, the experimental cryptid deals 1d6 additional damage with its Strikes until the end of its turn. On a failure, the experimental cryptid takes that much damage instead. The damage and traits for Power Surge are the same as those of Energy Wave.\n\n This additional damage increases to 2d6 if the experimental cryptid is 9th level or higher, 3d6 if the experimental cryptid is 15th level or higher, and 4d6 if the experimental cryptid is 18th level or higher.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Experimental Cryptids","next_link":{"label":"Mutant Cryptids","url":"/Rules.aspx?ID=1713"},"previous_link":{"label":"Aftermath Feats","url":"/Rules.aspx?ID=1710"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 58</row>\r\n\r\nCryptid Adjustments\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 58"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 58</row>","speed":{},"text":" Experimental Cryptids Source Dark Archive pg. 58 An experimental cryptid has been purposefully altered through alchemy, engineering, magic, or ritual to contain some degree of construct components. Although powerful, the process is volatile and imperfect. Experimental Cryptid Adjustments You can turn an existing creature into an experimental cryptid by completing the following steps. Increase the creature's level by 1 and change its statistics as follows. Increase the creature's AC, attack bonuses, DCs, Perception modifier, saving throws, and skill modifiers by 1. Increase the damage of Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead. Increase the creature's HP by the amount listed on the table. ## Starting Level HP Increase 1 or lower 10 24 15 519 20 20+ 30 Experimental Cryptid Abilities An experimental cryptid gains the experiment trait and, depending on the type of construct parts, might gain the alchemical trait, clockwork trait, or another construct-related trait as appropriate. An experimental cryptid gains the following abilities. Darkvision Augmented An experimental cryptid is partially artificial and designed in a way to specifically prevent biological afflictions and instant death. It gains a +2 circumstance bonus to saving throws against death effects, disease, and poison. Operational Flaw An experimental cryptid has a flaw in its construction that can be identified with a successful Perception check to Seek against the hard DC of the creature's level. An experimental cryptid has weakness equal to its level to the attacks of any creature that has successfully located the experiment's operational flaw. Clobber Two ActionsThe experimental cryptid Strikes a creature. On a hit, the creature is pushed 5 feet (10 feet on a critical hit) and knocked prone. If this causes the creature to collide with a solid object, the creature takes an additional 1d10 damage. If the experimental cryptid is at least 5th level, this Strike deals one additional weapon damage die of damage, and if the experimental cryptid is at least 15th level, this Strike deals two additional weapon damage dice of damage. Energy Wave Two Actions The experimental cryptid unleashes a 30-foot line of energy of a type specific to the experimental cryptid (typically electricity or fire). Creatures in the area take 1d6 damage per level of the cryptid with a basic Reflex save. The experimental cryptid can use this ability once every 1d4 rounds. This action has the damage type's trait. If the experiments that reshaped the creature were magical, this action also has the evocation trait and the trait matching the magical tradition of the experiments (arcane, divine, occult, or primal). Power Surge Single Action The experimental cryptid draws on its augmentations to empower its attacks. It attempts a DC 5 flat check. On a success, the experimental cryptid deals 1d6 additional damage with its Strikes until the end of its turn. On a failure, the experimental cryptid takes that much damage instead. The damage and traits for Power Surge are the same as those of Energy Wave. This additional damage increases to 2d6 if the experimental cryptid is 9th level or higher, 3d6 if the experimental cryptid is 15th level or higher, and 4d6 if the experimental cryptid is 18th level or higher. ","type":"Rules","url":"/Rules.aspx?ID=1712","weakness":{}}},{"_index":"aon18","_id":"rules-1713","_score":2.3741803,"_source":{"breadcrumbs":["Cryptid Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1713","markdown":"<title level=\"1\" right=\"Rules\">[Mutant Cryptids](/Rules.aspx?ID=1713)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 59</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome strange creatures defy what's expected from others of their kind due to a peculiar mutation. A mutation can come from a wide variety of sources: a quirk in their lineage, effects from their environment, radiation from bizarre crystals, or exposure to uncontrolled magic. A mutant cryptid can defy the normal expectations of its kind. A water elemental might have a planar disjunction that changes its makeup moment to moment, or a werewolf might detest music instead of silver. \n\n<title level=\"2\" right=\"\">Mutant Cryptid Adjustments</title> You can turn an existing, living creature into a mutant cryptid by completing the following steps.\n\n Increase the creature's level by 1 and change its statistics as follows. \n<ul><li>Add the [rare](/Traits.aspx?ID=137) trait.</li><li>Increase the creature's AC, attack bonuses, DCs, Perception modifier, saving throws, and skill modifiers by 1.</li><li>Increase the damage of its Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead.</li><li>Increase the creature's HP by the amount listed on the table.</li></ul> \n\n## \n<row gap=\"tiny\">\n<table><tr><td>Starting Level</td><td>HP Increase</td></tr> <tr><td>1 or lower</td><td>10</td></tr> <tr><td>24</td><td>15</td></tr> <tr><td>519</td><td>20</td></tr> <tr><td>20+</td><td>30</td></tr></table>\r\n</row> \n\n<title level=\"3\" right=\"\">Mutant Cryptid Abilities</title> A mutant cryptid should typically either have all four the following abilities or just two abilities, not including unusual bane.\n\n You might decide to give a specific mutant cryptid a unique mutant ability created just for that creature (or copied from a different creature). Such an ability replaces one of the three abilities that increases the monster's power, or replaces unusual bane if it's detrimental.\n\n **Unusual Bane** The mutant cryptid gains an unusual weakness to a specific bane—such as aversion to saffron or to the sound of children's laughter. The first time each round the creature comes within 15 feet of its bane or interacts with its bane (such as stepping over a line of saffron or hearing children laugh) it takes an amount of mental damage equal to its level and must attempt a Will save with a [hard DC for its level](/Rules.aspx?ID=552). On a failure, it's [stunned 1](/Conditions.aspx?ID=36) (stunned 3 on a critical failure).\n\n **Explosive End** The mutant cryptid's death reveals one last surprise as it explodes into flame, acid, a pile of toxic goop, or something stranger still. Choose a damage type appropriate for the mutant cryptid. When it dies, it explodes, dealing 1d6 damage of the chosen type to each creature in a 10-foot emanation, with a [basic](/Rules.aspx?ID=329) Reflex save against a [standard DC of the creature's level](/Rules.aspx?ID=552). The damage increases by 1d6 at 3rd level and every odd level thereafter.\n\n **Shifting Iridescence** ([abjuration](/Traits.aspx?ID=2), [magical](/Traits.aspx?ID=103)) Whenever the mutant cryptid takes energy damage to which it isn't resistant or immune, after taking the damage normally, it gains resistance 5 to that damage type. If it had a resistance to a different damage type from shifting iridescence, it replaces the old resistance with the new resistance. The resistance increases to 10 at 9th level and 15 at 17th level.\n\n **Marrowlance** The mutant cryptid can make wicked spears of bone erupt from its body. The creature can make marrowlance ranged [unarmed](/Traits.aspx?ID=199) attacks. Use the highest attack modifier from the creature's highest ranged Strike, as well as the damage from that Strike. If it has no ranged attacks, use [moderate accuracy](/Rules.aspx?ID=1017) and [low damage](/Rules.aspx?ID=1018) for the creature's level. Marrowlance unarmed attacks have a [range of 60 feet](/Traits.aspx?ID=248) and the [versatile S](/Monsters.aspx?ID=1969) trait.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Mutant Cryptids","next_link":{"label":"Primeval Cryptid","url":"/Rules.aspx?ID=1714"},"previous_link":{"label":"Experimental Cryptids","url":"/Rules.aspx?ID=1712"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 59</row>\r\n\r\nCryptid Adjustments\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 59"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 59</row>","speed":{},"text":" Mutant Cryptids Source Dark Archive pg. 59 Some strange creatures defy what's expected from others of their kind due to a peculiar mutation. A mutation can come from a wide variety of sources: a quirk in their lineage, effects from their environment, radiation from bizarre crystals, or exposure to uncontrolled magic. A mutant cryptid can defy the normal expectations of its kind. A water elemental might have a planar disjunction that changes its makeup moment to moment, or a werewolf might detest music instead of silver. Mutant Cryptid Adjustments You can turn an existing, living creature into a mutant cryptid by completing the following steps. Increase the creature's level by 1 and change its statistics as follows. Add the rare trait. Increase the creature's AC, attack bonuses, DCs, Perception modifier, saving throws, and skill modifiers by 1. Increase the damage of its Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead. Increase the creature's HP by the amount listed on the table. ## Starting Level HP Increase 1 or lower 10 24 15 519 20 20+ 30 Mutant Cryptid Abilities A mutant cryptid should typically either have all four the following abilities or just two abilities, not including unusual bane. You might decide to give a specific mutant cryptid a unique mutant ability created just for that creature (or copied from a different creature). Such an ability replaces one of the three abilities that increases the monster's power, or replaces unusual bane if it's detrimental. Unusual Bane The mutant cryptid gains an unusual weakness to a specific bane—such as aversion to saffron or to the sound of children's laughter. The first time each round the creature comes within 15 feet of its bane or interacts with its bane (such as stepping over a line of saffron or hearing children laugh) it takes an amount of mental damage equal to its level and must attempt a Will save with a hard DC for its level. On a failure, it's stunned 1 (stunned 3 on a critical failure). Explosive End The mutant cryptid's death reveals one last surprise as it explodes into flame, acid, a pile of toxic goop, or something stranger still. Choose a damage type appropriate for the mutant cryptid. When it dies, it explodes, dealing 1d6 damage of the chosen type to each creature in a 10-foot emanation, with a basic Reflex save against a standard DC of the creature's level. The damage increases by 1d6 at 3rd level and every odd level thereafter. Shifting Iridescence (abjuration, magical) Whenever the mutant cryptid takes energy damage to which it isn't resistant or immune, after taking the damage normally, it gains resistance 5 to that damage type. If it had a resistance to a different damage type from shifting iridescence, it replaces the old resistance with the new resistance. The resistance increases to 10 at 9th level and 15 at 17th level. Marrowlance The mutant cryptid can make wicked spears of bone erupt from its body. The creature can make marrowlance ranged unarmed attacks. Use the highest attack modifier from the creature's highest ranged Strike, as well as the damage from that Strike. If it has no ranged attacks, use moderate accuracy and low damage for the creature's level. Marrowlance unarmed attacks have a range of 60 feet and the versatile S trait. ","type":"Rules","url":"/Rules.aspx?ID=1713","weakness":{}}},{"_index":"aon18","_id":"rules-1714","_score":2.3741803,"_source":{"breadcrumbs":["Cryptid Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1714","markdown":"<title level=\"1\" right=\"Rules\">[Primeval Cryptid](/Rules.aspx?ID=1714)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 60</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nScholars dream of discovering primeval creatures: remnants of an older age, long thought extinct. Primeval cryptids are resilient survivors of their kind or particularly clever individuals. \n\n<title level=\"2\" right=\"\">Primeval Cryptid Adjustments</title> You can turn an existing, living creature into a primeval cryptid by completing the following steps. Increase the creature's level by 1 and change its statistics as follows. \n<ul><li>Increase the creature's rarity to [uncommon](/Traits.aspx?ID=159) if it was common or [rare](/Traits.aspx?ID=137) if it was uncommon. If the creature was an animal, it loses the [animal](/Traits.aspx?ID=9) trait and gains the [beast](/Traits.aspx?ID=20) trait.</li><li>Increase the creature's size by one size. If this makes the creature Huge or Gargantuan, increase the reach of all its Strikes by 5 feet.</li><li>If the creature's Intelligence modifier is 4 or lower, increase it to 3.</li><li>Increase the creature's AC, attack bonuses, DCs, Perception modifier, saving throws, and skill modifiers by 1.</li><li>Increase the damage of the creature's Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead.</li><li>Increase the creature's HP by the amount listed on the table.</li></ul>\n\n## \n<row gap=\"tiny\">\n<table><tr><td>Starting Level</td><td>HP Increase</td></tr> <tr><td>1 or lower</td><td>10</td></tr> <tr><td>24</td><td>15</td></tr> <tr><td>519</td><td>20</td></tr> <tr><td>20+</td><td>30</td></tr></table>\r\n</row> \n\n<title level=\"3\" right=\"\">Primeval Cryptid Abilities</title>Primeval cryptids gain two abilities from the list below. You can add more than two abilities if you wish to make an especially tough primeval cryptid, but you might need to weaken it in some other way to avoid making it too powerful.\n\n **Stench** ([aura](/MonsterAbilities.aspx?ID=5), [olfactory](/Traits.aspx?ID=246)) 30 feet. A creature entering the emanation or starting its turn in the emanation must succeed at a Fortitude save against the [standard DC for the creature's level](/Rules.aspx?ID=552) or become [sickened 1](/Conditions.aspx?ID=34) (plus [slowed 1](/Conditions.aspx?ID=35) as long as it's sickened on a critical failure). While within the emanation, affected creatures take a 2 circumstance penalty to saves against [diseases](/Traits.aspx?ID=46) and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.\n\n **Broken Arsenal** Fragments of broken blades and spears, the remnants of countless failed attempts to fell the primeval cryptid, remain lodged in its flesh. When an adjacent creature hits the primeval cryptid with a melee attack or otherwise touches it, that creature takes piercing damage equal to half the primeval cryptid's level (minimum 1 damage).\n\n **Grasp for Life** <actions string=\"Free Action\" /> ([healing](/Traits.aspx?ID=89)) **Frequency** once per week; **Trigger** The primeval cryptid would be reduced to 0 Hit Points; **Effect** The cryptid's will to live is second nature, and its second wind has allowed it to survive when others of its kind went extinct. The creature shrugs off death. Instead of being reduced to 0 Hit Points, its Hit Points become equal to four times its level (or 4 Hit Points for a level 0 creature).\n\n **Shockwave** <actions string=\"Two Actions\" /> **Effect** The primeval cryptid creates a shockwave by stomping on the ground, beating its tail on the ground, or making another similarly violent, percussive slam. Creatures on the ground within 30 feet of the primeval cryptid take 1d6 bludgeoning damage per level of the primeval cryptid (minimum 2d6 damage), with a [basic](/Rules.aspx?ID=329) Reflex save. On a critical failure, a creature is also knocked [prone](/Conditions.aspx?ID=31).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Primeval Cryptid","next_link":{"label":"Rumored Cryptid","url":"/Rules.aspx?ID=1715"},"previous_link":{"label":"Mutant Cryptids","url":"/Rules.aspx?ID=1713"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 60</row>\r\n\r\nCryptid Adjustments\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 60"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 60</row>","speed":{},"text":" Primeval Cryptid Source Dark Archive pg. 60 Scholars dream of discovering primeval creatures: remnants of an older age, long thought extinct. Primeval cryptids are resilient survivors of their kind or particularly clever individuals. Primeval Cryptid Adjustments You can turn an existing, living creature into a primeval cryptid by completing the following steps. Increase the creature's level by 1 and change its statistics as follows. Increase the creature's rarity to uncommon if it was common or rare if it was uncommon. If the creature was an animal, it loses the animal trait and gains the beast trait. Increase the creature's size by one size. If this makes the creature Huge or Gargantuan, increase the reach of all its Strikes by 5 feet. If the creature's Intelligence modifier is 4 or lower, increase it to 3. Increase the creature's AC, attack bonuses, DCs, Perception modifier, saving throws, and skill modifiers by 1. Increase the damage of the creature's Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead. Increase the creature's HP by the amount listed on the table. ## Starting Level HP Increase 1 or lower 10 24 15 519 20 20+ 30 Primeval Cryptid Abilities Primeval cryptids gain two abilities from the list below. You can add more than two abilities if you wish to make an especially tough primeval cryptid, but you might need to weaken it in some other way to avoid making it too powerful. Stench (aura, olfactory) 30 feet. A creature entering the emanation or starting its turn in the emanation must succeed at a Fortitude save against the standard DC for the creature's level or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the emanation, affected creatures take a 2 circumstance penalty to saves against diseases and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. Broken Arsenal Fragments of broken blades and spears, the remnants of countless failed attempts to fell the primeval cryptid, remain lodged in its flesh. When an adjacent creature hits the primeval cryptid with a melee attack or otherwise touches it, that creature takes piercing damage equal to half the primeval cryptid's level (minimum 1 damage). Grasp for Life Free Action (healing) Frequency once per week; Trigger The primeval cryptid would be reduced to 0 Hit Points; Effect The cryptid's will to live is second nature, and its second wind has allowed it to survive when others of its kind went extinct. The creature shrugs off death. Instead of being reduced to 0 Hit Points, its Hit Points become equal to four times its level (or 4 Hit Points for a level 0 creature). Shockwave Two Actions Effect The primeval cryptid creates a shockwave by stomping on the ground, beating its tail on the ground, or making another similarly violent, percussive slam. Creatures on the ground within 30 feet of the primeval cryptid take 1d6 bludgeoning damage per level of the primeval cryptid (minimum 2d6 damage), with a basic Reflex save. On a critical failure, a creature is also knocked prone. ","type":"Rules","url":"/Rules.aspx?ID=1714","weakness":{}}},{"_index":"aon18","_id":"rules-1715","_score":2.3741803,"_source":{"breadcrumbs":["Cryptid Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1715","markdown":"<title level=\"1\" right=\"Rules\">[Rumored Cryptid](/Rules.aspx?ID=1715)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 61</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs stories spread about a rumored cryptid, the weight of collective belief transforms the creature to match the tales. The limits of its physical body no longer confine it. \n\n<title level=\"2\" right=\"\">Rumored Cryptid Adjustments</title> You can turn an existing creature into a rumored cryptid by completing the following steps. Increase the creature's level by 1 and change its statistics as follows. \n<ul><li>Add the [rare](/Traits.aspx?ID=137) trait. If the creature was an animal, it loses the [animal](/Traits.aspx?ID=9) trait and gains the [beast](/Traits.aspx?ID=20) trait.</li><li>If the creature's Intelligence modifier is 4 or lower, increase it to 3.</li><li>Add [Stealth](/Skills.aspx?ID=15) with a modifier equal to its highest skill modifier.</li><li>Increase the creature's AC, attack bonuses, DCs, Perception modifier, saving throws, and skill modifiers by 1.</li><li>Increase the damage of the creature's Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead.</li><li>Increase the creature's HP by the amount listed on the table.</li></ul>\n\n## \n<row gap=\"tiny\">\n<table><tr><td>Starting Level</td><td>HP Increase</td></tr> <tr><td>1 or lower</td><td>10</td></tr> <tr><td>24</td><td>15</td></tr> <tr><td>519</td><td>20</td></tr> <tr><td>20+</td><td>30</td></tr></table>\r\n</row> \n\n<title level=\"3\" right=\"\">Rumored Cryptid Abilities</title> All rumored cryptids gain the following abilities, unless they conflict with the theme of the creature.\n\n**Burning Eyes** The cryptid's eyes are distinctive; perhaps they burn bright red in the dark night. The rumored cryptid gains [darkvision](/MonsterAbilities.aspx?ID=12). If the base creature already has darkvision, it gains greater darkvision.\n\n **Creature Obscura** The cryptid appears in so many urban legends, it can be identified using [Society](/Skills.aspx?ID=14) or a [Lore](/Skills.aspx?ID=8) skill connected to a nearby settlement, in addition to the normal skills. However, much of the information known about it is dubious. The DC to identify a rumored cryptid is [incredibly hard](/Rules.aspx?ID=555) (rather than very hard for most rare creatures), but all failures to identify a rumored cryptid gain the effects of the [Dubious Knowledge](/Feats.aspx?ID=776) skill feat.\n\n **Shifting Form** The cryptid is sustained by localized tales or reports from witnesses. As a result, its appearance morphs between different appearances. If all records of the rumored cryptid are destroyed or all witnesses die, the rumored cryptid ceases to exist.\n\n **Obscura Vulnerability** The cryptid is weakened by those who seek its truth. Whenever a creature succeeds at a [Recall Knowledge](/Actions.aspx?ID=26) check to identify the rumored cryptid, the rumored cryptid becomes [drained 1](/Conditions.aspx?ID=10) (or drained 2 if the Recall Knowledge check was a critical success).\n\n **Stalk** <actions string=\"Single Action\" /> **Requirements** The rumored cryptid is [undetected](/Conditions.aspx?ID=39); **Effect** The rumored cryptid swiftly stalks prey from hiding. It Strides, then Strikes.\n\n **Vanishing Escape** <actions string=\"Single Action\" /> The rumored cryptid breaks away and fades into the background. It Strides, then Hides. \n\n<title level=\"3\" right=\"\">Optional Abilities</title> The rumored cryptid might have one or both of the following optional abilities.\n\n **Hybrid Form** The cryptid's form morphs to be like a specific animal as the tales get longer. The rumored cryptid gains either a burrow, climb, or swim Speed equal to its land Speed.\n\n **Howl** <actions string=\"Two Actions\" /> ([auditory](/Traits.aspx?ID=16), [emotion](/Traits.aspx?ID=60), [fear](/Traits.aspx?ID=68), [mental](/Traits.aspx?ID=106)) The rumored cryptid calls out with a wretched sound no living creature should make. Each creature in a 30-foot emanation must attempt a Will save. A creature that fails is [frightened 1](/Conditions.aspx?ID=19) (or frightened 2 on a critical failure). A creature that succeeds is temporarily immune for 1 minute. The DC is the [high DC for a creature of the rumored cryptid's level](/Rules.aspx?ID=552).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rumored Cryptid","next_link":{"label":"Unseen Animal Companion","url":"/Rules.aspx?ID=1716"},"previous_link":{"label":"Primeval Cryptid","url":"/Rules.aspx?ID=1714"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 61</row>\r\n\r\nCryptid Adjustments\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 61"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 61</row>","speed":{},"text":" Rumored Cryptid Source Dark Archive pg. 61 As stories spread about a rumored cryptid, the weight of collective belief transforms the creature to match the tales. The limits of its physical body no longer confine it. Rumored Cryptid Adjustments You can turn an existing creature into a rumored cryptid by completing the following steps. Increase the creature's level by 1 and change its statistics as follows. Add the rare trait. If the creature was an animal, it loses the animal trait and gains the beast trait. If the creature's Intelligence modifier is 4 or lower, increase it to 3. Add Stealth with a modifier equal to its highest skill modifier. Increase the creature's AC, attack bonuses, DCs, Perception modifier, saving throws, and skill modifiers by 1. Increase the damage of the creature's Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead. Increase the creature's HP by the amount listed on the table. ## Starting Level HP Increase 1 or lower 10 24 15 519 20 20+ 30 Rumored Cryptid Abilities All rumored cryptids gain the following abilities, unless they conflict with the theme of the creature. Burning Eyes The cryptid's eyes are distinctive; perhaps they burn bright red in the dark night. The rumored cryptid gains darkvision. If the base creature already has darkvision, it gains greater darkvision. Creature Obscura The cryptid appears in so many urban legends, it can be identified using Society or a Lore skill connected to a nearby settlement, in addition to the normal skills. However, much of the information known about it is dubious. The DC to identify a rumored cryptid is incredibly hard (rather than very hard for most rare creatures), but all failures to identify a rumored cryptid gain the effects of the Dubious Knowledge skill feat. Shifting Form The cryptid is sustained by localized tales or reports from witnesses. As a result, its appearance morphs between different appearances. If all records of the rumored cryptid are destroyed or all witnesses die, the rumored cryptid ceases to exist. Obscura Vulnerability The cryptid is weakened by those who seek its truth. Whenever a creature succeeds at a Recall Knowledge check to identify the rumored cryptid, the rumored cryptid becomes drained 1 (or drained 2 if the Recall Knowledge check was a critical success). Stalk Single Action Requirements The rumored cryptid is undetected; Effect The rumored cryptid swiftly stalks prey from hiding. It Strides, then Strikes. Vanishing Escape Single Action The rumored cryptid breaks away and fades into the background. It Strides, then Hides. Optional Abilities The rumored cryptid might have one or both of the following optional abilities. Hybrid Form The cryptid's form morphs to be like a specific animal as the tales get longer. The rumored cryptid gains either a burrow, climb, or swim Speed equal to its land Speed. Howl Two Actions (auditory, emotion, fear, mental) The rumored cryptid calls out with a wretched sound no living creature should make. Each creature in a 30-foot emanation must attempt a Will save. A creature that fails is frightened 1 (or frightened 2 on a critical failure). A creature that succeeds is temporarily immune for 1 minute. The DC is the high DC for a creature of the rumored cryptid's level. ","type":"Rules","url":"/Rules.aspx?ID=1715","weakness":{}}},{"_index":"aon18","_id":"rules-1716","_score":2.3741803,"_source":{"breadcrumbs":["Cryptid Adjustments"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1716","markdown":"<title level=\"1\" right=\"Rules\">[Unseen Animal Companion](/Rules.aspx?ID=1716)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 65</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n**Rarity**: [Uncommon](/Traits.aspx?ID=159)<br />Cryptid animal companions look a touch peculiar, often with uncanny features or ones that seem to come from a different animal. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, you can choose to make it an unseen animal companion instead. An unseen companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1. It deals 3 additional damage with its unarmed attacks and deals an extra 1d4 precision damage against flat-footed targets (if the animal companion already deals precision damage, such as a cat, combine the precision damage). Increase its proficiency rank in [Stealth](/Skills.aspx?ID=15) to expert. It also learns the advanced maneuver for its type.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Unseen Animal Companion","next_link":{"label":"Secret Society Member","url":"/Rules.aspx?ID=1717"},"previous_link":{"label":"Rumored Cryptid","url":"/Rules.aspx?ID=1715"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 65</row>\r\n\r\nCryptid Adjustments\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 65"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 65</row>","speed":{},"text":" Unseen Animal Companion Source Dark Archive pg. 65 Rarity : Uncommon Cryptid animal companions look a touch peculiar, often with uncanny features or ones that seem to come from a different animal. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, you can choose to make it an unseen animal companion instead. An unseen companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1. It deals 3 additional damage with its unarmed attacks and deals an extra 1d4 precision damage against flat-footed targets (if the animal companion already deals precision damage, such as a cat, combine the precision damage). Increase its proficiency rank in Stealth to expert. It also learns the advanced maneuver for its type. ","type":"Rules","url":"/Rules.aspx?ID=1716","weakness":{}}},{"_index":"aon18","_id":"rules-1717","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1717","markdown":"<title level=\"1\" right=\"Rules\">[Secret Society Member](/Rules.aspx?ID=1717)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 80</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can turn an existing creature into a secret society member by completing the following steps. This adjustment is best applied to NPCs and other humanoid creatures rather than beasts or other monsters. Increase the creature's level by 1 and change its statistics as follows. \n<ul><li>Increase AC, attack bonuses, DCs, the Perception modifier, saving throws, and skill modifiers by 1.</li><li>Increase [Deception](/Skills.aspx?ID=5) and [Society](/Skills.aspx?ID=14) to be primary skills for the creature's new level.</li><li>Increase either [Diplomacy](/Skills.aspx?ID=6) or [Intimidation](/Skills.aspx?ID=7) to be a primary skill for the creature's new level, and the other to be a secondary skill.</li><li>Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead.</li><li>Increase HP by the amount listed on the table.</li></ul>\n\n## \n<row gap=\"tiny\">\n<table><tr><td>Starting Level</td><td>HP Increase</td></tr> <tr><td>1 or lower</td><td>10</td></tr> <tr><td>24</td><td>15</td></tr> <tr><td>519</td><td>20</td></tr> <tr><td>20+</td><td>30</td></tr></table>\r\n</row> \n\n<title level=\"3\" right=\"\">Secret Society Member Special Abilities</title> All secret society members gain the following abilities.\n\n **Connected** The secret society member has numerous connections, especially within the broad band of social class from which the society recruits, but stretching further through friendships, extortion, and other forms of influence. Whenever encountering a character from a settlement where the secret society has influence, the secret society member can attempt a [Society](/Skills.aspx?ID=14) check with an [easy DC for the level of the encountered character](/Rules.aspx?ID=552) if that character is a member of the demographic from which the secret society recruits, and a DC of hard or higher for other characters. On a success, the secret society member has a connection with that character they can use to ingratiate themself or push that character into acting the way the secret society member wants. This grants the secret society member a +2 circumstance bonus to [Make an Impression](/Actions.aspx?ID=50), [Coerce](/Actions.aspx?ID=52), [Demoralize](/Actions.aspx?ID=53), or [Request](/Actions.aspx?ID=51). On a critical success, the connection is especially strong or powerful and might even include a direct connection with the secret society. The circumstance bonus increases to +4. A secret society member can use this ability on a PC, though beyond Demoralize, the connection is more of a roleplay note informing their interactions with the PC.\n\n **Shibboleth** Secret society members can communicate with other members of their secret society using coded language that seems innocuous enough to go unnoticed by most onlookers. A creature specifically gauging the conversation, such as with [Sense Motive](/Actions.aspx?ID=85), can attempt a secret Perception check against the secret society member's [Deception](/Skills.aspx?ID=5) DC to notice something secret has been communicated, after which they can attempt a Society check against the same DC. On a success, they discover the rough topic of the message; on a critical success, they discover the exact message. \n\n<title level=\"3\" right=\"\">Additional Abilities</title>A given secret society member gains two to three of the following abilities, as befit the nature of their secret society and their role within that society. For instance, a society among the downtrodden, planning a violent uprising, might grant the tag team ability, whereas a society within a wealthy aristocracy might be unwilling to get its hands dirty and grant the get out of jail ability instead.\n\n **Get out of Jail** It's almost impossible to force the secret society member to face the consequences of their actions. Their society has fingers in the halls of law and justice, and where it can't sway the verdict, it can at least arrange the escape. When the secret society member would be brought to justice for their crimes, they attempt a Society check against a [simple DC](/Rules.aspx?ID=553), depending on the severity of their crimes and the exposure of the evidence to the public. This is typically an expert simple DC of 20.\n\n**Critical Success** Not only is the secret society member exonerated but they also manage to stay clean in the eyes of the public. Those who attempted to bring them to justice are called in for harassment, libel, filing frivolous charges, or other trumped-up indictments.<br />\n**Success** The secret society member is declared not guilty and exonerated of their crimes in the eyes of the law.<br />\n**Failure** While the secret society member is initially declared guilty, they're released on a technicality, or manage to bribe or sneak their way out. While they're free, their reputation has been damaged.<br />\n**Critical Failure** Justice prevails, and the secret society member can't escape their sentence. Their society likely cuts ties with them and might turn to more dramatic means to ensure they can't expose the society. \n\n**Not Today!** <actions string=\"Reaction\" /> **Frequency** once per day; **Trigger** The secret society member is reduced to 0 Hit Points; **Effect** Whether it's a fellow society member waiting in the wings to spirit them away, a clever contraption, a contingent spell, or some other means, a secret society member always has an escape plan. Instead of being reduced to 0 Hit Points, the secret society member remains at 1 Hit Point. They gain temporary Hit Points equal to their level and then Stride twice. If they have the appropriate forms of movement, they can instead choose to [Burrow](/Actions.aspx?ID=93), [Climb](/Actions.aspx?ID=33), [Fly](/Actions.aspx?ID=94), or [Swim](/Actions.aspx?ID=39).\n\n **Prepared Diversion** <actions string=\"Free Action\" /> **Frequency** once per hour; **Effect** The secret society member has fellow members in all sorts of places, ready to make a distraction to help them duck from sight or make a quick attack against their foe. The secret society member either [Creates a Diversion](/Actions.aspx?ID=45) or [Feint](/Actions.aspx?ID=48). If they Create a Diversion, it doesn't gain either the [auditory](/Traits.aspx?ID=16), [linguistic](/Traits.aspx?ID=101), or [manipulate](/Traits.aspx?ID=104) trait (since someone else has provided the diversion), and onlookers who have already been diverted by the secret society member don't receive a +4 circumstance bonus against the attempt. If they Feint, they don't need to be in melee reach of their target, and the benefit applies to both melee and ranged attacks against their target.\n\n **Prepared Trap** <actions string=\"Single Action\" /> **Frequency** once per hour; **Effect** The secret society member's agents trapped the area in advance, and the secret society member arms one such snare. The secret society member chooses an unoccupied space within 60 feet and activates a [snare](/Traits.aspx?ID=146) hidden there; the snare can be any common snare of the secret society's member's level 2 or lower (minimum level 1). From this point on, creatures can trigger the snare as normal. During the activation, the secret society member must attempt a [Deception](/Skills.aspx?ID=5) check against the Perception DCs of creatures observing them; on a failure, those creatures realize where the secret society member activated the snare.\n\n **Skill Savvy** The secret society member has a few tricks most others do not. They gain two of the following skill feats: [Charming Liar](/Feats.aspx?ID=766), [Courtly Graces](/Feats.aspx?ID=772), [Glean Contents](/Feats.aspx?ID=2129), [Hobnobber](/Feats.aspx?ID=791), [Lengthy Diversion](/Feats.aspx?ID=810), [Lie to Me](/Feats.aspx?ID=811), [Quick Coercion](/Feats.aspx?ID=822), or [Streetwise](/Feats.aspx?ID=846). If they are at least 2nd level, they can also choose from among the following: [Discreet Inquiry](/Feats.aspx?ID=2121), [Glad-Hand](/Feats.aspx?ID=787), or [Lasting Coercion](/Feats.aspx?ID=800). If they are at least 7th level, they can also choose [Shameless Request](/Feats.aspx?ID=838) or [Slippery Secrets](/Feats.aspx?ID=842).\n\n **Tag Team** A secret society member works best with other members of the same society (whether they have the secret society member adjustment and this ability or not). Any creature is flat-footed against a secret society member's melee attacks due to flanking as long as the enemy is within both the secret society member's reach and the reach of one allied creature that is a member of the same secret society. Against a creature within the reach of two or more allied creatures that are members of the same secret society, the secret society member's Strikes deal an additional 1d6 precision damage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Secret Society Member","next_link":{"label":"Deviant Abilities","url":"/Rules.aspx?ID=1718"},"previous_link":{"label":"Cryptid Adjustments","url":"/Rules.aspx?ID=1711"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 80</row>\n\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 80"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 80</row>","speed":{},"text":" Secret Society Member Source Dark Archive pg. 80 You can turn an existing creature into a secret society member by completing the following steps. This adjustment is best applied to NPCs and other humanoid creatures rather than beasts or other monsters. Increase the creature's level by 1 and change its statistics as follows. Increase AC, attack bonuses, DCs, the Perception modifier, saving throws, and skill modifiers by 1. Increase Deception and Society to be primary skills for the creature's new level. Increase either Diplomacy or Intimidation to be a primary skill for the creature's new level, and the other to be a secondary skill. Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead. Increase HP by the amount listed on the table. ## Starting Level HP Increase 1 or lower 10 24 15 519 20 20+ 30 Secret Society Member Special Abilities All secret society members gain the following abilities. Connected The secret society member has numerous connections, especially within the broad band of social class from which the society recruits, but stretching further through friendships, extortion, and other forms of influence. Whenever encountering a character from a settlement where the secret society has influence, the secret society member can attempt a Society check with an easy DC for the level of the encountered character if that character is a member of the demographic from which the secret society recruits, and a DC of hard or higher for other characters. On a success, the secret society member has a connection with that character they can use to ingratiate themself or push that character into acting the way the secret society member wants. This grants the secret society member a +2 circumstance bonus to Make an Impression, Coerce, Demoralize, or Request. On a critical success, the connection is especially strong or powerful and might even include a direct connection with the secret society. The circumstance bonus increases to +4. A secret society member can use this ability on a PC, though beyond Demoralize, the connection is more of a roleplay note informing their interactions with the PC. Shibboleth Secret society members can communicate with other members of their secret society using coded language that seems innocuous enough to go unnoticed by most onlookers. A creature specifically gauging the conversation, such as with Sense Motive, can attempt a secret Perception check against the secret society member's Deception DC to notice something secret has been communicated, after which they can attempt a Society check against the same DC. On a success, they discover the rough topic of the message; on a critical success, they discover the exact message. Additional Abilities A given secret society member gains two to three of the following abilities, as befit the nature of their secret society and their role within that society. For instance, a society among the downtrodden, planning a violent uprising, might grant the tag team ability, whereas a society within a wealthy aristocracy might be unwilling to get its hands dirty and grant the get out of jail ability instead. Get out of Jail It's almost impossible to force the secret society member to face the consequences of their actions. Their society has fingers in the halls of law and justice, and where it can't sway the verdict, it can at least arrange the escape. When the secret society member would be brought to justice for their crimes, they attempt a Society check against a simple DC, depending on the severity of their crimes and the exposure of the evidence to the public. This is typically an expert simple DC of 20. Critical Success Not only is the secret society member exonerated but they also manage to stay clean in the eyes of the public. Those who attempted to bring them to justice are called in for harassment, libel, filing frivolous charges, or other trumped-up indictments. Success The secret society member is declared not guilty and exonerated of their crimes in the eyes of the law. Failure While the secret society member is initially declared guilty, they're released on a technicality, or manage to bribe or sneak their way out. While they're free, their reputation has been damaged. Critical Failure Justice prevails, and the secret society member can't escape their sentence. Their society likely cuts ties with them and might turn to more dramatic means to ensure they can't expose the society. Not Today! Reaction Frequency once per day; Trigger The secret society member is reduced to 0 Hit Points; Effect Whether it's a fellow society member waiting in the wings to spirit them away, a clever contraption, a contingent spell, or some other means, a secret society member always has an escape plan. Instead of being reduced to 0 Hit Points, the secret society member remains at 1 Hit Point. They gain temporary Hit Points equal to their level and then Stride twice. If they have the appropriate forms of movement, they can instead choose to Burrow, Climb, Fly, or Swim. Prepared Diversion Free Action Frequency once per hour; Effect The secret society member has fellow members in all sorts of places, ready to make a distraction to help them duck from sight or make a quick attack against their foe. The secret society member either Creates a Diversion or Feint. If they Create a Diversion, it doesn't gain either the auditory, linguistic, or manipulate trait (since someone else has provided the diversion), and onlookers who have already been diverted by the secret society member don't receive a +4 circumstance bonus against the attempt. If they Feint, they don't need to be in melee reach of their target, and the benefit applies to both melee and ranged attacks against their target. Prepared Trap Single Action Frequency once per hour; Effect The secret society member's agents trapped the area in advance, and the secret society member arms one such snare. The secret society member chooses an unoccupied space within 60 feet and activates a snare hidden there; the snare can be any common snare of the secret society's member's level 2 or lower (minimum level 1). From this point on, creatures can trigger the snare as normal. During the activation, the secret society member must attempt a Deception check against the Perception DCs of creatures observing them; on a failure, those creatures realize where the secret society member activated the snare. Skill Savvy The secret society member has a few tricks most others do not. They gain two of the following skill feats: Charming Liar, Courtly Graces, Glean Contents, Hobnobber, Lengthy Diversion, Lie to Me, Quick Coercion, or Streetwise. If they are at least 2nd level, they can also choose from among the following: Discreet Inquiry, Glad-Hand, or Lasting Coercion. If they are at least 7th level, they can also choose Shameless Request or Slippery Secrets. Tag Team A secret society member works best with other members of the same society (whether they have the secret society member adjustment and this ability or not). Any creature is flat-footed against a secret society member's melee attacks due to flanking as long as the enemy is within both the secret society member's reach and the reach of one allied creature that is a member of the same secret society. Against a creature within the reach of two or more allied creatures that are members of the same secret society, the secret society member's Strikes deal an additional 1d6 precision damage. ","type":"Rules","url":"/Rules.aspx?ID=1717","weakness":{}}},{"_index":"aon18","_id":"rules-1718","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1718","markdown":"<title level=\"1\" right=\"Rules\">[Deviant Abilities](/Rules.aspx?ID=1718)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 98</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe frost struck in the time it took him to look. No waving fingers, no incantation, no circle of ancient runes hanging in the air. Just ice covering everything he laid eyes on, his breath hanging white in the summer afternoon as chills wracked his body.\n\n **Rarity**: [Rare](/Traits.aspx?ID=137)\n\n Though Golarion contains classically trained spellcasters, descendants of magical creatures, and entire species who can invoke ancestral patrons for supernatural aid, there are always some who gain unique and unstable powers in strange or unorthodox ways. GMs can use the rules here to grant these so-called deviant abilities to their players and incorporate them into their games. A deviant ability can be the result of exposure to exotic energies, a boon from a powerful entity, cutting-edge scientific experimentation, or any other process that makes sense for your story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1719\" />\r\n\r\n<document level=\"2\" id=\"rules-1722\" />\r\n\r\n<document level=\"2\" id=\"rules-1723\" />\r\n\r\n<document level=\"2\" id=\"rules-1727\" />","name":"Deviant Abilities","next_link":{"label":"Apocryphal Domain Spells","url":"/Rules.aspx?ID=1728"},"previous_link":{"label":"Secret Society Member","url":"/Rules.aspx?ID=1717"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 98</row>\n\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 98"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 98</row>","speed":{},"text":" Deviant Abilities Source Dark Archive pg. 98 The frost struck in the time it took him to look. No waving fingers, no incantation, no circle of ancient runes hanging in the air. Just ice covering everything he laid eyes on, his breath hanging white in the summer afternoon as chills wracked his body. Rarity : Rare Though Golarion contains classically trained spellcasters, descendants of magical creatures, and entire species who can invoke ancestral patrons for supernatural aid, there are always some who gain unique and unstable powers in strange or unorthodox ways. GMs can use the rules here to grant these so-called deviant abilities to their players and incorporate them into their games. A deviant ability can be the result of exposure to exotic energies, a boon from a powerful entity, cutting-edge scientific experimentation, or any other process that makes sense for your story. ","type":"Rules","url":"/Rules.aspx?ID=1718","weakness":{}}},{"_index":"aon18","_id":"rules-1719","_score":2.3741803,"_source":{"breadcrumbs":["Deviant Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1719","markdown":"<title level=\"1\" right=\"Rules\">[Acquiring a Deviant Ability](/Rules.aspx?ID=1719)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 98</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere are two main ways to approach deviant abilities in your game: as an intentional and persistent part of a player's character that is intrinsic to them and grows throughout their career, or as a more turbulent and transient power they gain as part of an ongoing campaign, intended to be acquired at a certain point in the story and to eventually burn out or fade away when that chapter of the story is told.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1720\" />\r\n\r\n<document level=\"2\" id=\"rules-1721\" />","name":"Acquiring a Deviant Ability","next_link":{"label":"Building a Deviant Ability","url":"/Rules.aspx?ID=1722"},"previous_link":{"label":"Secret Society Member","url":"/Rules.aspx?ID=1717"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 98</row>\r\n\r\nDeviant Abilities\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 98"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 98</row>","speed":{},"text":" Acquiring a Deviant Ability Source Dark Archive pg. 98 There are two main ways to approach deviant abilities in your game: as an intentional and persistent part of a player's character that is intrinsic to them and grows throughout their career, or as a more turbulent and transient power they gain as part of an ongoing campaign, intended to be acquired at a certain point in the story and to eventually burn out or fade away when that chapter of the story is told. ","type":"Rules","url":"/Rules.aspx?ID=1719","weakness":{}}},{"_index":"aon18","_id":"rules-1720","_score":2.3741803,"_source":{"breadcrumbs":["Deviant Abilities","Acquiring a Deviant Ability"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1720","markdown":"<title level=\"1\" right=\"Rules\">[Background Deviant Abilities](/Rules.aspx?ID=1720)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 98</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA background deviant ability is a core part of a character's concept—a character may simply have been born with the power to light things on fire by whistling, or they may have gained it as part of whatever incident set them down the road to adventure.\n\n When using background deviant abilities, the player should get to decide what type of deviation they want and build their power. As the player grows, they should be able to improve their deviant ability, whether through special training, seeking out objects of power, or self-improvement, represented as taking additional deviant ability feats. If everyone in your party wishes to make deviant abilities a part of their character, or for a setting where these abilities are more common, consider using a variant similar to the [free archetype variant rule](/Rules.aspx?ID=1333) to grant each character an extra class feat at 2nd level and every even-numbered level thereafter that they can use only to take deviant feats. In most cases, they can gain every possible deviant ability feat by 16th level in this fashion, so there's no need to grant extra feats after that.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Background Deviant Abilities","next_link":{"label":"Campaign Deviant Abilities","url":"/Rules.aspx?ID=1721"},"previous_link":{"label":"Secret Society Member","url":"/Rules.aspx?ID=1717"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 98</row>\r\n\r\nDeviant Abilities / Acquiring a Deviant Ability\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 98"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 98</row>","speed":{},"text":" Background Deviant Abilities Source Dark Archive pg. 98 A background deviant ability is a core part of a character's concept—a character may simply have been born with the power to light things on fire by whistling, or they may have gained it as part of whatever incident set them down the road to adventure. When using background deviant abilities, the player should get to decide what type of deviation they want and build their power. As the player grows, they should be able to improve their deviant ability, whether through special training, seeking out objects of power, or self-improvement, represented as taking additional deviant ability feats. If everyone in your party wishes to make deviant abilities a part of their character, or for a setting where these abilities are more common, consider using a variant similar to the free archetype variant rule to grant each character an extra class feat at 2nd level and every even-numbered level thereafter that they can use only to take deviant feats. In most cases, they can gain every possible deviant ability feat by 16th level in this fashion, so there's no need to grant extra feats after that. ","type":"Rules","url":"/Rules.aspx?ID=1720","weakness":{}}},{"_index":"aon18","_id":"rules-1721","_score":2.3741803,"_source":{"breadcrumbs":["Deviant Abilities","Acquiring a Deviant Ability"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1721","markdown":"<title level=\"1\" right=\"Rules\">[Campaign Deviant Abilities](/Rules.aspx?ID=1721)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 99</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA campaign deviant ability comes about as part of the story of your campaign. The party may find themselves with strangely expanded senses after taking shelter beneath an ancient monolith, or they might drink from a spring of pure magic in a grove and find themselves able to command the elements. As the GM, you should decide the specifics of the deviant abilities yourself, matching them to the event and themes of your campaign. The players might not discover the full capabilities or quirks of their new abilities immediately. Consider waiting for a dramatic moment to reveal that a player has gained a deviant ability, perhaps letting them unleash an unexpected blast of lightning right when they need it the most.\n\n Because a campaign deviant ability is normally only present for a level or maybe two, you usually don't have to worry about advancing the ability or adjusting campaign rewards to take stock of your PCs' additional powers. Rather, simply keep in mind that the players might have an extra source of damage or utility ability up their sleeve while they are in a given town or dungeon. Be clear with your players that their newly acquired abilities are temporary; for instance, it might be that the powers the players gained from the ancient monolith will fade once their journey takes them too far. If a player enjoys their deviant ability and wants to keep it even after the moment in the campaign has passed, work with them to develop a story that fits their character—maybe they take a piece of the monolith with them, letting them keep their powers. In this case, you can give them the opportunity to retrain some of their existing feats into deviant ability feats or let them take those feats again in the future.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Campaign Deviant Abilities","next_link":{"label":"Building a Deviant Ability","url":"/Rules.aspx?ID=1722"},"previous_link":{"label":"Background Deviant Abilities","url":"/Rules.aspx?ID=1720"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 99</row>\r\n\r\nDeviant Abilities / Acquiring a Deviant Ability\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 99"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 99</row>","speed":{},"text":" Campaign Deviant Abilities Source Dark Archive pg. 99 A campaign deviant ability comes about as part of the story of your campaign. The party may find themselves with strangely expanded senses after taking shelter beneath an ancient monolith, or they might drink from a spring of pure magic in a grove and find themselves able to command the elements. As the GM, you should decide the specifics of the deviant abilities yourself, matching them to the event and themes of your campaign. The players might not discover the full capabilities or quirks of their new abilities immediately. Consider waiting for a dramatic moment to reveal that a player has gained a deviant ability, perhaps letting them unleash an unexpected blast of lightning right when they need it the most. Because a campaign deviant ability is normally only present for a level or maybe two, you usually don't have to worry about advancing the ability or adjusting campaign rewards to take stock of your PCs' additional powers. Rather, simply keep in mind that the players might have an extra source of damage or utility ability up their sleeve while they are in a given town or dungeon. Be clear with your players that their newly acquired abilities are temporary; for instance, it might be that the powers the players gained from the ancient monolith will fade once their journey takes them too far. If a player enjoys their deviant ability and wants to keep it even after the moment in the campaign has passed, work with them to develop a story that fits their character—maybe they take a piece of the monolith with them, letting them keep their powers. In this case, you can give them the opportunity to retrain some of their existing feats into deviant ability feats or let them take those feats again in the future. ","type":"Rules","url":"/Rules.aspx?ID=1721","weakness":{}}},{"_index":"aon18","_id":"rules-1722","_score":2.3741803,"_source":{"breadcrumbs":["Deviant Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1722","markdown":"<title level=\"1\" right=\"Rules\">[Building a Deviant Ability](/Rules.aspx?ID=1722)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 99</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDecide what deviant ability you want to build, and what event led to the deviant ability or awoke it. Each ability comprises a main **classification**—grouping energy projection or enhanced physiology together—with an attendant **backlash** effect that can occur when the unstable power is pushed too far, and finally, one or more strange **quirks** that personalize the deviant ability further.\n\n If building a background deviant ability, take a feat from the classification that best matches the power you want— these ability classifications determine the general theme of your ability, as well as what type of backlash can happen if your ability runs rampant. For instance, if your power is to breathe blasts of electricity, you could take the [Storming Breath](/Feats.aspx?ID=3782) feat from the dragon classification, which covers energy manipulation. Once you have gained a feat in a given classification, you can take only feats from that classification, as well as universal deviant ability feats. If you are playing with campaign deviant abilities, simply grant your player the abilities that best fit the story, ignoring the split between classifications if needed.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Building a Deviant Ability","next_link":{"label":"Deviant Classifications","url":"/Rules.aspx?ID=1723"},"previous_link":{"label":"Acquiring a Deviant Ability","url":"/Rules.aspx?ID=1719"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 99</row>\r\n\r\nDeviant Abilities\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 99"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 99</row>","speed":{},"text":" Building a Deviant Ability Source Dark Archive pg. 99 Decide what deviant ability you want to build, and what event led to the deviant ability or awoke it. Each ability comprises a main classification —grouping energy projection or enhanced physiology together—with an attendant backlash effect that can occur when the unstable power is pushed too far, and finally, one or more strange quirks that personalize the deviant ability further. If building a background deviant ability, take a feat from the classification that best matches the power you want— these ability classifications determine the general theme of your ability, as well as what type of backlash can happen if your ability runs rampant. For instance, if your power is to breathe blasts of electricity, you could take the Storming Breath feat from the dragon classification, which covers energy manipulation. Once you have gained a feat in a given classification, you can take only feats from that classification, as well as universal deviant ability feats. If you are playing with campaign deviant abilities, simply grant your player the abilities that best fit the story, ignoring the split between classifications if needed. ","type":"Rules","url":"/Rules.aspx?ID=1722","weakness":{}}},{"_index":"aon18","_id":"rules-1723","_score":2.3741803,"_source":{"breadcrumbs":["Deviant Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1723","markdown":"<title level=\"1\" right=\"Rules\">[Deviant Classifications](/Rules.aspx?ID=1723)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 99</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Dark Archive classifies deviant abilities into broad categories, typically filing them according to their ultimate effects, since the source of the deviations range so widely. If you are advancing your deviant ability, you can do so with the below deviant feats. Feats with the deviant trait are class feats, but can be taken by any class. When you take the feat, it gains the trait appropriate for your class.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1724\" />\r\n\r\n<document level=\"2\" id=\"rules-1725\" />\r\n\r\n<document level=\"2\" id=\"rules-1726\" />","name":"Deviant Classifications","next_link":{"label":"Quirks","url":"/Rules.aspx?ID=1727"},"previous_link":{"label":"Building a Deviant Ability","url":"/Rules.aspx?ID=1722"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 99</row>\r\n\r\nDeviant Abilities\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 99"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 99</row>","speed":{},"text":" Deviant Classifications Source Dark Archive pg. 99 The Dark Archive classifies deviant abilities into broad categories, typically filing them according to their ultimate effects, since the source of the deviations range so widely. If you are advancing your deviant ability, you can do so with the below deviant feats. Feats with the deviant trait are class feats, but can be taken by any class. When you take the feat, it gains the trait appropriate for your class. ","type":"Rules","url":"/Rules.aspx?ID=1723","weakness":{}}},{"_index":"aon18","_id":"rules-1724","_score":2.3741803,"_source":{"breadcrumbs":["Deviant Abilities","Deviant Classifications"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1724","markdown":"<title level=\"1\" right=\"Rules\">[Deviation Saves and Attack Rolls](/Rules.aspx?ID=1724)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 99</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany deviations allow for a saving throw or have other abilities that change as you go up in level. The DC for any saving throw called for by a deviation is the higher of your class DC or spell DC. The attack modifier of a deviation is 10 lower than that DC, unless the deviation calls for a Strike, in which case the attack modifier is the normal attack modifier of the Strike. A deviation's counteract modifier is equal to your counteract modifier.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Deviation Saves and Attack Rolls","next_link":{"label":"Backlash","url":"/Rules.aspx?ID=1725"},"previous_link":{"label":"Building a Deviant Ability","url":"/Rules.aspx?ID=1722"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 99</row>\r\n\r\nDeviant Abilities / Deviant Classifications\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 99"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 99</row>","speed":{},"text":" Deviation Saves and Attack Rolls Source Dark Archive pg. 99 Many deviations allow for a saving throw or have other abilities that change as you go up in level. The DC for any saving throw called for by a deviation is the higher of your class DC or spell DC. The attack modifier of a deviation is 10 lower than that DC, unless the deviation calls for a Strike, in which case the attack modifier is the normal attack modifier of the Strike. A deviation's counteract modifier is equal to your counteract modifier. ","type":"Rules","url":"/Rules.aspx?ID=1724","weakness":{}}},{"_index":"aon18","_id":"rules-1725","_score":2.3741803,"_source":{"breadcrumbs":["Deviant Abilities","Deviant Classifications"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1725","markdown":"<title level=\"1\" right=\"Rules\">[Backlash](/Rules.aspx?ID=1725)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 100</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe same blood that lets one of the dragon-descended spit out a gout of flame is precisely what keeps the inside of their mouth from being singed in the furnace. Deviations, unfortunately, lack these safeguards, their powers coming from haphazard circumstance and interactions rather than intentional design. A character using their deviation always risks the chance of backlash.\n\n Whenever you attempt to use a deviation, roll a DC 5 flat check. On a success, you use your deviation and the DC for subsequent checks increases by 5, to a maximum of 20; on a failure, you use your deviation and then suffer a backlash effect, after which your flat check DC resets to 5. Backlash progresses from mild, to moderate, to severe. When you have already taken mild backlash in a given day, the next time you would take backlash, you take the moderate backlash instead, and if you have already taken moderate backlash, you take the severe backlash instead, and your deviation can't be used for the rest of the day— attempting to use it simply brings pain. When you make your daily preparations, your flat check DC returns to 5 and your next backlash returns to mild.\n\n Any effects from backlash can't be reduced, prevented, or otherwise bypassed. Conditions and damage you take from backlash can't be reduced or prevented by resistance or immunity, but still triggers any weakness you have to it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Backlash","next_link":{"label":"Awakened Powers","url":"/Rules.aspx?ID=1726"},"previous_link":{"label":"Deviation Saves and Attack Rolls","url":"/Rules.aspx?ID=1724"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 100</row>\r\n\r\nDeviant Abilities / Deviant Classifications\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 100"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 100</row>","speed":{},"text":" Backlash Source Dark Archive pg. 100 The same blood that lets one of the dragon-descended spit out a gout of flame is precisely what keeps the inside of their mouth from being singed in the furnace. Deviations, unfortunately, lack these safeguards, their powers coming from haphazard circumstance and interactions rather than intentional design. A character using their deviation always risks the chance of backlash. Whenever you attempt to use a deviation, roll a DC 5 flat check. On a success, you use your deviation and the DC for subsequent checks increases by 5, to a maximum of 20; on a failure, you use your deviation and then suffer a backlash effect, after which your flat check DC resets to 5. Backlash progresses from mild, to moderate, to severe. When you have already taken mild backlash in a given day, the next time you would take backlash, you take the moderate backlash instead, and if you have already taken moderate backlash, you take the severe backlash instead, and your deviation can't be used for the rest of the day— attempting to use it simply brings pain. When you make your daily preparations, your flat check DC returns to 5 and your next backlash returns to mild. Any effects from backlash can't be reduced, prevented, or otherwise bypassed. Conditions and damage you take from backlash can't be reduced or prevented by resistance or immunity, but still triggers any weakness you have to it. ","type":"Rules","url":"/Rules.aspx?ID=1725","weakness":{}}},{"_index":"aon18","_id":"rules-1726","_score":2.3741803,"_source":{"breadcrumbs":["Deviant Abilities","Deviant Classifications"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1726","markdown":"<title level=\"1\" right=\"Rules\">[Awakened Powers](/Rules.aspx?ID=1726)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 100</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA deviant ability's unstable nature means it can grow in power at a later point, responding to a stressful moment or continuing to evolve along a mysterious path. “Awakening” lines in deviant feats represent possible paths the power's awakening can take. You don't gain the awakening unless you take a feat that grants you those benefits. You can gain only one awakening for a given deviant feat.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Awakened Powers","next_link":{"label":"Quirks","url":"/Rules.aspx?ID=1727"},"previous_link":{"label":"Backlash","url":"/Rules.aspx?ID=1725"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 100</row>\r\n\r\nDeviant Abilities / Deviant Classifications\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 100"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 100</row>","speed":{},"text":" Awakened Powers Source Dark Archive pg. 100 A deviant ability's unstable nature means it can grow in power at a later point, responding to a stressful moment or continuing to evolve along a mysterious path. “Awakening” lines in deviant feats represent possible paths the power's awakening can take. You don't gain the awakening unless you take a feat that grants you those benefits. You can gain only one awakening for a given deviant feat. ","type":"Rules","url":"/Rules.aspx?ID=1726","weakness":{}}},{"_index":"aon18","_id":"rules-1727","_score":2.3741803,"_source":{"breadcrumbs":["Deviant Abilities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1727","markdown":"<title level=\"1\" right=\"Rules\">[Quirks](/Rules.aspx?ID=1727)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 103</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNo two deviant abilities are exactly alike, and even when two characters gain the same ability in the same event, individual factors like age, ancestry, and personality alter how their abilities manifest. Every deviant ability has one or two quirks, determined when the ability is gained. If playing with background deviant abilities, collaborate with your player to decide the quirk, maybe each suggesting one. If playing with campaign deviant abilities, simply pick quirks that fit the story or roll randomly.\n\n You can also use the quirks on Table 5 as a guide to invent new ones for your players. These quirks don't normally have any mechanical effect, since their purpose is only to alter minor details of a power to make them stand out, though they may have narrative implications on occasion. If you want to give a quirk a mechanical effect, it should never grant more than a +1 status bonus or 1 status penalty, and even then the statistic or check it applies to should be narrow and not in the direct control of the character with the quirk.\n\n## Table 5: Ability Quirks\n<row gap=\"tiny\">\n<table><tr><td>d10</td><td>Quirk</td></tr> <tr><td>1</td><td>**Temporal Effectiveness** The deviation's power feels slightly stronger (or slightly weaker) at a specific time of day.</td></tr> <tr><td>2</td><td>**Musical Notation** Your deviation produces strange ethereal tones or chimes when activated, or you activate it through singing, whistling, or similar performance.</td></tr> <tr><td>3</td><td>**Strange Biology** When you gained your deviation, you grew extra eyes, a set of chitinous antennae, or some other strange biological feature unusual for your ancestry. While you might be able to hide it underneath clothing, your deviant abilities all center around this organ, so it must be uncovered and unobstructed for you to use your deviation.</td></tr> <tr><td>4</td><td>**Chromatic Absorption** Whenever you use your deviation, you absorb or mute a specific color from an object near you, and any manifestation of your deviant ability has that color. The absorbed colors return to your surroundings within an hour.</td></tr> <tr><td>5</td><td>**Selective Application** The deviation works slightly better (or slightly worse) on a certain type of creature (such as gnomes or caterpillars) or material (such as glass or silver).</td></tr> <tr><td>6</td><td>**Atmospheric Disturbance** When you use your deviation, tiny clouds, light wind, or other small atmospheric disturbances occur within 5 feet of your body.</td></tr> <tr><td>7</td><td>**Fractal Sign** Your deviation causes sand, droplets, small insects, or other lightweight objects to organize themselves into strange, geometric patterns whenever activated.</td></tr> <tr><td>8</td><td>**Harmless Wound** When you use your deviation, trace amounts of blood drip from your eyes or nose.</td></tr> <tr><td>9</td><td>**Strange Fuel** Each day, you must consume a small amount of a specific material, such as quartz or holy water (which you can do harmlessly), or your deviation is painful to use.</td></tr> <tr><td>10</td><td>**Forgotten Prayers** When you gain your deviation, piecemeal knowledge of a forgotten language fills your mind—not enough to communicate, but enough that you control your deviation by commanding or beseeching some higher power in the language.</td></tr></table>\r\n</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Quirks","next_link":{"label":"Apocryphal Domain Spells","url":"/Rules.aspx?ID=1728"},"previous_link":{"label":"Deviant Classifications","url":"/Rules.aspx?ID=1723"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 103</row>\r\n\r\nDeviant Abilities\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 103"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 103</row>","speed":{},"text":" Quirks Source Dark Archive pg. 103 No two deviant abilities are exactly alike, and even when two characters gain the same ability in the same event, individual factors like age, ancestry, and personality alter how their abilities manifest. Every deviant ability has one or two quirks, determined when the ability is gained. If playing with background deviant abilities, collaborate with your player to decide the quirk, maybe each suggesting one. If playing with campaign deviant abilities, simply pick quirks that fit the story or roll randomly. You can also use the quirks on Table 5 as a guide to invent new ones for your players. These quirks don't normally have any mechanical effect, since their purpose is only to alter minor details of a power to make them stand out, though they may have narrative implications on occasion. If you want to give a quirk a mechanical effect, it should never grant more than a +1 status bonus or 1 status penalty, and even then the statistic or check it applies to should be narrow and not in the direct control of the character with the quirk. ## Table 5: Ability Quirks d10 Quirk 1 Temporal Effectiveness The deviation's power feels slightly stronger (or slightly weaker) at a specific time of day. 2 Musical Notation Your deviation produces strange ethereal tones or chimes when activated, or you activate it through singing, whistling, or similar performance. 3 Strange Biology When you gained your deviation, you grew extra eyes, a set of chitinous antennae, or some other strange biological feature unusual for your ancestry. While you might be able to hide it underneath clothing, your deviant abilities all center around this organ, so it must be uncovered and unobstructed for you to use your deviation. 4 Chromatic Absorption Whenever you use your deviation, you absorb or mute a specific color from an object near you, and any manifestation of your deviant ability has that color. The absorbed colors return to your surroundings within an hour. 5 Selective Application The deviation works slightly better (or slightly worse) on a certain type of creature (such as gnomes or caterpillars) or material (such as glass or silver). 6 Atmospheric Disturbance When you use your deviation, tiny clouds, light wind, or other small atmospheric disturbances occur within 5 feet of your body. 7 Fractal Sign Your deviation causes sand, droplets, small insects, or other lightweight objects to organize themselves into strange, geometric patterns whenever activated. 8 Harmless Wound When you use your deviation, trace amounts of blood drip from your eyes or nose. 9 Strange Fuel Each day, you must consume a small amount of a specific material, such as quartz or holy water (which you can do harmlessly), or your deviation is painful to use. 10 Forgotten Prayers When you gain your deviation, piecemeal knowledge of a forgotten language fills your mind—not enough to communicate, but enough that you control your deviation by commanding or beseeching some higher power in the language. ","type":"Rules","url":"/Rules.aspx?ID=1727","weakness":{}}},{"_index":"aon18","_id":"rules-1728","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1728","markdown":"<title level=\"1\" right=\"Rules\">[Apocryphal Domain Spells](/Rules.aspx?ID=1728)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 142</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nNot all clerical traditions are taught among the orthodoxy. Some are whispered in secret, passed down from a priest to trusted acolytes or scribed in tomes left behind by splinter factions. Some apocryphal spells are considered heretical and suppressed, but others have fallen out of use or are specific to a region or sect. These apocryphal spells usually rely on more abstract associations between divine power and a certain effect than those seen in orthodox ones.\n\n The GM might allow a character who comes from a strange sect or worships an underground aspect of a deity to select an apocryphal domain spell in place of the standard initial or advanced spell for that domain. These characters are typically [clerics](/Classes.aspx?ID=5) with [Domain Initiate](/Feats.aspx?ID=265) but can include other characters with domain spells, like [champions](/Classes.aspx?ID=4) with [Deity's Domain](/Feats.aspx?ID=214) or [oracles](/Classes.aspx?ID=14) with [Domain Acumen](/Feats.aspx?ID=1488). \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Apocryphal Domain Spells","next_link":{"label":"Tempting Curses","url":"/Rules.aspx?ID=1729"},"previous_link":{"label":"Deviant Abilities","url":"/Rules.aspx?ID=1718"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 142</row>\n\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 142"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 142</row>","speed":{},"text":" Apocryphal Domain Spells Source Dark Archive pg. 142 Not all clerical traditions are taught among the orthodoxy. Some are whispered in secret, passed down from a priest to trusted acolytes or scribed in tomes left behind by splinter factions. Some apocryphal spells are considered heretical and suppressed, but others have fallen out of use or are specific to a region or sect. These apocryphal spells usually rely on more abstract associations between divine power and a certain effect than those seen in orthodox ones. The GM might allow a character who comes from a strange sect or worships an underground aspect of a deity to select an apocryphal domain spell in place of the standard initial or advanced spell for that domain. These characters are typically clerics with Domain Initiate but can include other characters with domain spells, like champions with Deity's Domain or oracles with Domain Acumen. ","type":"Rules","url":"/Rules.aspx?ID=1728","weakness":{}}},{"_index":"aon18","_id":"rules-1729","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1729","markdown":"<title level=\"1\" right=\"Rules\">[Tempting Curses](/Rules.aspx?ID=1729)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 162</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere is a cruel logic to most curses, which torment their victims in ways that speak to their misdeeds. Each curse becomes a cautionary tale of the price of bad behavior returned threefold. The thief's pockets sag under the weight of stolen goods. The stench of death follows the grave robber. However, not all curses start with a punishment; some present a tempting offer instead, promising power in exchange for an ever-tightening hold, eventually making the curse irresistible. \n\nThese curses mostly follow the rules for [Curses](/Rules.aspx?ID=1114), but they also include a tempted version of the curse, which usually grants greater power... at a steeper price. A PC can activate the tempted version of the curse as a free action, which has the [concentrate](/Traits.aspx?ID=32) trait. While active, the tempted version of the curse affects the target instead of the ongoing effect. The tempted version is active until the target next makes their daily preparations, at which time the curse returns to its ongoing effect and the PC can attempt a new saving throw to remove the curse. Activating the tempted version increases the save DC of the curse by 1. This increase is permanent and cumulative for each time the target activates the tempted version.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Tempting Curses","next_link":{"label":"Bargained Contracts","url":"/Rules.aspx?ID=1730"},"previous_link":{"label":"Apocryphal Domain Spells","url":"/Rules.aspx?ID=1728"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 162</row>\n\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 162"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 162</row>","speed":{},"text":" Tempting Curses Source Dark Archive pg. 162 There is a cruel logic to most curses, which torment their victims in ways that speak to their misdeeds. Each curse becomes a cautionary tale of the price of bad behavior returned threefold. The thief's pockets sag under the weight of stolen goods. The stench of death follows the grave robber. However, not all curses start with a punishment; some present a tempting offer instead, promising power in exchange for an ever-tightening hold, eventually making the curse irresistible. These curses mostly follow the rules for Curses, but they also include a tempted version of the curse, which usually grants greater power... at a steeper price. A PC can activate the tempted version of the curse as a free action, which has the concentrate trait. While active, the tempted version of the curse affects the target instead of the ongoing effect. The tempted version is active until the target next makes their daily preparations, at which time the curse returns to its ongoing effect and the PC can attempt a new saving throw to remove the curse. Activating the tempted version increases the save DC of the curse by 1. This increase is permanent and cumulative for each time the target activates the tempted version. ","type":"Rules","url":"/Rules.aspx?ID=1729","weakness":{}}},{"_index":"aon18","_id":"rules-1730","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1730","markdown":"<title level=\"1\" right=\"Rules\">[Bargained Contracts](/Rules.aspx?ID=1730)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 164</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAnyone can have a taste of power—if they're willing to pay the price for it. These _bargained contracts_ are readily offered to those who know how to ask. However, fey, spirits of nature, hags, and the otherwise supernaturally inclined don't deal in currency as simple as gold.\n\n Each of these _bargained contracts_ offers specific benefits and drawbacks. While negotiation is part of these bargains, the entities that offer such deals rarely recognize the spirit of the agreement—only the written deal is final. Upon close review, the wording often matches the original proposal, leaving the mortal to wonder if the bargaining was just for show. \n\nA _bargained contract_ is a magic item that has the [contract](/Traits.aspx?ID=329) trait. The item has no physical substance and can't be dispelled or altered. Nonetheless, it comes with a pair of tokens indicating the contract has been struck, one held by each end of the deal. A _bargained contract_ can only be destroyed if both tokens are destroyed. If discarded, lost, or stolen, a token tends to find its way back to the being to whom it belongs. Holding the token isn't necessary to receive the benefits of the contract except where specifically stated that the token is part of the activation or effect. A _bargained contract_ is automatically [invested](/Traits.aspx?ID=98) and counts toward a character's limit of 10 invested items; part of the cost is that the contract draws from the holder's investiture. Entities that offer _bargained contracts_ can enter into any number without restriction.\n\n _Bargained contracts_ don't cost money because they are always part of a contract roleplayed out during the story and priced in things more meaningful than coin. Nonetheless, the GM should consider contracts as a story reward in much the same way as they would other types of treasure. For instance, if the GM is looking to give out two 9th-level items, they might have one of those items be a _[key to the stomach](/Equipment.aspx?ID=1652)_. In other words, the lack of cost just means it can't be bought or sold in stores, not that it doesn't count as part of the PCs' overall treasure.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bargained Contracts","next_link":{"label":"Mindscape Statistics","url":"/Rules.aspx?ID=1731"},"previous_link":{"label":"Tempting Curses","url":"/Rules.aspx?ID=1729"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 164</row>\n\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 164</row>","speed":{},"text":" Bargained Contracts Source Dark Archive pg. 164 Anyone can have a taste of power—if they're willing to pay the price for it. These bargained contracts are readily offered to those who know how to ask. However, fey, spirits of nature, hags, and the otherwise supernaturally inclined don't deal in currency as simple as gold. Each of these bargained contracts offers specific benefits and drawbacks. While negotiation is part of these bargains, the entities that offer such deals rarely recognize the spirit of the agreement—only the written deal is final. Upon close review, the wording often matches the original proposal, leaving the mortal to wonder if the bargaining was just for show. A bargained contract is a magic item that has the contract trait. The item has no physical substance and can't be dispelled or altered. Nonetheless, it comes with a pair of tokens indicating the contract has been struck, one held by each end of the deal. A bargained contract can only be destroyed if both tokens are destroyed. If discarded, lost, or stolen, a token tends to find its way back to the being to whom it belongs. Holding the token isn't necessary to receive the benefits of the contract except where specifically stated that the token is part of the activation or effect. A bargained contract is automatically invested and counts toward a character's limit of 10 invested items; part of the cost is that the contract draws from the holder's investiture. Entities that offer bargained contracts can enter into any number without restriction. Bargained contracts don't cost money because they are always part of a contract roleplayed out during the story and priced in things more meaningful than coin. Nonetheless, the GM should consider contracts as a story reward in much the same way as they would other types of treasure. For instance, if the GM is looking to give out two 9th-level items, they might have one of those items be a key to the stomach . In other words, the lack of cost just means it can't be bought or sold in stores, not that it doesn't count as part of the PCs' overall treasure. ","type":"Rules","url":"/Rules.aspx?ID=1730","weakness":{}}},{"_index":"aon18","_id":"rules-1731","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1731","markdown":"<title level=\"1\" right=\"Rules\">[Mindscape Statistics](/Rules.aspx?ID=1731)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 198</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSimilar to a plane or dimension, a mindscape has statistics. The rules for planar traits and stat blocks are under [The Planes](/Rules.aspx?ID=1172). \n\n<title level=\"3\" right=\"Mindscape\">Immersive Mindscape</title> <traits><trait label=\"Finite\" url=\"/Traits.aspx?ID=276\" /><trait label=\"Metamorphic\" url=\"/Traits.aspx?ID=282\" /><trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" /> </traits> An immersive mindscape forms in the [Astral Plane](/Planes.aspx?ID=8) and is shaped purely from the thoughts of its creator. Created of powerful psychic magic, it brings creatures fully into it in their astral forms. Their bodies might remain behind, inactive, or be totally drawn in, depending on the nature of the mindscape. Typically, the mindscape appears to the senses to be a real place, and the inhabitants believe they're physically there.\n\n Though a mindscape is always mutable with subjective gravity, its nature can be veiled, causing inhabitants to be unaware of these properties. Veiled mindscapes typically appear to have normal gravity and morphic traits. Overcoming this appearance to alter the mindscape's structure or use subjective gravity requires realizing it's false.\n\n **Variations** A mindscape's alignment trait is usually neutral but might be altered by the creator's emotions. A mindscape might have [unbounded](/Traits.aspx?ID=293) scope and its time might be altered, typically to [flowing time](/Traits.aspx?ID=277) or [timeless](/Traits.aspx?ID=291). These aren't possible with the basic _[construct mindscape](/Rituals.aspx?ID=91)_ ritual. \n\n<title level=\"2\" right=\"\">Binary Mindscape Statistics</title> Psychic duels take place in a binary mindscape, which is much like a very simple plane or dimension. The stat block for a binary mindscape is as follows. \n\n<title level=\"3\" right=\"Mindscape\">Binary Mindscape</title> <traits><trait label=\"Finite\" url=\"/Traits.aspx?ID=276\" /><trait label=\"Metamorphic\" url=\"/Traits.aspx?ID=282\" /><trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" /> </traits> A binary mindscape is formed of only two linked minds and most often created to provide the arena for a [psychic duel](/Rules.aspx?ID=1732). It's typically simple in structure, with basic details that become even more indistinct at the edges of the duelists' imaginations. The alignment and time traits typically match those of the plane on which the participants' forms are. A participant with particularly strong psychic abilities might be able to warp the alignment to their own or adjust the time trait (typically to [timeless](/Traits.aspx?ID=291)). In a voluntary duel, adjustments like these need to be agreed upon by all participants.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Mindscape Statistics","next_link":{"label":"Psychic Duels","url":"/Rules.aspx?ID=1732"},"previous_link":{"label":"Bargained Contracts","url":"/Rules.aspx?ID=1730"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 198</row>\n\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 198"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 198</row>","speed":{},"text":" Mindscape Statistics Source Dark Archive pg. 198 Similar to a plane or dimension, a mindscape has statistics. The rules for planar traits and stat blocks are under The Planes. Immersive Mindscape An immersive mindscape forms in the Astral Plane and is shaped purely from the thoughts of its creator. Created of powerful psychic magic, it brings creatures fully into it in their astral forms. Their bodies might remain behind, inactive, or be totally drawn in, depending on the nature of the mindscape. Typically, the mindscape appears to the senses to be a real place, and the inhabitants believe they're physically there. Though a mindscape is always mutable with subjective gravity, its nature can be veiled, causing inhabitants to be unaware of these properties. Veiled mindscapes typically appear to have normal gravity and morphic traits. Overcoming this appearance to alter the mindscape's structure or use subjective gravity requires realizing it's false. Variations A mindscape's alignment trait is usually neutral but might be altered by the creator's emotions. A mindscape might have unbounded scope and its time might be altered, typically to flowing time or timeless. These aren't possible with the basic construct mindscape ritual. Binary Mindscape Statistics Psychic duels take place in a binary mindscape, which is much like a very simple plane or dimension. The stat block for a binary mindscape is as follows. Binary Mindscape A binary mindscape is formed of only two linked minds and most often created to provide the arena for a psychic duel. It's typically simple in structure, with basic details that become even more indistinct at the edges of the duelists' imaginations. The alignment and time traits typically match those of the plane on which the participants' forms are. A participant with particularly strong psychic abilities might be able to warp the alignment to their own or adjust the time trait (typically to timeless). In a voluntary duel, adjustments like these need to be agreed upon by all participants. ","type":"Rules","url":"/Rules.aspx?ID=1731","weakness":{}}},{"_index":"aon18","_id":"rules-1732","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1732","markdown":"<title level=\"1\" right=\"Rules\">[Psychic Duels](/Rules.aspx?ID=1732)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 200</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTwo challengers flood their minds with a vision of a psychic battlefield. Imagination explodes into psychic attacks. Fireballs bloom into explosions of color, imaginary swords open wounds bleeding iridescent butterflies, unreal monstrosities escape from nightmares to lash out with their thousand fangs. A defender's shield of psychic glass shatters into fractal shrapnel and the combatant faints, overwhelmed. The victor's mind snaps back to the ordinary world as their foe crumples to the ground.\n\n Taking place entirely in a mindscape, psychic duels can occur when foes come into conflict in an area rife with mental magic, through the magic of a bizarre artifact, when two creatures' minds connect within a dream, or when a psychic duelist instigates a duel. Psychic duels play out much like [Duels](/Rules.aspx?ID=1246). The main differences are the participants conduct their duel in mental space and their mental state and emotions determine the outcome. (A duel taking place in the physical world with occult spells uses the rules for spellcasting duels, not psychic duels.) While engaged in a psychic duel, the participants are paralyzed in the real world and can mentally act only in the psychic duel mindscape.\n\n Though other kinds of duels have a judge, a psychic duel is governed by the workings of the mind. This means most psychic duels last until a participant yields or is knocked out (or all participants on one side in the case of a group duel). However, the duel can also end if the participants share an event they would consider a satisfying end to the duel. For instance, they might decide the goal of the duel is to demonstrate mastery of illusion spells, with the first to fully fall for an illusion losing the duel. Because the duel takes place on a mental battlefield, a creature that is [mindless](/Traits.aspx?ID=108) or immune to [mental](/Traits.aspx?ID=106) effects is incapable of joining a psychic duel.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Binary Mindscape Statistics</title>\r\n\r\nPsychic duels take place in a binary mindscape, which is much like a very simple plane or dimension. The stat block for a binary mindscape is as follows. \n\n<title level=\"3\" right=\"Mindscape\">Binary Mindscape</title> <traits><trait label=\"Finite\" url=\"/Traits.aspx?ID=276\" /><trait label=\"Metamorphic\" url=\"/Traits.aspx?ID=282\" /><trait label=\"Subjective Gravity\" url=\"/Traits.aspx?ID=290\" /> </traits> A binary mindscape is formed of only two linked minds and most often created to provide the arena for a [psychic duel](/Rules.aspx?ID=1732). It's typically simple in structure, with basic details that become even more indistinct at the edges of the duelists' imaginations. The alignment and time traits typically match those of the plane on which the participants' forms are. A participant with particularly strong psychic abilities might be able to warp the alignment to their own or adjust the time trait (typically to [timeless](/Traits.aspx?ID=291)). In a voluntary duel, adjustments like these need to be agreed upon by all participants.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Imagery of a Psychic Duel</title>\r\n\r\nUpon entering the psychic duel, a creature's psychic avatar appears in the minds of the duelists. This mental manifestation looks vaguely like them but might be altered based on their mental abilities and the statistics they used for initiative. For instance, a creature that rolled [Deception](/Skills.aspx?ID=5) might appear cloaked, shadowy, or diabolic. Over the course of the battle, this avatar changes appearance multiple times, adapting to the flow of the duel. A vicious, powerful attack might cause the attacker to look more fearsome or increase the splendor of their imaginary attire; a failure might make them shrink or become translucent. Armor might change form to defend against varied manifestations.\n\n Psychic manifestations, too, flex to meet the psychic battlefield. Players should describe the actions they use in imaginative ways unbound by the laws of the physical world. Weapons can grow, shrink, twist, and fly. Spells can become a riot of color and noise, directing sensation straight into the target's mind. Participants transform into animals or warriors that reflect their ferocity or cunning. Enchantment and illusion spells are particularly mutable since they're more directly tied to the mind and senses. Since the participants are mentally linked, their thoughts can bleed over, making an illusion pull imagery directly from the target's mind to show them a vision of a loved one or a bit of their past.\n\n The varied forms of Psychic Defense illustrate this easily. Just a few examples appear here, but anything that makes sense to a participant's imagination might appear.\n\n **Armor of Insight**: Suck an attack into a fractal vortex of color, speed acres of distance away from your foe, transform into an unbreakable mountain, deflect an attack by creating a prism of light that breaks the attack into a rainbow of colors.\n\n **Empathic Orbit**: Transform into the pleading visage of someone the foe inadvertently harmed, remove your face to reveal a crying version of your foe's own face, broadcast one of your memories that can elicit sympathy.\n\n **Ire's Spear**: Roil a crashing storm, mirror the manifestation upon your attacker, emit a red-faced roar that shatters eardrums, froth rabidly to form a river of blazing spittle.\n\n **Rational Labyrinth**: Call up a foe's memory of being lost, block access to your mind with mathematical equations, levy a requirement for legalistic precision upon your foe's thoughts.\n\n **Sensory Phantasm**: Duplicate your form infinitely, transform into a grotesque corpse to avert your foe's gaze, cast a falcon's hood over your foe's head, emit distracting strobes of light.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1733\" />\r\n\r\n<document level=\"2\" id=\"rules-1734\" />\r\n\r\n<document level=\"2\" id=\"rules-1735\" />\r\n\r\n<document level=\"2\" id=\"rules-1738\" />","name":"Psychic Duels","next_link":{"label":"Appendix 2: Kingdoms","url":"/Rules.aspx?ID=1739"},"previous_link":{"label":"Mindscape Statistics","url":"/Rules.aspx?ID=1731"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 200</row>\n\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 200"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 200</row>","speed":{},"text":" Psychic Duels Source Dark Archive pg. 200 Two challengers flood their minds with a vision of a psychic battlefield. Imagination explodes into psychic attacks. Fireballs bloom into explosions of color, imaginary swords open wounds bleeding iridescent butterflies, unreal monstrosities escape from nightmares to lash out with their thousand fangs. A defender's shield of psychic glass shatters into fractal shrapnel and the combatant faints, overwhelmed. The victor's mind snaps back to the ordinary world as their foe crumples to the ground. Taking place entirely in a mindscape, psychic duels can occur when foes come into conflict in an area rife with mental magic, through the magic of a bizarre artifact, when two creatures' minds connect within a dream, or when a psychic duelist instigates a duel. Psychic duels play out much like Duels. The main differences are the participants conduct their duel in mental space and their mental state and emotions determine the outcome. (A duel taking place in the physical world with occult spells uses the rules for spellcasting duels, not psychic duels.) While engaged in a psychic duel, the participants are paralyzed in the real world and can mentally act only in the psychic duel mindscape. Though other kinds of duels have a judge, a psychic duel is governed by the workings of the mind. This means most psychic duels last until a participant yields or is knocked out (or all participants on one side in the case of a group duel). However, the duel can also end if the participants share an event they would consider a satisfying end to the duel. For instance, they might decide the goal of the duel is to demonstrate mastery of illusion spells, with the first to fully fall for an illusion losing the duel. Because the duel takes place on a mental battlefield, a creature that is mindless or immune to mental effects is incapable of joining a psychic duel. Binary Mindscape Statistics Psychic duels take place in a binary mindscape, which is much like a very simple plane or dimension. The stat block for a binary mindscape is as follows. Binary Mindscape A binary mindscape is formed of only two linked minds and most often created to provide the arena for a psychic duel. It's typically simple in structure, with basic details that become even more indistinct at the edges of the duelists' imaginations. The alignment and time traits typically match those of the plane on which the participants' forms are. A participant with particularly strong psychic abilities might be able to warp the alignment to their own or adjust the time trait (typically to timeless). In a voluntary duel, adjustments like these need to be agreed upon by all participants. Imagery of a Psychic Duel Upon entering the psychic duel, a creature's psychic avatar appears in the minds of the duelists. This mental manifestation looks vaguely like them but might be altered based on their mental abilities and the statistics they used for initiative. For instance, a creature that rolled Deception might appear cloaked, shadowy, or diabolic. Over the course of the battle, this avatar changes appearance multiple times, adapting to the flow of the duel. A vicious, powerful attack might cause the attacker to look more fearsome or increase the splendor of their imaginary attire; a failure might make them shrink or become translucent. Armor might change form to defend against varied manifestations. Psychic manifestations, too, flex to meet the psychic battlefield. Players should describe the actions they use in imaginative ways unbound by the laws of the physical world. Weapons can grow, shrink, twist, and fly. Spells can become a riot of color and noise, directing sensation straight into the target's mind. Participants transform into animals or warriors that reflect their ferocity or cunning. Enchantment and illusion spells are particularly mutable since they're more directly tied to the mind and senses. Since the participants are mentally linked, their thoughts can bleed over, making an illusion pull imagery directly from the target's mind to show them a vision of a loved one or a bit of their past. The varied forms of Psychic Defense illustrate this easily. Just a few examples appear here, but anything that makes sense to a participant's imagination might appear. Armor of Insight : Suck an attack into a fractal vortex of color, speed acres of distance away from your foe, transform into an unbreakable mountain, deflect an attack by creating a prism of light that breaks the attack into a rainbow of colors. Empathic Orbit : Transform into the pleading visage of someone the foe inadvertently harmed, remove your face to reveal a crying version of your foe's own face, broadcast one of your memories that can elicit sympathy. Ire's Spear : Roil a crashing storm, mirror the manifestation upon your attacker, emit a red-faced roar that shatters eardrums, froth rabidly to form a river of blazing spittle. Rational Labyrinth : Call up a foe's memory of being lost, block access to your mind with mathematical equations, levy a requirement for legalistic precision upon your foe's thoughts. Sensory Phantasm : Duplicate your form infinitely, transform into a grotesque corpse to avert your foe's gaze, cast a falcon's hood over your foe's head, emit distracting strobes of light. ","type":"Rules","url":"/Rules.aspx?ID=1732","weakness":{}}},{"_index":"aon18","_id":"rules-1733","_score":2.3741803,"_source":{"breadcrumbs":["Psychic Duels"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1733","markdown":"<title level=\"1\" right=\"Rules\">[Terms of the Duel](/Rules.aspx?ID=1733)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 200</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBecause of the entirely mental nature of a psychic duel, participants can easily establish more ground rules for their duel through simple consensus, such as the following example options. \n<ul><li>All psychic manifestations are [nonlethal](/Traits.aspx?ID=188).</li><li>Participants can cast no spells but battle form spells.</li><li>A participant can escape the duel by attaining a certain goal, ending it early as a draw. This is especially common in a duel between a powerful psychic and someone with weak psychic capabilities.</li><li>Participants can leave the duel immediately if their physical body is disturbed or harmed. </li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Terms of the Duel","next_link":{"label":"Initiative and Dueling Actions","url":"/Rules.aspx?ID=1734"},"previous_link":{"label":"Mindscape Statistics","url":"/Rules.aspx?ID=1731"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 200</row>\r\n\r\nPsychic Duels\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 200"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 200</row>","speed":{},"text":" Terms of the Duel Source Dark Archive pg. 200 Because of the entirely mental nature of a psychic duel, participants can easily establish more ground rules for their duel through simple consensus, such as the following example options. All psychic manifestations are nonlethal. Participants can cast no spells but battle form spells. A participant can escape the duel by attaining a certain goal, ending it early as a draw. This is especially common in a duel between a powerful psychic and someone with weak psychic capabilities. Participants can leave the duel immediately if their physical body is disturbed or harmed. ","type":"Rules","url":"/Rules.aspx?ID=1733","weakness":{}}},{"_index":"aon18","_id":"rules-1734","_score":2.3741803,"_source":{"breadcrumbs":["Psychic Duels"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1734","markdown":"<title level=\"1\" right=\"Rules\">[Initiative and Dueling Actions](/Rules.aspx?ID=1734)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 201</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach duelist rolls initiative normally and proceeds in that initiative order, like a spellcasting duel rather than a combat duel. Each duelist can roll a [Deception](/Skills.aspx?ID=5), [Diplomacy](/Skills.aspx?ID=6), [Intimidation](/Skills.aspx?ID=7), or [Occultism](/Skills.aspx?ID=11) check instead of Perception. If the participant is trained at the skill they rolled for initiative, they gain the psychic center of that skill—a mental state corresponding to the skill. The GM might allow [Lore](/Skills.aspx?ID=8) skills for initiative in a psychic duel; these give the Occultism psychic center unless the GM determines otherwise. All participants gain the Psychic Defense reaction, which they can use while psychically centered. Its specific effect depends on the user's psychic center and using it expends the state. Each participant also has the Recenter action, which lets them change or assume a psychic center.\n\n<document level=\"2\" id=\"action-1235\" />\n\n<document level=\"2\" id=\"action-1236\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Initiative and Dueling Actions","next_link":{"label":"Attacks and Defenses","url":"/Rules.aspx?ID=1735"},"previous_link":{"label":"Terms of the Duel","url":"/Rules.aspx?ID=1733"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 201</row>\r\n\r\nPsychic Duels\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 201"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 201</row>","speed":{},"text":" Initiative and Dueling Actions Source Dark Archive pg. 201 Each duelist rolls initiative normally and proceeds in that initiative order, like a spellcasting duel rather than a combat duel. Each duelist can roll a Deception, Diplomacy, Intimidation, or Occultism check instead of Perception. If the participant is trained at the skill they rolled for initiative, they gain the psychic center of that skill—a mental state corresponding to the skill. The GM might allow Lore skills for initiative in a psychic duel; these give the Occultism psychic center unless the GM determines otherwise. All participants gain the Psychic Defense reaction, which they can use while psychically centered. Its specific effect depends on the user's psychic center and using it expends the state. Each participant also has the Recenter action, which lets them change or assume a psychic center.\n","type":"Rules","url":"/Rules.aspx?ID=1734","weakness":{}}},{"_index":"aon18","_id":"rules-1735","_score":2.3741803,"_source":{"breadcrumbs":["Psychic Duels"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1735","markdown":"<title level=\"1\" right=\"Rules\">[Attacks and Defenses](/Rules.aspx?ID=1735)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 202</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAny action taken in a mindscape is converted into a thoughtform called a psychic manifestation. An attack or spell has essentially the effect one would expect it to, though its form is far more mutable in the mindscape. Though taking place in the mind, a psychic duel still consumes any resources used by its combatants, such as HP and spell slots. A skilled warrior brought into a psychic duel isn't a helpless weakling; their martial arts training carries over into the thoughtforms they use in the duel. Statistics and actions change in a psychic duel as follows.\n\n **Always Use Will Defense**: Because a psychic duel pits mind against mind, you use Will for all saving throws and your Will DC as your Armor Class. In cases where a different DC (not a save or AC) would be used for defense, the GM determines which statistic to use, typically replacing only ones based on physical ability modifiers.\n\n **Any Damage Becomes Mental Damage**: Any damage dealt in a psychic duel is converted to mental damage. Any immunities, resistances, and weaknesses a creature would normally have to the psychic manifestation's form still apply, for instance, applying fire resistance to a psychic fireball. Apply the higher of a creature's weakness or resistance to the damage as normal. Weakness or resistance to mental damage applies only once against a given manifestation, no matter how many types of damage it deals.\n\n **Change Strike Damage**: Though Strikes use their normal ability scores to represent thoughtform versions of the attacker's prowess, any physical ability modifier to damage is replaced with the attacker's highest mental ability modifier. A creature stat block typically doesn't list a breakdown of its Strike damage, but the GM can find the difference between its Strength modifier and highest mental ability modifier to adjust the damage.\n\n **Range Doesn't Matter**: Spells and attacks with a range can target anyone inside the mindscape without penalty, even if outside their maximum range or range increment. Spells and abilities that affect a specific area or emanate from you must still follow those restrictions. Melee attacks only target foes within your reach.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1736\" />\r\n\r\n<document level=\"2\" id=\"rules-1737\" />","name":"Attacks and Defenses","next_link":{"label":"Movement and Location","url":"/Rules.aspx?ID=1738"},"previous_link":{"label":"Initiative and Dueling Actions","url":"/Rules.aspx?ID=1734"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 202</row>\r\n\r\nPsychic Duels\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 202"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 202</row>","speed":{},"text":" Attacks and Defenses Source Dark Archive pg. 202 Any action taken in a mindscape is converted into a thoughtform called a psychic manifestation. An attack or spell has essentially the effect one would expect it to, though its form is far more mutable in the mindscape. Though taking place in the mind, a psychic duel still consumes any resources used by its combatants, such as HP and spell slots. A skilled warrior brought into a psychic duel isn't a helpless weakling; their martial arts training carries over into the thoughtforms they use in the duel. Statistics and actions change in a psychic duel as follows. Always Use Will Defense : Because a psychic duel pits mind against mind, you use Will for all saving throws and your Will DC as your Armor Class. In cases where a different DC (not a save or AC) would be used for defense, the GM determines which statistic to use, typically replacing only ones based on physical ability modifiers. Any Damage Becomes Mental Damage : Any damage dealt in a psychic duel is converted to mental damage. Any immunities, resistances, and weaknesses a creature would normally have to the psychic manifestation's form still apply, for instance, applying fire resistance to a psychic fireball. Apply the higher of a creature's weakness or resistance to the damage as normal. Weakness or resistance to mental damage applies only once against a given manifestation, no matter how many types of damage it deals. Change Strike Damage : Though Strikes use their normal ability scores to represent thoughtform versions of the attacker's prowess, any physical ability modifier to damage is replaced with the attacker's highest mental ability modifier. A creature stat block typically doesn't list a breakdown of its Strike damage, but the GM can find the difference between its Strength modifier and highest mental ability modifier to adjust the damage. Range Doesn't Matter : Spells and attacks with a range can target anyone inside the mindscape without penalty, even if outside their maximum range or range increment. Spells and abilities that affect a specific area or emanate from you must still follow those restrictions. Melee attacks only target foes within your reach. ","type":"Rules","url":"/Rules.aspx?ID=1735","weakness":{}}},{"_index":"aon18","_id":"rules-1736","_score":2.3741803,"_source":{"breadcrumbs":["Psychic Duels","Attacks and Defenses"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1736","markdown":"<title level=\"1\" right=\"Rules\">[Natural Psychic Spells](/Rules.aspx?ID=1736)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 202</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAny creature in a psychic duel can cast two spells, both heightened to half the participant's level, rounded up. They can cast the [_daze_](/Spells.aspx?ID=61) cantrip at will and get a second spell that can be cast once during the duel. They choose from the following when they roll initiative: [_fear_](/Spells.aspx?ID=110), [_phantom pain_](/Spells.aspx?ID=220), or a common summoning spell (typically [_summon animal_](/Spells.aspx?ID=316), [_summon construct_](/Spells.aspx?ID=318), [_summon fey_](/Spells.aspx?ID=322), or [_summon lesser servitor_](/Spells.aspx?ID=1010) for a 1st-level spell). If the creature can't cast spells, they gain these as innate occult spells until the end of the psychic duel. If they can already cast spells, they add these to their other spells and temporarily gain any spell slots necessary to cast them (even if they can't cast spells of that level yet) that can be used only for the additional spell. Natural psychic spells use the higher of the caster's spell DC or class DC for their spell DC, and that number 10 for spell attack rolls.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Natural Psychic Spells","next_link":{"label":"Gear and Companions","url":"/Rules.aspx?ID=1737"},"previous_link":{"label":"Initiative and Dueling Actions","url":"/Rules.aspx?ID=1734"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 202</row>\r\n\r\nPsychic Duels / Attacks and Defenses\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 202"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 202</row>","speed":{},"text":" Natural Psychic Spells Source Dark Archive pg. 202 Any creature in a psychic duel can cast two spells, both heightened to half the participant's level, rounded up. They can cast the daze cantrip at will and get a second spell that can be cast once during the duel. They choose from the following when they roll initiative: fear , phantom pain , or a common summoning spell (typically summon animal , summon construct , summon fey , or summon lesser servitor for a 1st-level spell). If the creature can't cast spells, they gain these as innate occult spells until the end of the psychic duel. If they can already cast spells, they add these to their other spells and temporarily gain any spell slots necessary to cast them (even if they can't cast spells of that level yet) that can be used only for the additional spell. Natural psychic spells use the higher of the caster's spell DC or class DC for their spell DC, and that number 10 for spell attack rolls. ","type":"Rules","url":"/Rules.aspx?ID=1736","weakness":{}}},{"_index":"aon18","_id":"rules-1737","_score":2.3741803,"_source":{"breadcrumbs":["Psychic Duels","Attacks and Defenses"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1737","markdown":"<title level=\"1\" right=\"Rules\">[Gear and Companions](/Rules.aspx?ID=1737)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 202</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you enter a psychic duel, psychic echoes of your gear travel with you. An eidolon, familiar, animal companion, or the like typically appears as a psychic echo based on your perception of it. However, the GM might determine a particularly intelligent companion joins its own mind into the psychic duel.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gear and Companions","next_link":{"label":"Movement and Location","url":"/Rules.aspx?ID=1738"},"previous_link":{"label":"Natural Psychic Spells","url":"/Rules.aspx?ID=1736"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 202</row>\r\n\r\nPsychic Duels / Attacks and Defenses\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 202"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 202</row>","speed":{},"text":" Gear and Companions Source Dark Archive pg. 202 When you enter a psychic duel, psychic echoes of your gear travel with you. An eidolon, familiar, animal companion, or the like typically appears as a psychic echo based on your perception of it. However, the GM might determine a particularly intelligent companion joins its own mind into the psychic duel. ","type":"Rules","url":"/Rules.aspx?ID=1737","weakness":{}}},{"_index":"aon18","_id":"rules-1738","_score":2.3741803,"_source":{"breadcrumbs":["Psychic Duels"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1738","markdown":"<title level=\"1\" right=\"Rules\">[Movement and Location](/Rules.aspx?ID=1738)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 202</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nChanging location is usually easy within a psychic duel, as a participant can move at the speed of thought. It typically takes only a single action to move to any location the participant wants and range of attacks and spells rarely matter much. You can usually run a psychic duel without a grid. Functions of positioning and movement still matter, but have a more flexible appearance. For instance, a participant can [Hide](/Actions.aspx?ID=62), but this likely means shaping the imaginary environment around them to create a visual screen, glowing phenomenon, or even psychic static. Likewise, spells that [immobilize](/Conditions.aspx?ID=24) or [grab](/Conditions.aspx?ID=20) a creature can prevent the easy movement detailed above.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Movement and Location","next_link":{"label":"Appendix 2: Kingdoms","url":"/Rules.aspx?ID=1739"},"previous_link":{"label":"Attacks and Defenses","url":"/Rules.aspx?ID=1735"},"rarity":"common","release_date":"2022-07-27","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Dark Archive](/Sources.aspx?ID=129) pg. 202</row>\r\n\r\nPsychic Duels\r\n</additional-info>","source":["Dark Archive"],"source_raw":["Dark Archive pg. 202"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Dark Archive](/Sources.aspx?ID=129) pg. 202</row>","speed":{},"text":" Movement and Location Source Dark Archive pg. 202 Changing location is usually easy within a psychic duel, as a participant can move at the speed of thought. It typically takes only a single action to move to any location the participant wants and range of attacks and spells rarely matter much. You can usually run a psychic duel without a grid. Functions of positioning and movement still matter, but have a more flexible appearance. For instance, a participant can Hide, but this likely means shaping the imaginary environment around them to create a visual screen, glowing phenomenon, or even psychic static. Likewise, spells that immobilize or grab a creature can prevent the easy movement detailed above. ","type":"Rules","url":"/Rules.aspx?ID=1738","weakness":{}}},{"_index":"aon18","_id":"rules-1739","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1739","markdown":"<title level=\"1\" right=\"Rules\">[Appendix 2: Kingdoms](/Rules.aspx?ID=1739)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 506</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe PCs don't create their kingdom at the start of Kingmaker. Instead they begin this process at the start of Chapter 4, after their victory over the Stag Lord convinces the leaders of Brevoy to grant the PCs a charter to establish their own kingdom in the Stolen Lands.\n\n Ruling a kingdom takes a lot of the PCs' time, so to ensure that your gaming group has plenty of uninterrupted time for more traditional adventuring, the rules presented in this appendix take place entirely in downtime. The mechanics treat the kingdom itself as a sort of additional character in the party, so players who know how to navigate and level up their own characters should find managing a kingdom relatively easy.\n\n Most of the kingdom rules—specifically from the start of the [Kingdom Creation](/Rules.aspx?ID=1741) section through the end of the [Settlements](/Rules.aspx?ID=541) section, apart from the quest sidebars—are written for the players as well as the GM, and should be shared with them. The quest sidebars and the [Kingdom Events](/Rules.aspx?ID=1839) section that concludes the appendix are for the GM only. A spoiler-free version of these rules (along with the [warfare rules](/Rules.aspx?ID=1845) from Appendix 3) are available for free download as a PDF, along with the Kingmaker Player's Guide, both available at [paizo.com](https://paizo.com/store/pathfinder/adventures/adventurePath/kingmakerap).\n\n Though these rules use the word “kingdom” to refer to the nation ruled by the PCs, their government doesn't need to be a monarchy. Likewise, titles like “queen” or “king” may differ from the terms the PCs choose for their leaders (and in any case, gender has no mechanical role in the kingdom rules).\n\n These rules are focused specifically on the Kingmaker Adventure Path and so include only elements appropriate for its setting and storyline. You won't find rules for building kingdoms in the desert or on the ocean, nor will you find events involving monsters that don't make sense in the Stolen Lands or buildings that aren't thematically appropriate for the storyline. If you wish to use these rules to run kingdoms outside of Kingmaker, you may need to adjust these rules to fit your game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Kingdoms in the Background</title>\r\n\r\nNot every group will be interested in the details of how a kingdom is built and managed. In such a case, the GM can allow the PCs' kingdom to develop and grow in the background of the story. Resource encounters during hexploration become largely flavor discoveries in this case, and while you can still run Kingdom events as they occur during the campaign, their mechanical effects and repercussions should limit themselves to those that affect the PCs directly.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Working Together</title>\r\n\r\nMore so than typical Pathfinder campaigns, _Kingmaker_ assumes that the PCs work together. These rules assume that all of the PCs have roles as leaders in the nation, and that they're all focused on making their kingdom prosperous and stable, rather than stealing from the treasury, oppressing the citizens (or each other), or striking out on their own to start competing kingdoms. Before starting this campaign, you should make sure your players understand this assumption and build appropriate characters.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1740\" />\r\n\r\n<document level=\"2\" id=\"rules-1741\" />\r\n\r\n<document level=\"2\" id=\"rules-1758\" />\r\n\r\n<document level=\"2\" id=\"rules-1774\" />\r\n\r\n<document level=\"2\" id=\"rules-1775\" />\r\n\r\n<document level=\"2\" id=\"rules-1780\" />\r\n\r\n<document level=\"2\" id=\"rules-1781\" />\r\n\r\n<document level=\"2\" id=\"rules-1794\" />\r\n\r\n<document level=\"2\" id=\"rules-1814\" />\r\n\r\n<document level=\"2\" id=\"rules-1819\" />\r\n\r\n<document level=\"2\" id=\"rules-1839\" />","name":"Appendix 2: Kingdoms","next_link":{"label":"Appendix 3: Warfare","url":"/Rules.aspx?ID=1845"},"previous_link":{"label":"Psychic Duels","url":"/Rules.aspx?ID=1732"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 506</row>\n\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 506"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 506</row>","speed":{},"text":" Appendix 2: Kingdoms Source Kingmaker Adventure Path pg. 506 The PCs don't create their kingdom at the start of Kingmaker. Instead they begin this process at the start of Chapter 4, after their victory over the Stag Lord convinces the leaders of Brevoy to grant the PCs a charter to establish their own kingdom in the Stolen Lands. Ruling a kingdom takes a lot of the PCs' time, so to ensure that your gaming group has plenty of uninterrupted time for more traditional adventuring, the rules presented in this appendix take place entirely in downtime. The mechanics treat the kingdom itself as a sort of additional character in the party, so players who know how to navigate and level up their own characters should find managing a kingdom relatively easy. Most of the kingdom rules—specifically from the start of the Kingdom Creation section through the end of the Settlements section, apart from the quest sidebars—are written for the players as well as the GM, and should be shared with them. The quest sidebars and the Kingdom Events section that concludes the appendix are for the GM only. A spoiler-free version of these rules (along with the warfare rules from Appendix 3) are available for free download as a PDF, along with the Kingmaker Player's Guide, both available at paizo.com. Though these rules use the word “kingdom” to refer to the nation ruled by the PCs, their government doesn't need to be a monarchy. Likewise, titles like “queen” or “king” may differ from the terms the PCs choose for their leaders (and in any case, gender has no mechanical role in the kingdom rules). These rules are focused specifically on the Kingmaker Adventure Path and so include only elements appropriate for its setting and storyline. You won't find rules for building kingdoms in the desert or on the ocean, nor will you find events involving monsters that don't make sense in the Stolen Lands or buildings that aren't thematically appropriate for the storyline. If you wish to use these rules to run kingdoms outside of Kingmaker, you may need to adjust these rules to fit your game. Kingdoms in the Background Not every group will be interested in the details of how a kingdom is built and managed. In such a case, the GM can allow the PCs' kingdom to develop and grow in the background of the story. Resource encounters during hexploration become largely flavor discoveries in this case, and while you can still run Kingdom events as they occur during the campaign, their mechanical effects and repercussions should limit themselves to those that affect the PCs directly. Working Together More so than typical Pathfinder campaigns, Kingmaker assumes that the PCs work together. These rules assume that all of the PCs have roles as leaders in the nation, and that they're all focused on making their kingdom prosperous and stable, rather than stealing from the treasury, oppressing the citizens (or each other), or striking out on their own to start competing kingdoms. Before starting this campaign, you should make sure your players understand this assumption and build appropriate characters. ","type":"Rules","url":"/Rules.aspx?ID=1739","weakness":{}}},{"_index":"aon18","_id":"rules-1740","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1740","markdown":"<title level=\"1\" right=\"Rules\">[Citizen Quests](/Rules.aspx?ID=1740)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe PCs will encounter plenty of opportunities for quests throughout the _Kingmaker Adventure Path_. As their kingdom reaches specific milestones, citizens come forward to ask their heroic leaders for aid. These citizen quests appear as sidebars throughout this appendix, but consider introducing some of the quirky NPC citizens associated with them early in your game!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Citizen Quests","next_link":{"label":"Kingdom Creation","url":"/Rules.aspx?ID=1741"},"previous_link":{"label":"Psychic Duels","url":"/Rules.aspx?ID=1732"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\nAppendix 2: Kingdoms\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 507"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>","speed":{},"text":" Citizen Quests Source Kingmaker Adventure Path pg. 507 The PCs will encounter plenty of opportunities for quests throughout the Kingmaker Adventure Path . As their kingdom reaches specific milestones, citizens come forward to ask their heroic leaders for aid. These citizen quests appear as sidebars throughout this appendix, but consider introducing some of the quirky NPC citizens associated with them early in your game! ","type":"Rules","url":"/Rules.aspx?ID=1740","weakness":{}}},{"_index":"aon18","_id":"rules-1741","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1741","markdown":"<title level=\"1\" right=\"Rules\">[Kingdom Creation](/Rules.aspx?ID=1741)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe processes of creating and running a kingdom are similar to creating and playing a character. A kingdom has several different mechanical systems that define and describe it, including ability scores, skills, and feats. These develop throughout the campaign, so you should track them on a kingdom sheet like the one on page 632. The GM and other players should work together to determine how best to keep track of their kingdom. Should the GM keep track of everything? Should one player (perhaps the one in the [Ruler leadership role](/Rules.aspx?ID=1774)) always be responsible for filling out the kingdom sheet, while other players are responsible for different settlements' [Urban Grids](/Rules.aspx?ID=1820)? Should the kingdom sheet pass from one player to the next each session or each time the kingdom levels up? As long as all of the kingdom's stats are available to everyone during play, there's no one right answer, so use the solution that works best for your group.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1742\" />\r\n\r\n<document level=\"2\" id=\"rules-1747\" />\r\n\r\n<document level=\"2\" id=\"rules-1748\" />\r\n\r\n<document level=\"2\" id=\"rules-1749\" />\r\n\r\n<document level=\"2\" id=\"rules-1750\" />\r\n\r\n<document level=\"2\" id=\"rules-1751\" />\r\n\r\n<document level=\"2\" id=\"rules-1752\" />\r\n\r\n<document level=\"2\" id=\"rules-1753\" />\r\n\r\n<document level=\"2\" id=\"rules-1754\" />\r\n\r\n<document level=\"2\" id=\"rules-1755\" />\r\n\r\n<document level=\"2\" id=\"rules-1756\" />\r\n\r\n<document level=\"2\" id=\"rules-1757\" />","name":"Kingdom Creation","next_link":{"label":"Leveling Up your Kingdom","url":"/Rules.aspx?ID=1758"},"previous_link":{"label":"Citizen Quests","url":"/Rules.aspx?ID=1740"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\nAppendix 2: Kingdoms\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 507"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>","speed":{},"text":" Kingdom Creation Source Kingmaker Adventure Path pg. 507 The processes of creating and running a kingdom are similar to creating and playing a character. A kingdom has several different mechanical systems that define and describe it, including ability scores, skills, and feats. These develop throughout the campaign, so you should track them on a kingdom sheet like the one on page 632. The GM and other players should work together to determine how best to keep track of their kingdom. Should the GM keep track of everything? Should one player (perhaps the one in the Ruler leadership role) always be responsible for filling out the kingdom sheet, while other players are responsible for different settlements' Urban Grids? Should the kingdom sheet pass from one player to the next each session or each time the kingdom levels up? As long as all of the kingdom's stats are available to everyone during play, there's no one right answer, so use the solution that works best for your group. ","type":"Rules","url":"/Rules.aspx?ID=1741","weakness":{}}},{"_index":"aon18","_id":"rules-1742","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1742","markdown":"<title level=\"1\" right=\"Rules\">[Kingdom Ability Scores](/Rules.aspx?ID=1742)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA kingdom has four ability scores: Culture, Economy, Loyalty, and Stability. These function like the ability scores of a character, providing modifiers on die rolls and checks. As the kingdom prospers and grows, these scores can increase. And if the nation falls on hard times or goes through corruption, scandal, defeat, or disaster, Ruin will accrue that degrades these abilities (see [Ruin](/Rules.aspx?ID=1784)).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1743\" />\r\n\r\n<document level=\"2\" id=\"rules-1744\" />\r\n\r\n<document level=\"2\" id=\"rules-1745\" />\r\n\r\n<document level=\"2\" id=\"rules-1746\" />","name":"Kingdom Ability Scores","next_link":{"label":"Kingdom Ability Score Overview","url":"/Rules.aspx?ID=1747"},"previous_link":{"label":"Citizen Quests","url":"/Rules.aspx?ID=1740"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 507"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>","speed":{},"text":" Kingdom Ability Scores Source Kingmaker Adventure Path pg. 507 A kingdom has four ability scores: Culture, Economy, Loyalty, and Stability. These function like the ability scores of a character, providing modifiers on die rolls and checks. As the kingdom prospers and grows, these scores can increase. And if the nation falls on hard times or goes through corruption, scandal, defeat, or disaster, Ruin will accrue that degrades these abilities (see Ruin). ","type":"Rules","url":"/Rules.aspx?ID=1742","weakness":{}}},{"_index":"aon18","_id":"rules-1743","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation","Kingdom Ability Scores"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1743","markdown":"<title level=\"1\" right=\"Rules\">[Culture](/Rules.aspx?ID=1743)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCulture measures the interest and dedication of your nation and its people to the arts and sciences, to religion and reason, and to the subjects that your society chooses to learn about and to teach. Are your people well-versed in rhetoric and philosophy? Do they value learning and research, music and dance? Do they embrace society in all its diverse splendor? If they do, your kingdom likely has a robust Culture score.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Culture","next_link":{"label":"Economy","url":"/Rules.aspx?ID=1744"},"previous_link":{"label":"Citizen Quests","url":"/Rules.aspx?ID=1740"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation / Kingdom Ability Scores\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 507"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>","speed":{},"text":" Culture Source Kingmaker Adventure Path pg. 507 Culture measures the interest and dedication of your nation and its people to the arts and sciences, to religion and reason, and to the subjects that your society chooses to learn about and to teach. Are your people well-versed in rhetoric and philosophy? Do they value learning and research, music and dance? Do they embrace society in all its diverse splendor? If they do, your kingdom likely has a robust Culture score. ","type":"Rules","url":"/Rules.aspx?ID=1743","weakness":{}}},{"_index":"aon18","_id":"rules-1744","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation","Kingdom Ability Scores"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1744","markdown":"<title level=\"1\" right=\"Rules\">[Economy](/Rules.aspx?ID=1744)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEconomy measures the practical day-to-day workings of your society as it comes together to do the work of making and building, buying and selling. How industrious are your citizenry? Are they devoted to building more, higher, and better, trading in goods, services, and ideas? If so, your kingdom likely has a robust Economy score.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Economy","next_link":{"label":"Loyalty","url":"/Rules.aspx?ID=1745"},"previous_link":{"label":"Culture","url":"/Rules.aspx?ID=1743"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation / Kingdom Ability Scores\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 507"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>","speed":{},"text":" Economy Source Kingmaker Adventure Path pg. 507 Economy measures the practical day-to-day workings of your society as it comes together to do the work of making and building, buying and selling. How industrious are your citizenry? Are they devoted to building more, higher, and better, trading in goods, services, and ideas? If so, your kingdom likely has a robust Economy score. ","type":"Rules","url":"/Rules.aspx?ID=1744","weakness":{}}},{"_index":"aon18","_id":"rules-1745","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation","Kingdom Ability Scores"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1745","markdown":"<title level=\"1\" right=\"Rules\">[Loyalty](/Rules.aspx?ID=1745)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLoyalty measures the collective will, spirit, and sense of camaraderie the citizens of your nation possess. How much do they trust and depend on one another? How do they respond when you sound the call to arms or enact new laws? How do they react when other nations send spies or provocateurs into your lands to make trouble? If they support the kingdom's leadership, the kingdom itself has a robust Loyalty score.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Loyalty","next_link":{"label":"Stability","url":"/Rules.aspx?ID=1746"},"previous_link":{"label":"Economy","url":"/Rules.aspx?ID=1744"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation / Kingdom Ability Scores\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 507"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>","speed":{},"text":" Loyalty Source Kingmaker Adventure Path pg. 507 Loyalty measures the collective will, spirit, and sense of camaraderie the citizens of your nation possess. How much do they trust and depend on one another? How do they respond when you sound the call to arms or enact new laws? How do they react when other nations send spies or provocateurs into your lands to make trouble? If they support the kingdom's leadership, the kingdom itself has a robust Loyalty score. ","type":"Rules","url":"/Rules.aspx?ID=1745","weakness":{}}},{"_index":"aon18","_id":"rules-1746","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation","Kingdom Ability Scores"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1746","markdown":"<title level=\"1\" right=\"Rules\">[Stability](/Rules.aspx?ID=1746)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStability measures the physical health and well-being of your nation. This includes its infrastructure and buildings, the welfare of its people, and how well things are protected and maintained under your rule. How carefully do you maintain your stores and reserves, repair things that are broken, and provide for the necessities of life? How quickly can you mobilize to shield your citizens from harm? A kingdom that can handle both prosperity and disaster efficiently and effectively has a robust Stability score.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Stability","next_link":{"label":"Kingdom Ability Score Overview","url":"/Rules.aspx?ID=1747"},"previous_link":{"label":"Loyalty","url":"/Rules.aspx?ID=1745"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation / Kingdom Ability Scores\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 507"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>","speed":{},"text":" Stability Source Kingmaker Adventure Path pg. 507 Stability measures the physical health and well-being of your nation. This includes its infrastructure and buildings, the welfare of its people, and how well things are protected and maintained under your rule. How carefully do you maintain your stores and reserves, repair things that are broken, and provide for the necessities of life? How quickly can you mobilize to shield your citizens from harm? A kingdom that can handle both prosperity and disaster efficiently and effectively has a robust Stability score. ","type":"Rules","url":"/Rules.aspx?ID=1746","weakness":{}}},{"_index":"aon18","_id":"rules-1747","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1747","markdown":"<title level=\"1\" right=\"Rules\">[Kingdom Ability Score Overview](/Rules.aspx?ID=1747)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach Kingdom ability score starts at 10, representing the average, but as a player makes kingdom creation choices in the following steps, they'll adjust these scores. Apply ability boosts (which increase a score by 2) or ability flaws (which decrease a score by 2), in the same way that boosts and flaws are applied to [character ability scores](/Rules.aspx?ID=74). Kingdom ability scores give the same ability modifiers as character ability scores, as summarized on [Table 11](/Rules.aspx?ID=77) of the _Pathfinder Core Rulebook_.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Kingdom Ability Score Overview","next_link":{"label":"Step 1: Kingdom Concept","url":"/Rules.aspx?ID=1748"},"previous_link":{"label":"Kingdom Ability Scores","url":"/Rules.aspx?ID=1742"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 507"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 507</row>","speed":{},"text":" Kingdom Ability Score Overview Source Kingmaker Adventure Path pg. 507 Each Kingdom ability score starts at 10, representing the average, but as a player makes kingdom creation choices in the following steps, they'll adjust these scores. Apply ability boosts (which increase a score by 2) or ability flaws (which decrease a score by 2), in the same way that boosts and flaws are applied to character ability scores. Kingdom ability scores give the same ability modifiers as character ability scores, as summarized on Table 11 of the Pathfinder Core Rulebook . ","type":"Rules","url":"/Rules.aspx?ID=1747","weakness":{}}},{"_index":"aon18","_id":"rules-1748","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1748","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Kingdom Concept](/Rules.aspx?ID=1748)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 508</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBuilding a kingdom is a cooperative experience that is enhanced by having the entire group engaged. By the time the PCs are granted a charter to explore and settle a portion of the Stolen Lands, the players should be given the kingdom rules and should work together to decide the sort of kingdom they want to establish.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1: Kingdom Concept","next_link":{"label":"Step 2: Select a Charter","url":"/Rules.aspx?ID=1749"},"previous_link":{"label":"Kingdom Ability Score Overview","url":"/Rules.aspx?ID=1747"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 508</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 508"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 508</row>","speed":{},"text":" Step 1: Kingdom Concept Source Kingmaker Adventure Path pg. 508 Building a kingdom is a cooperative experience that is enhanced by having the entire group engaged. By the time the PCs are granted a charter to explore and settle a portion of the Stolen Lands, the players should be given the kingdom rules and should work together to decide the sort of kingdom they want to establish. ","type":"Rules","url":"/Rules.aspx?ID=1748","weakness":{}}},{"_index":"aon18","_id":"rules-1749","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1749","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Select a Charter](/Rules.aspx?ID=1749)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 508</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStarting a new kingdom is a daunting challenge, requiring significant amounts of funding and support to get everything started. A charter granted by an established entity gives the kingdom a much-needed enhancement right at the start, typically manifesting as boosts to two of the kingdom's ability scores and a flaw to a third score. In effect, a charter bolsters two aspects of a kingdom, but one other aspect is held back to the benefit of the charter's holder.\n\n Most charters apply a flaw to one specific ability, a boost to another specific ability, and a “free” boost, which can be applied to any score that the charter doesn't specifically affect. For example, the conquest charter specifically gives a boost to Loyalty and a flaw to Culture, so the free boost can be applied to either Economy or Stability.\n\n In _Kingmaker_, the PCs earn their charter from Jamandi Aldori as thanks for dealing with the threat posed by the Stag Lord. (Outside of _Kingmaker_, the method by which a kingdom secures a charter can vary, but the most organic method is for the GM to grant one in the form of a quest reward.) In any case, the PCs choose one of five forms for their charter, detailed below.\n\n Over time the PCs' kingdom may grow more independent or they could secure additional aid and support from other nations. None of those developments will replace or adjust the important initial boosts and flaw they'll earn at the very start of their kingdom's history—once the PCs have chosen their charter, the boosts and flaw it grants are permanent.\n\n On the kingdom sheet, record the type of charter the PCs chose. On a separate sheet, record which three kingdom abilities received boosts or a flaw in this step; refer to it when finalizing ability scores in step 5. \n\n<title level=\"3\" right=\"Charter\">Conquest </title> Your sponsors have conquered an area and its former leaders have been routed or even killed. This charter places you in charge of some portion of this conquered territory (or land abandoned by the defeated enemy) and commands you to hold and pacify it in the name of your patron. The people are particularly devoted and supportive of your rule (if partially out of fear), but the constant threat of potential war hinders the arts and makes it difficult for citizens to truly relax. If you opt for this charter, you are asked to set up your kingdom against Pitax.<br /> **Ability Boosts** Loyalty, plus a free ability boost<br /> **Ability Flaw** Culture \n\n<title level=\"3\" right=\"Charter\">Expansion </title> Your patron places you in charge of a domain adjacent to already settled lands with the expectation that your nation will remain a strong ally. The greater support from your patron's nation helps to bolster your own kingdom's society, but this increased reliance means that fluctuations in your ally's fortunes can impede your own kingdom's security. If you select this charter, Lady Jamandi expects you to remain strong allies with Restov.<br /> **Ability Boosts** Culture, plus a free ability boost<br /> **Ability Flaw** Stability \n\n<title level=\"3\" right=\"Charter\">Exploration </title> Your sponsor wants you to explore, clear, and settle a wilderness area along the border of the sponsor's own territory. Your charter helps to secure initial structures (or supplies to create them), at the cost of incurring financial debt.<br /> **Ability Boosts** Stability, plus a free ability boost<br /> **Ability Flaw** Economy \n\n<title level=\"3\" right=\"Charter\">Grant </title> Your patron grants a large amount of funding and other resources without restriction on the nature of your kingdom's development—but they do require you to employ many of their citizens and allies. Your nation's wealth and supplies are secure, but a portion of your kingdom's residents have split allegiances between your nation and that of your sponsor.<br /> **Ability Boosts** Economy, plus a free ability boost<br /> **Ability Flaw** Loyalty \n\n<title level=\"3\" right=\"Charter\">Open </title> If you would prefer to be truly free agents and trailblazers staking your own claim, you can simply choose an open charter with no restrictions—and no direct support. In this case, Lady Jamandi applauds your bravery and self-confidence, but warns that establishing a kingdom is no small task. An open charter grants a single ability boost to any ability score, and the new nation has no built-in ability flaw.<br /> **Ability Boosts** one free ability boost<br /> **Ability Flaw** none\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2: Select a Charter","next_link":{"label":"Step 3: Choose a Heartland","url":"/Rules.aspx?ID=1750"},"previous_link":{"label":"Step 1: Kingdom Concept","url":"/Rules.aspx?ID=1748"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 508</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 508"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 508</row>","speed":{},"text":" Step 2: Select a Charter Source Kingmaker Adventure Path pg. 508 Starting a new kingdom is a daunting challenge, requiring significant amounts of funding and support to get everything started. A charter granted by an established entity gives the kingdom a much-needed enhancement right at the start, typically manifesting as boosts to two of the kingdom's ability scores and a flaw to a third score. In effect, a charter bolsters two aspects of a kingdom, but one other aspect is held back to the benefit of the charter's holder. Most charters apply a flaw to one specific ability, a boost to another specific ability, and a “free” boost, which can be applied to any score that the charter doesn't specifically affect. For example, the conquest charter specifically gives a boost to Loyalty and a flaw to Culture, so the free boost can be applied to either Economy or Stability. In Kingmaker , the PCs earn their charter from Jamandi Aldori as thanks for dealing with the threat posed by the Stag Lord. (Outside of Kingmaker , the method by which a kingdom secures a charter can vary, but the most organic method is for the GM to grant one in the form of a quest reward.) In any case, the PCs choose one of five forms for their charter, detailed below. Over time the PCs' kingdom may grow more independent or they could secure additional aid and support from other nations. None of those developments will replace or adjust the important initial boosts and flaw they'll earn at the very start of their kingdom's history—once the PCs have chosen their charter, the boosts and flaw it grants are permanent. On the kingdom sheet, record the type of charter the PCs chose. On a separate sheet, record which three kingdom abilities received boosts or a flaw in this step; refer to it when finalizing ability scores in step 5. Conquest Your sponsors have conquered an area and its former leaders have been routed or even killed. This charter places you in charge of some portion of this conquered territory (or land abandoned by the defeated enemy) and commands you to hold and pacify it in the name of your patron. The people are particularly devoted and supportive of your rule (if partially out of fear), but the constant threat of potential war hinders the arts and makes it difficult for citizens to truly relax. If you opt for this charter, you are asked to set up your kingdom against Pitax. Ability Boosts Loyalty, plus a free ability boost Ability Flaw Culture Expansion Your patron places you in charge of a domain adjacent to already settled lands with the expectation that your nation will remain a strong ally. The greater support from your patron's nation helps to bolster your own kingdom's society, but this increased reliance means that fluctuations in your ally's fortunes can impede your own kingdom's security. If you select this charter, Lady Jamandi expects you to remain strong allies with Restov. Ability Boosts Culture, plus a free ability boost Ability Flaw Stability Exploration Your sponsor wants you to explore, clear, and settle a wilderness area along the border of the sponsor's own territory. Your charter helps to secure initial structures (or supplies to create them), at the cost of incurring financial debt. Ability Boosts Stability, plus a free ability boost Ability Flaw Economy Grant Your patron grants a large amount of funding and other resources without restriction on the nature of your kingdom's development—but they do require you to employ many of their citizens and allies. Your nation's wealth and supplies are secure, but a portion of your kingdom's residents have split allegiances between your nation and that of your sponsor. Ability Boosts Economy, plus a free ability boost Ability Flaw Loyalty Open If you would prefer to be truly free agents and trailblazers staking your own claim, you can simply choose an open charter with no restrictions—and no direct support. In this case, Lady Jamandi applauds your bravery and self-confidence, but warns that establishing a kingdom is no small task. An open charter grants a single ability boost to any ability score, and the new nation has no built-in ability flaw. Ability Boosts one free ability boost Ability Flaw none ","type":"Rules","url":"/Rules.aspx?ID=1749","weakness":{}}},{"_index":"aon18","_id":"rules-1750","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1750","markdown":"<title level=\"1\" right=\"Rules\">[Step 3: Choose a Heartland](/Rules.aspx?ID=1750)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 509</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe new kingdom consists of a single hex. The PCs can choose any hex (subject to GM approval) that they have [Reconnoitered](/Actions.aspx?ID=477). Tell the players that it's wisest to select a hex that already has a structure, since their first settlement—their capital—will be located in this initial hex. Note that terrain features can grant other benefits to the kingdom when claimed; see [Terrain Features](/Rules.aspx?ID=1791).\n\n The heartland grants an additional boost to one of the kingdom's ability scores based on a significant terrain feature present in that hex. If the hex has more than one terrain feature, the PCs should choose only one of them to provide the boost.\n\n The choice of terrain made here influences how the [Favored Land](/Rules.aspx?ID=1762) kingdom ability functions. On the kingdom sheet, record the heartland terrain the PCs chose. On a separate sheet, record which kingdom ability received a boost in this step; refer to it when finalizing ability scores in step 5. \n\n<title level=\"3\" right=\"Heartland\">Forest or Swamp </title> Your nation begins in woodlands or swamplands, so there are no shortages in natural resources or wonders to bolster your citizens' imagination and mood.<br /> **Ability Boost** Culture \n\n<title level=\"3\" right=\"Heartland\">Hill or Plain </title> Your nation starts in an area that is easy to traverse. This is reflected in your citizens' temperament; they appreciate that your choice makes their lives a bit easier.<br /> **Ability Boost** Loyalty \n\n<title level=\"3\" right=\"Heartland\">Lake or River </title> By establishing your nation on the shores of a lake or river, you ensure a built-in mechanism for trade. Even before a road is built, merchants and travelers can reach your settlement with relative ease via boat.<br /> **Ability Boost** Economy \n\n<title level=\"3\" right=\"Heartland\">Mountain or Ruins </title> Your nation is founded in the mountains or includes a significant ruined location, and it uses these natural or artificial features to bolster defense. Your citizens tend to be hale and hardy, if not stubborn to a fault.<br /> **Ability Boost** Stability\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 3: Choose a Heartland","next_link":{"label":"Step 4: Choose a Government","url":"/Rules.aspx?ID=1751"},"previous_link":{"label":"Step 2: Select a Charter","url":"/Rules.aspx?ID=1749"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 509</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 509"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 509</row>","speed":{},"text":" Step 3: Choose a Heartland Source Kingmaker Adventure Path pg. 509 The new kingdom consists of a single hex. The PCs can choose any hex (subject to GM approval) that they have Reconnoitered. Tell the players that it's wisest to select a hex that already has a structure, since their first settlement—their capital—will be located in this initial hex. Note that terrain features can grant other benefits to the kingdom when claimed; see Terrain Features. The heartland grants an additional boost to one of the kingdom's ability scores based on a significant terrain feature present in that hex. If the hex has more than one terrain feature, the PCs should choose only one of them to provide the boost. The choice of terrain made here influences how the Favored Land kingdom ability functions. On the kingdom sheet, record the heartland terrain the PCs chose. On a separate sheet, record which kingdom ability received a boost in this step; refer to it when finalizing ability scores in step 5. Forest or Swamp Your nation begins in woodlands or swamplands, so there are no shortages in natural resources or wonders to bolster your citizens' imagination and mood. Ability Boost Culture Hill or Plain Your nation starts in an area that is easy to traverse. This is reflected in your citizens' temperament; they appreciate that your choice makes their lives a bit easier. Ability Boost Loyalty Lake or River By establishing your nation on the shores of a lake or river, you ensure a built-in mechanism for trade. Even before a road is built, merchants and travelers can reach your settlement with relative ease via boat. Ability Boost Economy Mountain or Ruins Your nation is founded in the mountains or includes a significant ruined location, and it uses these natural or artificial features to bolster defense. Your citizens tend to be hale and hardy, if not stubborn to a fault. Ability Boost Stability ","type":"Rules","url":"/Rules.aspx?ID=1750","weakness":{}}},{"_index":"aon18","_id":"rules-1751","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1751","markdown":"<title level=\"1\" right=\"Rules\">[Step 4: Choose a Government](/Rules.aspx?ID=1751)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 509</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThough the terminology used in Kingmaker presumes the PCs establish a feudal monarchy in which a queen and/or king rules the land, feudalism isn't the only form of government to choose from. If the PCs decide upon a different type of government, adjust the names of certain leadership roles as you wish. The mechanics of these rules remain the same.\n\n The choice of government grants three boosts to the kingdom's ability scores. Two boost specific abilities, while the third is a free boost that can be applied to any ability score other than the two that were specifically boosted. The government type also gives the kingdom the trained proficiency rank in two specific skills and grants a bonus [Kingdom](/feats?include-traits=Kingdom&amp;sort=level-asc%3Bname-asc) feat.\n\n On the kingdom sheet, record the type of government the PCs chose, which two skills received training, and which Kingdom feat the PCs received. On a separate sheet, record which three kingdom abilities received a boost in this step; refer to it when finalizing ability scores in step 5. \n\n### Despotism\n<traits><trait label=\"Government\" /></traits> Your nation's rule is centered around a single individual who seized or inherited command and whose authority is absolute. The ruler of this kingdom still retains advisors and assistants, but only when they obey the ruler's whims.\n\n---\n\n **Ability Boosts** Stability and Economy, plus a free ability boost<br />**Skill Proficiencies** [Intrigue](/Skills.aspx?ID=26) and [Warfare](/Skills.aspx?ID=32)<br /> **Bonus Feat** [Crush Dissent](/Feats.aspx?ID=3910) \n\n### Feudalism\n<traits><trait label=\"Government\" /></traits> Your nation's rule is vested in a dynastic royal family, though much of the real power is distributed among their vassals and fiefdoms.\n\n---\n\n **Ability Boosts** Stability and Culture, plus a free ability boost<br /> **Skill Proficiencies** [Defense](/Skills.aspx?ID=21) and [Trade](/Skills.aspx?ID=31)<br /> **Bonus Feat** [Fortified Fiefs](/Feats.aspx?ID=3913) \n\n### Oligarchy\n<traits><trait label=\"Government\" /></traits> Your nation's rule is determined by a council of influential leaders who make decisions for all others.\n\n---\n\n **Ability Boosts** Loyalty and Economy, plus a free ability boost<br /> **Skill Proficiencies** [Arts](/Skills.aspx?ID=19) and [Industry](/Skills.aspx?ID=25)<br /> **Bonus Feat** [Insider Trading](/Feats.aspx?ID=3915) \n\n### Republic\n<traits><trait label=\"Government\" /></traits> Your nation draws its leadership from its own citizens. Elected representatives meet in parliamentary bodies to guide the nation.\n\n---\n\n **Ability Boosts** Stability and Loyalty, plus a free ability boost<br /> **Skill Proficiencies** [Engineering](/Skills.aspx?ID=22) and [Politics](/Skills.aspx?ID=28)<br /> **Bonus Feat** [Pull Together](/Feats.aspx?ID=3921) \n\n### Thaumocracy\n<traits><trait label=\"Government\" /></traits> Your nation is governed by those most skilled in magic, using their knowledge and power to determine the best ways to rule. While the type of magic wielded by the nation's rulers can adjust its themes (or even its name—a thaumocracy run by divine spellcasters would be a theocracy, for example), the details below remain the same whether it's arcane, divine, occult, primal, or any combination of the four.\n\n---\n\n **Ability Boosts** Economy and Culture, plus a free ability boost<br /> **Skill Proficiencies** [Folklore](/Skills.aspx?ID=24) and [Magic](/Skills.aspx?ID=27)<br /> **Bonus Feat** [Practical Magic](/Feats.aspx?ID=3920) \n\n### Yeomanry\n<traits><trait label=\"Government\" /></traits> Your nation is decentralized and relies on local leaders and citizens to handle government issues, sending representatives to each other as needed to deal with issues that concern more than one locality.\n\n---\n\n **Ability Boosts** Loyalty and Culture, plus a free ability boost<br /> **Skill Proficiencies** [Agriculture](/Skills.aspx?ID=18) and [Wilderness](/Skills.aspx?ID=33)<br /> **Bonus Feat** [Muddle Through](/Feats.aspx?ID=3919)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Making Big Changes</title>\r\n\r\nIn Kingmaker, a kingdom's government type cannot be altered once chosen. Should the GM wish to allow a full regime change, it should cause significant events involving an adventure of its own, or at the very least should force the PC leaders to endure several Kingdom turns of anarchy. A full exploration of the story potential of regime changes are beyond the scope of these rules and of the _Kingmaker Adventure Path_.\n\n That said, if the PCs are seriously unhappy with a choice they made earlier regarding their kingdom's government—or their sponsor or initial capital for that matter—you should consider simply letting the players retcon their choices and rebuild the kingdom with a new choice of government for the sake of keeping your campaign going!\r\n</aside>","name":"Step 4: Choose a Government","next_link":{"label":"Step 5: Finalize Ability Scores","url":"/Rules.aspx?ID=1752"},"previous_link":{"label":"Step 3: Choose a Heartland","url":"/Rules.aspx?ID=1750"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 509</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 509"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 509</row>","speed":{},"text":" Step 4: Choose a Government Source Kingmaker Adventure Path pg. 509 Though the terminology used in Kingmaker presumes the PCs establish a feudal monarchy in which a queen and/or king rules the land, feudalism isn't the only form of government to choose from. If the PCs decide upon a different type of government, adjust the names of certain leadership roles as you wish. The mechanics of these rules remain the same. The choice of government grants three boosts to the kingdom's ability scores. Two boost specific abilities, while the third is a free boost that can be applied to any ability score other than the two that were specifically boosted. The government type also gives the kingdom the trained proficiency rank in two specific skills and grants a bonus Kingdom feat. On the kingdom sheet, record the type of government the PCs chose, which two skills received training, and which Kingdom feat the PCs received. On a separate sheet, record which three kingdom abilities received a boost in this step; refer to it when finalizing ability scores in step 5. ### Despotism Your nation's rule is centered around a single individual who seized or inherited command and whose authority is absolute. The ruler of this kingdom still retains advisors and assistants, but only when they obey the ruler's whims. --- Ability Boosts Stability and Economy, plus a free ability boost Skill Proficiencies Intrigue and Warfare Bonus Feat Crush Dissent ### Feudalism Your nation's rule is vested in a dynastic royal family, though much of the real power is distributed among their vassals and fiefdoms. --- Ability Boosts Stability and Culture, plus a free ability boost Skill Proficiencies Defense and Trade Bonus Feat Fortified Fiefs ### Oligarchy Your nation's rule is determined by a council of influential leaders who make decisions for all others. --- Ability Boosts Loyalty and Economy, plus a free ability boost Skill Proficiencies Arts and Industry Bonus Feat Insider Trading ### Republic Your nation draws its leadership from its own citizens. Elected representatives meet in parliamentary bodies to guide the nation. --- Ability Boosts Stability and Loyalty, plus a free ability boost Skill Proficiencies Engineering and Politics Bonus Feat Pull Together ### Thaumocracy Your nation is governed by those most skilled in magic, using their knowledge and power to determine the best ways to rule. While the type of magic wielded by the nation's rulers can adjust its themes (or even its name—a thaumocracy run by divine spellcasters would be a theocracy, for example), the details below remain the same whether it's arcane, divine, occult, primal, or any combination of the four. --- Ability Boosts Economy and Culture, plus a free ability boost Skill Proficiencies Folklore and Magic Bonus Feat Practical Magic ### Yeomanry Your nation is decentralized and relies on local leaders and citizens to handle government issues, sending representatives to each other as needed to deal with issues that concern more than one locality. --- Ability Boosts Loyalty and Culture, plus a free ability boost Skill Proficiencies Agriculture and Wilderness Bonus Feat Muddle Through Making Big Changes In Kingmaker, a kingdom's government type cannot be altered once chosen. Should the GM wish to allow a full regime change, it should cause significant events involving an adventure of its own, or at the very least should force the PC leaders to endure several Kingdom turns of anarchy. A full exploration of the story potential of regime changes are beyond the scope of these rules and of the Kingmaker Adventure Path . That said, if the PCs are seriously unhappy with a choice they made earlier regarding their kingdom's government—or their sponsor or initial capital for that matter—you should consider simply letting the players retcon their choices and rebuild the kingdom with a new choice of government for the sake of keeping your campaign going! ","type":"Rules","url":"/Rules.aspx?ID=1751","weakness":{}}},{"_index":"aon18","_id":"rules-1752","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1752","markdown":"<title level=\"1\" right=\"Rules\">[Step 5: Finalize Ability Scores](/Rules.aspx?ID=1752)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 510</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce the players have chosen their kingdom's charter, heartland, and government, finalize the kingdom's ability scores. First, choose two different kingdom abilities to receive additional boosts. Then, total the boosts and flaws the kingdom has received for each ability, and record the final ability score and its associated modifier on the kingdom sheet. Remember that ability scores start at 10, boosts add 2, and flaws subtract 2. For example, if a kingdom's Loyalty received two boosts and a flaw, its Loyalty ability score is 12 (10+4-2), so its Loyalty modifier is +1.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 5: Finalize Ability Scores","next_link":{"label":"Step 6: Record Kingdom Details","url":"/Rules.aspx?ID=1753"},"previous_link":{"label":"Step 4: Choose a Government","url":"/Rules.aspx?ID=1751"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 510</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 510"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 510</row>","speed":{},"text":" Step 5: Finalize Ability Scores Source Kingmaker Adventure Path pg. 510 Once the players have chosen their kingdom's charter, heartland, and government, finalize the kingdom's ability scores. First, choose two different kingdom abilities to receive additional boosts. Then, total the boosts and flaws the kingdom has received for each ability, and record the final ability score and its associated modifier on the kingdom sheet. Remember that ability scores start at 10, boosts add 2, and flaws subtract 2. For example, if a kingdom's Loyalty received two boosts and a flaw, its Loyalty ability score is 12 (10+4-2), so its Loyalty modifier is +1. ","type":"Rules","url":"/Rules.aspx?ID=1752","weakness":{}}},{"_index":"aon18","_id":"rules-1753","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1753","markdown":"<title level=\"1\" right=\"Rules\">[Step 6: Record Kingdom Details](/Rules.aspx?ID=1753)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 510</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe PCs should choose a name for their kingdom. Record it on their kingdom sheet along with the following initial statistics. \n<ul><li>The kingdom's level (see [Leveling Up Your Kingdom](/Rules.aspx?ID=1758) is 1, and its maximum level is equal to the party level.</li><li>The kingdom's [Size](/Rules.aspx?ID=1781) is 1.</li><li>The kingdom's [Resource Die](/Rules.aspx?ID=1782) is a d4, and its Resource Dice total is 5. \n<ul><li>The kingdom's [Control DC](/Rules.aspx?ID=1759) is 14.</li><li>The kingdom's [Consumption](/Rules.aspx?ID=1799) is 0.</li><li>The kingdom's [Unrest](/Rules.aspx?ID=1785) is 0.</li><li>All four [Ruins](/Rules.aspx?ID=1784) start at 0, and each Ruin's initial threshold is 10.</li></ul></li><li>The kingdom's initial [commodity stores](/Rules.aspx?ID=1790) are 0, and its maximum storage limit for each is 4.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 6: Record Kingdom Details","next_link":{"label":"Step 7: Choose Leaders","url":"/Rules.aspx?ID=1754"},"previous_link":{"label":"Step 5: Finalize Ability Scores","url":"/Rules.aspx?ID=1752"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 510</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 510"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 510</row>","speed":{},"text":" Step 6: Record Kingdom Details Source Kingmaker Adventure Path pg. 510 The PCs should choose a name for their kingdom. Record it on their kingdom sheet along with the following initial statistics. The kingdom's level (see Leveling Up Your Kingdom is 1, and its maximum level is equal to the party level. The kingdom's Size is 1. The kingdom's Resource Die is a d4, and its Resource Dice total is 5. The kingdom's Control DC is 14. The kingdom's Consumption is 0. The kingdom's Unrest is 0. All four Ruins start at 0, and each Ruin's initial threshold is 10. The kingdom's initial commodity stores are 0, and its maximum storage limit for each is 4. ","type":"Rules","url":"/Rules.aspx?ID=1753","weakness":{}}},{"_index":"aon18","_id":"rules-1754","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1754","markdown":"<title level=\"1\" right=\"Rules\">[Step 7: Choose Leaders](/Rules.aspx?ID=1754)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 510</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEvery kingdom needs leaders, and in _Kingmaker_, the assumption is that those leaders include the PCs (though if the party has more than eight PCs, not all PCs will have leadership roles). Full rules for leadership roles are in [Leadership Roles](/Rules.aspx?ID=1774).\n\n First, assign each PC to a different leadership role. It's best if the party works together to assign these roles. Then, assign any remaining roles to NPCs whom the PCs have allied with and who are capable and willing to serve in a leadership role.\n\n Next, choose four leadership roles to invest. Investing a role provides a status bonus to Kingdom skill checks based on that role's key ability (see Key Ability under Leadership Roles). Invest roles assigned to PCs first (so if your party has fewer than four PCs, you'll invest only enough NPC roles to make up the difference).\n\n These initial leadership assignments happen as part of the founding of the kingdom and do not require a kingdom activity to occur. Once the kingdom is established, adjusting leadership requires using the [New Leadership](/Actions.aspx?ID=1378) kingdom activity.\n\n Then, each of the four invested leaders chooses to apply the trained proficiency rank to a different [Kingdom skill](/Rules.aspx?ID=1775). You may not choose skills that already received training from your choice of government type. These proficiency ranks cannot be reassigned later.\n\n On the kingdom sheet, record the leader you assigned to each role and indicate the four roles you invested. Record a +1 status bonus to the skill associated with each invested role's key ability, and record the four skills that your nation received training in.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 7: Choose Leaders","next_link":{"label":"Step 8: First Village","url":"/Rules.aspx?ID=1755"},"previous_link":{"label":"Step 6: Record Kingdom Details","url":"/Rules.aspx?ID=1753"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 510</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 510"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 510</row>","speed":{},"text":" Step 7: Choose Leaders Source Kingmaker Adventure Path pg. 510 Every kingdom needs leaders, and in Kingmaker , the assumption is that those leaders include the PCs (though if the party has more than eight PCs, not all PCs will have leadership roles). Full rules for leadership roles are in Leadership Roles. First, assign each PC to a different leadership role. It's best if the party works together to assign these roles. Then, assign any remaining roles to NPCs whom the PCs have allied with and who are capable and willing to serve in a leadership role. Next, choose four leadership roles to invest. Investing a role provides a status bonus to Kingdom skill checks based on that role's key ability (see Key Ability under Leadership Roles). Invest roles assigned to PCs first (so if your party has fewer than four PCs, you'll invest only enough NPC roles to make up the difference). These initial leadership assignments happen as part of the founding of the kingdom and do not require a kingdom activity to occur. Once the kingdom is established, adjusting leadership requires using the New Leadership kingdom activity. Then, each of the four invested leaders chooses to apply the trained proficiency rank to a different Kingdom skill. You may not choose skills that already received training from your choice of government type. These proficiency ranks cannot be reassigned later. On the kingdom sheet, record the leader you assigned to each role and indicate the four roles you invested. Record a +1 status bonus to the skill associated with each invested role's key ability, and record the four skills that your nation received training in. ","type":"Rules","url":"/Rules.aspx?ID=1754","weakness":{}}},{"_index":"aon18","_id":"rules-1755","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1755","markdown":"<title level=\"1\" right=\"Rules\">[Step 8: First Village](/Rules.aspx?ID=1755)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 511</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSomewhere in that heartland hex lies the kingdom's first village—the capital. Rules for founding settlements begin on [Founding a Village](/Rules.aspx?ID=1831), but the players can skip Step 1 and Step 2 of that process when founding this village. Since this is their first village, the PCs gain 40 kingdom XP as a [milestone award](/Rules.aspx?ID=1816); record it on the kingdom sheet, along with the capital's name. If the site the PCs have chosen has any established structures listed in the hex's resources in Chapter 2, place them in blocks of the PCs' choice on an [Urban Grid](/Rules.aspx?ID=1820) . (The PCs won't add new structures to the settlement before their first Kingdom turn.)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 8: First Village","next_link":{"label":"Step 9: Calculate Skill Modifiers","url":"/Rules.aspx?ID=1756"},"previous_link":{"label":"Step 7: Choose Leaders","url":"/Rules.aspx?ID=1754"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 511</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 511"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 511</row>","speed":{},"text":" Step 8: First Village Source Kingmaker Adventure Path pg. 511 Somewhere in that heartland hex lies the kingdom's first village—the capital. Rules for founding settlements begin on Founding a Village, but the players can skip Step 1 and Step 2 of that process when founding this village. Since this is their first village, the PCs gain 40 kingdom XP as a milestone award; record it on the kingdom sheet, along with the capital's name. If the site the PCs have chosen has any established structures listed in the hex's resources in Chapter 2, place them in blocks of the PCs' choice on an Urban Grid . (The PCs won't add new structures to the settlement before their first Kingdom turn.) ","type":"Rules","url":"/Rules.aspx?ID=1755","weakness":{}}},{"_index":"aon18","_id":"rules-1756","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1756","markdown":"<title level=\"1\" right=\"Rules\">[Step 9: Calculate Skill Modifiers](/Rules.aspx?ID=1756)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 511</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWith the big decisions made, it's time to calculate modifiers for each of the kingdom's skills. Each skill is associated with a specific ability (see [Kingdom Skills](/Rules.aspx?ID=1775)), and the initial modifier for each skill consists of the ability modifier for the associated ability, plus a proficiency bonus, plus a status bonus for skills that receive them from invested leadership roles. (There are several other types of bonuses and penalties that can affect skill modifiers later in the campaign; leave those boxes empty for now.) \n\n<center>**Initial modifier = modifier of the skill's key ability score + proficiency bonus + status bonus**</center> If a kingdom is not proficient in a skill, the proficiency bonus is +0; if a kingdom is trained in a skill, the proficiency bonus is that kingdom's level plus 2. (It's not possible to attain proficiency ranks beyond trained until 3rd level.)\n\n For example, the Agriculture skill is associated with Loyalty. If the kingdom's Loyalty modifier is +1, and it is untrained in Agriculture, then its Agriculture skill modifier is +1. If that 1st-level kingdom is trained in Agriculture, though, add to that a proficiency bonus of 3 (the kingdom's level plus 2). If a leadership role that provides a status bonus to Loyalty-based checks (Ruler or Emissary) is invested, add another 1.\n\n Calculate the initial modifiers for all skills and record them on the kingdom sheet.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 9: Calculate Skill Modifiers","next_link":{"label":"Step 10: Fame or Infamy?","url":"/Rules.aspx?ID=1757"},"previous_link":{"label":"Step 8: First Village","url":"/Rules.aspx?ID=1755"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 511</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 511"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 511</row>","speed":{},"text":" Step 9: Calculate Skill Modifiers Source Kingmaker Adventure Path pg. 511 With the big decisions made, it's time to calculate modifiers for each of the kingdom's skills. Each skill is associated with a specific ability (see Kingdom Skills), and the initial modifier for each skill consists of the ability modifier for the associated ability, plus a proficiency bonus, plus a status bonus for skills that receive them from invested leadership roles. (There are several other types of bonuses and penalties that can affect skill modifiers later in the campaign; leave those boxes empty for now.) Initial modifier = modifier of the skill's key ability score + proficiency bonus + status bonus If a kingdom is not proficient in a skill, the proficiency bonus is +0; if a kingdom is trained in a skill, the proficiency bonus is that kingdom's level plus 2. (It's not possible to attain proficiency ranks beyond trained until 3rd level.) For example, the Agriculture skill is associated with Loyalty. If the kingdom's Loyalty modifier is +1, and it is untrained in Agriculture, then its Agriculture skill modifier is +1. If that 1st-level kingdom is trained in Agriculture, though, add to that a proficiency bonus of 3 (the kingdom's level plus 2). If a leadership role that provides a status bonus to Loyalty-based checks (Ruler or Emissary) is invested, add another 1. Calculate the initial modifiers for all skills and record them on the kingdom sheet. ","type":"Rules","url":"/Rules.aspx?ID=1756","weakness":{}}},{"_index":"aon18","_id":"rules-1757","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Creation"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1757","markdown":"<title level=\"1\" right=\"Rules\">[Step 10: Fame or Infamy?](/Rules.aspx?ID=1757)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 511</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFinally, the PCs should decide if they want their kingdom to aspire to fame or infamy. A famous kingdom seeks to bolster its citizens, forge alliances with neighbors, or oppose the rise of cruelty, while an infamous kingdom uses its citizens as resources, undermines and sabotages its neighbors, or actively seeks warfare. It's an oversimplification to call a famous kingdom a “good” kingdom or an infamous kingdom an “evil” one, and disruptive elements like crime or corruption will harm an infamous kingdom as surely as a famous one. As such, kingdoms do not have alignments to track. The choice here solely determines whether the kingdom uses [Fame or Infamy](/Rules.aspx?ID=1792) points and the influence certain structures might have on the kingdom. Fill in the box for the type of points you won't be tracking.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 10: Fame or Infamy?","next_link":{"label":"Leveling Up your Kingdom","url":"/Rules.aspx?ID=1758"},"previous_link":{"label":"Step 9: Calculate Skill Modifiers","url":"/Rules.aspx?ID=1756"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 511</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Creation\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 511"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 511</row>","speed":{},"text":" Step 10: Fame or Infamy? Source Kingmaker Adventure Path pg. 511 Finally, the PCs should decide if they want their kingdom to aspire to fame or infamy. A famous kingdom seeks to bolster its citizens, forge alliances with neighbors, or oppose the rise of cruelty, while an infamous kingdom uses its citizens as resources, undermines and sabotages its neighbors, or actively seeks warfare. It's an oversimplification to call a famous kingdom a “good” kingdom or an infamous kingdom an “evil” one, and disruptive elements like crime or corruption will harm an infamous kingdom as surely as a famous one. As such, kingdoms do not have alignments to track. The choice here solely determines whether the kingdom uses Fame or Infamy points and the influence certain structures might have on the kingdom. Fill in the box for the type of points you won't be tracking. ","type":"Rules","url":"/Rules.aspx?ID=1757","weakness":{}}},{"_index":"aon18","_id":"rules-1758","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1758","markdown":"<title level=\"1\" right=\"Rules\">[Leveling Up your Kingdom](/Rules.aspx?ID=1758)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 511</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nKingdoms increase in level by gaining kingdom experience points (XP). At each new level, a kingdom improves attributes and focus areas beyond those provided by its basic background and the specific choices made at the time of its founding.\n\n At the end of a Kingdom turn, if the kingdom has at least 1,000 XP and has not yet reached its maximum level (see below), increase the kingdom's level by 1 and deduct 1,000 from its current XP total. (The kingdom's level can't increase by more than 1 on a single Kingdom turn.) Note the kingdom's new level on the kingdom sheet. If the kingdom has any leftover XP, they are retained and count toward gaining the next level.\n\n The kingdom's maximum level is equal to the party's level; it can never exceed the level of the PCs themselves. So, for example, if the PCs are still 1st level when the kingdom reaches 1,000 XP, the kingdom cannot level up yet; it will level up at the end of the first Kingdom turn after the PCs have reached 2nd level. (It's possible for a kingdom to accumulate a large reserve of XP, at which point the party's level effectively determines when that kingdom levels up rather than just XP accumulation. This is fine.)\n\n When your kingdom gains a level, each army you have gains a level as well. See [Appendix 3](/Rules.aspx?ID=1845) for additional details on armies.\n\n As the kingdom advances, it gains the abilities described on these two pages. Abilities gained at levels higher than first list the level at which they are gained next to their name.\n\n## Kingdom Advancement\n<row gap=\"tiny\">\n<table><tr><td>**Level**</td><td>**Control DC** </td><td>**Kingdom features**</td></tr> <tr><td>1</td><td>14</td><td>Charter, government, heartland, initial proficiencies, favored land, settlement construction (village)</td></tr> <tr><td>2</td><td>15</td><td>Kingdom feat</td></tr> <tr><td>3</td><td>16</td><td>Settlement construction (town), skill increase</td></tr> <tr><td>4</td><td>18</td><td>Expansion expert, fine living, Kingdom feat</td></tr> <tr><td>5</td><td>20</td><td>Ability boosts, ruin resistance, skill increase</td></tr> <tr><td>6</td><td>22</td><td>Kingdom feat</td></tr> <tr><td>7</td><td>23</td><td>Skill increase</td></tr> <tr><td>8</td><td>24</td><td>Experienced leadership +2, Kingdom feat, ruin resistance</td></tr> <tr><td>9</td><td>26</td><td>Expansion expert (Claim Hex 3 times/turn), settlement construction (city), skill increase</td></tr> <tr><td>10</td><td>27</td><td>Ability boosts, Kingdom feat, life of luxury</td></tr> <tr><td>11</td><td>28</td><td>Ruin resistance, skill increase</td></tr> <tr><td>12</td><td>30</td><td>Civic planning, Kingdom feat</td></tr> <tr><td>13</td><td>31</td><td>Skill increase</td></tr> <tr><td>14</td><td>32</td><td>Kingdom feat, ruin resistance</td></tr> <tr><td>15</td><td>34</td><td>Ability boosts, settlement construction (metropolis), skill increase</td></tr> <tr><td>16</td><td>35</td><td>Experienced leadership +3, Kingdom feat</td></tr> <tr><td>17</td><td>36</td><td>Ruin resistance, skill increase</td></tr> <tr><td>18</td><td>38</td><td>Kingdom feat</td></tr> <tr><td>19</td><td>39</td><td>Skill increase</td></tr> <tr><td>20</td><td>40</td><td>Ability boosts, envy of the world, Kingdom feat, ruin resistance</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1759\" />\r\n\r\n<document level=\"2\" id=\"rules-1760\" />\r\n\r\n<document level=\"2\" id=\"rules-1761\" />\r\n\r\n<document level=\"2\" id=\"rules-1762\" />\r\n\r\n<document level=\"2\" id=\"rules-1763\" />\r\n\r\n<document level=\"2\" id=\"rules-1764\" />\r\n\r\n<document level=\"2\" id=\"rules-1765\" />\r\n\r\n<document level=\"2\" id=\"rules-1766\" />\r\n\r\n<document level=\"2\" id=\"rules-1767\" />\r\n\r\n<document level=\"2\" id=\"rules-1768\" />\r\n\r\n<document level=\"2\" id=\"rules-1769\" />\r\n\r\n<document level=\"2\" id=\"rules-1770\" />\r\n\r\n<document level=\"2\" id=\"rules-1771\" />\r\n\r\n<document level=\"2\" id=\"rules-1772\" />\r\n\r\n<document level=\"2\" id=\"rules-1773\" />","name":"Leveling Up your Kingdom","next_link":{"label":"Leadership Roles","url":"/Rules.aspx?ID=1774"},"previous_link":{"label":"Kingdom Creation","url":"/Rules.aspx?ID=1741"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 511</row>\r\n\r\nAppendix 2: Kingdoms\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 511"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 511</row>","speed":{},"text":" Leveling Up your Kingdom Source Kingmaker Adventure Path pg. 511 Kingdoms increase in level by gaining kingdom experience points (XP). At each new level, a kingdom improves attributes and focus areas beyond those provided by its basic background and the specific choices made at the time of its founding. At the end of a Kingdom turn, if the kingdom has at least 1,000 XP and has not yet reached its maximum level (see below), increase the kingdom's level by 1 and deduct 1,000 from its current XP total. (The kingdom's level can't increase by more than 1 on a single Kingdom turn.) Note the kingdom's new level on the kingdom sheet. If the kingdom has any leftover XP, they are retained and count toward gaining the next level. The kingdom's maximum level is equal to the party's level; it can never exceed the level of the PCs themselves. So, for example, if the PCs are still 1st level when the kingdom reaches 1,000 XP, the kingdom cannot level up yet; it will level up at the end of the first Kingdom turn after the PCs have reached 2nd level. (It's possible for a kingdom to accumulate a large reserve of XP, at which point the party's level effectively determines when that kingdom levels up rather than just XP accumulation. This is fine.) When your kingdom gains a level, each army you have gains a level as well. See Appendix 3 for additional details on armies. As the kingdom advances, it gains the abilities described on these two pages. Abilities gained at levels higher than first list the level at which they are gained next to their name. ## Kingdom Advancement Level Control DC Kingdom features 1 14 Charter, government, heartland, initial proficiencies, favored land, settlement construction (village) 2 15 Kingdom feat 3 16 Settlement construction (town), skill increase 4 18 Expansion expert, fine living, Kingdom feat 5 20 Ability boosts, ruin resistance, skill increase 6 22 Kingdom feat 7 23 Skill increase 8 24 Experienced leadership +2, Kingdom feat, ruin resistance 9 26 Expansion expert (Claim Hex 3 times/turn), settlement construction (city), skill increase 10 27 Ability boosts, Kingdom feat, life of luxury 11 28 Ruin resistance, skill increase 12 30 Civic planning, Kingdom feat 13 31 Skill increase 14 32 Kingdom feat, ruin resistance 15 34 Ability boosts, settlement construction (metropolis), skill increase 16 35 Experienced leadership +3, Kingdom feat 17 36 Ruin resistance, skill increase 18 38 Kingdom feat 19 39 Skill increase 20 40 Ability boosts, envy of the world, Kingdom feat, ruin resistance ","type":"Rules","url":"/Rules.aspx?ID=1758","weakness":{}}},{"_index":"aon18","_id":"rules-1759","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1759","markdown":"<title level=\"1\" right=\"Rules\">[Control DC](/Rules.aspx?ID=1759)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe more powerful a kingdom grows, the more difficult it becomes to control it. The base Control DC for your kingdom is set by the kingdom's level—fortunately, as you increase in level, your ability to successfully utilize your skills grows as well.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Control DC","next_link":{"label":"Charter, Government, and Heartland","url":"/Rules.aspx?ID=1760"},"previous_link":{"label":"Kingdom Creation","url":"/Rules.aspx?ID=1741"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 512"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>","speed":{},"text":" Control DC Source Kingmaker Adventure Path pg. 512 The more powerful a kingdom grows, the more difficult it becomes to control it. The base Control DC for your kingdom is set by the kingdom's level—fortunately, as you increase in level, your ability to successfully utilize your skills grows as well. ","type":"Rules","url":"/Rules.aspx?ID=1759","weakness":{}}},{"_index":"aon18","_id":"rules-1760","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1760","markdown":"<title level=\"1\" right=\"Rules\">[Charter, Government, and Heartland](/Rules.aspx?ID=1760)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour kingdom gains the benefits of your selected [charter](/Rules.aspx?ID=1749), [government](/Rules.aspx?ID=1751), and [heartland](/Rules.aspx?ID=1750).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Charter, Government, and Heartland","next_link":{"label":"Initial Proficiencies","url":"/Rules.aspx?ID=1761"},"previous_link":{"label":"Control DC","url":"/Rules.aspx?ID=1759"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 512"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>","speed":{},"text":" Charter, Government, and Heartland Source Kingmaker Adventure Path pg. 512 Your kingdom gains the benefits of your selected charter, government, and heartland. ","type":"Rules","url":"/Rules.aspx?ID=1760","weakness":{}}},{"_index":"aon18","_id":"rules-1761","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1761","markdown":"<title level=\"1\" right=\"Rules\">[Initial Proficiencies](/Rules.aspx?ID=1761)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 1st level, a kingdom receives the trained proficiency rank in two Kingdom skills gained from your initial [choice of government](/Rules.aspx?ID=1751) and in up to four additional Kingdom skills determined by your [invested leaders](/Rules.aspx?ID=1774), giving you a proficiency bonus to checks using these skills equal to your kingdom level plus 2. Proficiencies cannot be changed, even if the kingdom's government or leaders later change.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Initial Proficiencies","next_link":{"label":"Favored Land","url":"/Rules.aspx?ID=1762"},"previous_link":{"label":"Charter, Government, and Heartland","url":"/Rules.aspx?ID=1760"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 512"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>","speed":{},"text":" Initial Proficiencies Source Kingmaker Adventure Path pg. 512 At 1st level, a kingdom receives the trained proficiency rank in two Kingdom skills gained from your initial choice of government and in up to four additional Kingdom skills determined by your invested leaders, giving you a proficiency bonus to checks using these skills equal to your kingdom level plus 2. Proficiencies cannot be changed, even if the kingdom's government or leaders later change. ","type":"Rules","url":"/Rules.aspx?ID=1761","weakness":{}}},{"_index":"aon18","_id":"rules-1762","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1762","markdown":"<title level=\"1\" right=\"Rules\">[Favored Land](/Rules.aspx?ID=1762)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour heartland's terrain becomes your kingdom's favored land—the wilderness terrain that your people feel the strongest emotional ties to and to which your resource gatherers tend to flock. Once per Kingdom turn, during the [Region Activities](/Rules.aspx?ID=1807) step of the Activity phase, you can attempt two Region activities simultaneously as long as both activities take place in the same hex and that hex contains the same terrain as your heartland. You take a 2 penalty to Kingdom skill checks made during these two activities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Favored Land","next_link":{"label":"Settlement Construction","url":"/Rules.aspx?ID=1763"},"previous_link":{"label":"Initial Proficiencies","url":"/Rules.aspx?ID=1761"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 512"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>","speed":{},"text":" Favored Land Source Kingmaker Adventure Path pg. 512 Your heartland's terrain becomes your kingdom's favored land—the wilderness terrain that your people feel the strongest emotional ties to and to which your resource gatherers tend to flock. Once per Kingdom turn, during the Region Activities step of the Activity phase, you can attempt two Region activities simultaneously as long as both activities take place in the same hex and that hex contains the same terrain as your heartland. You take a 2 penalty to Kingdom skill checks made during these two activities. ","type":"Rules","url":"/Rules.aspx?ID=1762","weakness":{}}},{"_index":"aon18","_id":"rules-1763","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1763","markdown":"<title level=\"1\" right=\"Rules\">[Settlement Construction](/Rules.aspx?ID=1763)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can establish [villages](/Rules.aspx?ID=1831) in your kingdom immediately. At 3rd level, you can expand villages into towns. At 9th level, you can expand towns into cities. And at 15th level, you can expand cities into metropolises.\n\n As villages grow into larger settlements, you not only gain more room to build, but the maximum item bonus you can gain from that settlement's structures increases as well (see [Settlement Types](/Rules.aspx?ID=1819)).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Settlement Construction","next_link":{"label":"Kingdom Feats 2nd","url":"/Rules.aspx?ID=1764"},"previous_link":{"label":"Favored Land","url":"/Rules.aspx?ID=1762"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 512"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 512</row>","speed":{},"text":" Settlement Construction Source Kingmaker Adventure Path pg. 512 You can establish villages in your kingdom immediately. At 3rd level, you can expand villages into towns. At 9th level, you can expand towns into cities. And at 15th level, you can expand cities into metropolises. As villages grow into larger settlements, you not only gain more room to build, but the maximum item bonus you can gain from that settlement's structures increases as well (see Settlement Types). ","type":"Rules","url":"/Rules.aspx?ID=1763","weakness":{}}},{"_index":"aon18","_id":"rules-1764","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1764","markdown":"<title level=\"1\" right=\"Rules\">[Kingdom Feats 2nd](/Rules.aspx?ID=1764)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 2nd level, and then every 2 levels thereafter, the kingdom gains a [Kingdom feat](/feats?include-traits=Kingdom&amp;sort=level-asc%3Bname-asc).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Kingdom Feats 2nd","next_link":{"label":"Skill Increase (3rd)","url":"/Rules.aspx?ID=1765"},"previous_link":{"label":"Settlement Construction","url":"/Rules.aspx?ID=1763"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 513"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>","speed":{},"text":" Kingdom Feats 2nd Source Kingmaker Adventure Path pg. 513 At 2nd level, and then every 2 levels thereafter, the kingdom gains a Kingdom feat. ","type":"Rules","url":"/Rules.aspx?ID=1764","weakness":{}}},{"_index":"aon18","_id":"rules-1765","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1765","markdown":"<title level=\"1\" right=\"Rules\">[Skill Increase (3rd)](/Rules.aspx?ID=1765)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 3rd level and every 2 levels thereafter, your kingdom gains a skill increase. You can use this to increase your rank to trained in one skill in which your kingdom is untrained, or to increase your rank to expert in one skill in which your kingdom is trained.\n\n Starting at 7th level, you can use your skill increases to increase your kingdom's proficiency to master in a skill in which your kingdom is already an expert. Beginning at 15th level, you can use them to increase your proficiency to legendary in a skill in which your kingdom is already a master.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill Increase (3rd)","next_link":{"label":"Expansion Expert (4th)","url":"/Rules.aspx?ID=1766"},"previous_link":{"label":"Kingdom Feats 2nd","url":"/Rules.aspx?ID=1764"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 513"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>","speed":{},"text":" Skill Increase (3rd) Source Kingmaker Adventure Path pg. 513 At 3rd level and every 2 levels thereafter, your kingdom gains a skill increase. You can use this to increase your rank to trained in one skill in which your kingdom is untrained, or to increase your rank to expert in one skill in which your kingdom is trained. Starting at 7th level, you can use your skill increases to increase your kingdom's proficiency to master in a skill in which your kingdom is already an expert. Beginning at 15th level, you can use them to increase your proficiency to legendary in a skill in which your kingdom is already a master. ","type":"Rules","url":"/Rules.aspx?ID=1765","weakness":{}}},{"_index":"aon18","_id":"rules-1766","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1766","markdown":"<title level=\"1\" right=\"Rules\">[Expansion Expert (4th)](/Rules.aspx?ID=1766)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour kingdom is better at expanding its territory. You gain a +2 circumstance bonus to skill checks made to [Claim Hex](/Actions.aspx?ID=1373) and can attempt to Claim Hex up to twice during a Kingdom turn.\n\n At 9th level, you can attempt to Claim Hex up to three times during a Kingdom turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Expansion Expert (4th)","next_link":{"label":"Fine Living (4th)","url":"/Rules.aspx?ID=1767"},"previous_link":{"label":"Skill Increase (3rd)","url":"/Rules.aspx?ID=1765"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 513"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>","speed":{},"text":" Expansion Expert (4th) Source Kingmaker Adventure Path pg. 513 Your kingdom is better at expanding its territory. You gain a +2 circumstance bonus to skill checks made to Claim Hex and can attempt to Claim Hex up to twice during a Kingdom turn. At 9th level, you can attempt to Claim Hex up to three times during a Kingdom turn. ","type":"Rules","url":"/Rules.aspx?ID=1766","weakness":{}}},{"_index":"aon18","_id":"rules-1767","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1767","markdown":"<title level=\"1\" right=\"Rules\">[Fine Living (4th)](/Rules.aspx?ID=1767)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour people celebrate your leadership by indulging you with feasts and finery. All PCs associated with the kingdom enjoy a [Fine standard of living](/Rules.aspx?ID=253) at no cost whenever they're in the kingdom. Any PCs in hostile wilderness, a monster-filled dungeon, or otherwise cut off from their citizens must provide their own sustenance as usual even if they are within the boundaries of their kingdom.\n\n You gain a +1 circumstance bonus to all checks made to [Craft](/Actions.aspx?ID=43) or [Earn Income](/Actions.aspx?ID=23) while in your kingdom.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Fine Living (4th)","next_link":{"label":"Ability Boosts (5th)","url":"/Rules.aspx?ID=1768"},"previous_link":{"label":"Expansion Expert (4th)","url":"/Rules.aspx?ID=1766"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 513"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>","speed":{},"text":" Fine Living (4th) Source Kingmaker Adventure Path pg. 513 Your people celebrate your leadership by indulging you with feasts and finery. All PCs associated with the kingdom enjoy a Fine standard of living at no cost whenever they're in the kingdom. Any PCs in hostile wilderness, a monster-filled dungeon, or otherwise cut off from their citizens must provide their own sustenance as usual even if they are within the boundaries of their kingdom. You gain a +1 circumstance bonus to all checks made to Craft or Earn Income while in your kingdom. ","type":"Rules","url":"/Rules.aspx?ID=1767","weakness":{}}},{"_index":"aon18","_id":"rules-1768","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1768","markdown":"<title level=\"1\" right=\"Rules\">[Ability Boosts (5th)](/Rules.aspx?ID=1768)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 5th level and every 5 levels thereafter, you boost two different kingdom ability scores. You can use these ability boosts to increase your kingdom's ability scores above 18. Boosting an ability score increases it by 2 if it starts out below 18, or by 1 if it's already 18 or above.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ability Boosts (5th)","next_link":{"label":"Ruin Resistance (5th)","url":"/Rules.aspx?ID=1769"},"previous_link":{"label":"Fine Living (4th)","url":"/Rules.aspx?ID=1767"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 513"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>","speed":{},"text":" Ability Boosts (5th) Source Kingmaker Adventure Path pg. 513 At 5th level and every 5 levels thereafter, you boost two different kingdom ability scores. You can use these ability boosts to increase your kingdom's ability scores above 18. Boosting an ability score increases it by 2 if it starts out below 18, or by 1 if it's already 18 or above. ","type":"Rules","url":"/Rules.aspx?ID=1768","weakness":{}}},{"_index":"aon18","_id":"rules-1769","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1769","markdown":"<title level=\"1\" right=\"Rules\">[Ruin Resistance (5th)](/Rules.aspx?ID=1769)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt 5th level and every 3 levels thereafter, your kingdom becomes more resistant to Ruin. Choose one of the four Ruin categories and increase its threshold by 2. When you do so, reset that Ruin's penalty to 0. See [Ruin](/Rules.aspx?ID=1784) for more information.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ruin Resistance (5th)","next_link":{"label":"Experienced Leadership (8th)","url":"/Rules.aspx?ID=1770"},"previous_link":{"label":"Ability Boosts (5th)","url":"/Rules.aspx?ID=1768"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 513"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>","speed":{},"text":" Ruin Resistance (5th) Source Kingmaker Adventure Path pg. 513 At 5th level and every 3 levels thereafter, your kingdom becomes more resistant to Ruin. Choose one of the four Ruin categories and increase its threshold by 2. When you do so, reset that Ruin's penalty to 0. See Ruin for more information. ","type":"Rules","url":"/Rules.aspx?ID=1769","weakness":{}}},{"_index":"aon18","_id":"rules-1770","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1770","markdown":"<title level=\"1\" right=\"Rules\">[Experienced Leadership (8th)](/Rules.aspx?ID=1770)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nInvested leadership roles in your kingdom now grant a +2 status bonus to kingdom checks associated with their leadership role's key ability.\n\n At 16th level, this increases to a +3 status bonus.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Experienced Leadership (8th)","next_link":{"label":"Life of Luxury (10th)","url":"/Rules.aspx?ID=1771"},"previous_link":{"label":"Ruin Resistance (5th)","url":"/Rules.aspx?ID=1769"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 513"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>","speed":{},"text":" Experienced Leadership (8th) Source Kingmaker Adventure Path pg. 513 Invested leadership roles in your kingdom now grant a +2 status bonus to kingdom checks associated with their leadership role's key ability. At 16th level, this increases to a +3 status bonus. ","type":"Rules","url":"/Rules.aspx?ID=1770","weakness":{}}},{"_index":"aon18","_id":"rules-1771","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1771","markdown":"<title level=\"1\" right=\"Rules\">[Life of Luxury (10th)](/Rules.aspx?ID=1771)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour people lavish you with every creature comfort. This is identical to Fine Living, but all PC leaders enjoy an [Extravagant standard of living](/Rules.aspx?ID=253) at no cost whenever they're in the kingdom. You gain a +2 circumstance bonus to all checks made to Craft or Earn Income while in your kingdom.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Life of Luxury (10th)","next_link":{"label":"Civic Planning (12th)","url":"/Rules.aspx?ID=1772"},"previous_link":{"label":"Experienced Leadership (8th)","url":"/Rules.aspx?ID=1770"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 513"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>","speed":{},"text":" Life of Luxury (10th) Source Kingmaker Adventure Path pg. 513 Your people lavish you with every creature comfort. This is identical to Fine Living, but all PC leaders enjoy an Extravagant standard of living at no cost whenever they're in the kingdom. You gain a +2 circumstance bonus to all checks made to Craft or Earn Income while in your kingdom. ","type":"Rules","url":"/Rules.aspx?ID=1771","weakness":{}}},{"_index":"aon18","_id":"rules-1772","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1772","markdown":"<title level=\"1\" right=\"Rules\">[Civic Planning (12th)](/Rules.aspx?ID=1772)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDuring the [Civic Activities](/Rules.aspx?ID=1808) step of the Activities phase of a Kingdom turn, one settlement of the party's choice can attempt two Civic activities rather than one. The second Civic activity occurs after all other settlements have taken their individual Civic activities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Civic Planning (12th)","next_link":{"label":"Envy of the World (20th)","url":"/Rules.aspx?ID=1773"},"previous_link":{"label":"Life of Luxury (10th)","url":"/Rules.aspx?ID=1771"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 513"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>","speed":{},"text":" Civic Planning (12th) Source Kingmaker Adventure Path pg. 513 During the Civic Activities step of the Activities phase of a Kingdom turn, one settlement of the party's choice can attempt two Civic activities rather than one. The second Civic activity occurs after all other settlements have taken their individual Civic activities. ","type":"Rules","url":"/Rules.aspx?ID=1772","weakness":{}}},{"_index":"aon18","_id":"rules-1773","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Leveling Up your Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1773","markdown":"<title level=\"1\" right=\"Rules\">[Envy of the World (20th)](/Rules.aspx?ID=1773)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour kingdom is one of the world's prominent nations. The first time in a Kingdom turn when your kingdom would gain Unrest or Ruin, ignore that increase. You can ignore additional increases to Unrest or Ruin later in the same turn as well, but you must spend a Fame or Infamy point each time you do so. Your maximum Fame or Infamy point total increases by 1.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Envy of the World (20th)","next_link":{"label":"Leadership Roles","url":"/Rules.aspx?ID=1774"},"previous_link":{"label":"Civic Planning (12th)","url":"/Rules.aspx?ID=1772"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>\r\n\r\nAppendix 2: Kingdoms / Leveling Up your Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 513"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 513</row>","speed":{},"text":" Envy of the World (20th) Source Kingmaker Adventure Path pg. 513 Your kingdom is one of the world's prominent nations. The first time in a Kingdom turn when your kingdom would gain Unrest or Ruin, ignore that increase. You can ignore additional increases to Unrest or Ruin later in the same turn as well, but you must spend a Fame or Infamy point each time you do so. Your maximum Fame or Infamy point total increases by 1. ","type":"Rules","url":"/Rules.aspx?ID=1773","weakness":{}}},{"_index":"aon18","_id":"rules-1774","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1774","markdown":"<title level=\"1\" right=\"Rules\">[Leadership Roles](/Rules.aspx?ID=1774)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 514</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAll kingdoms have leaders who fill roles tending to the economy, defense, and health of its citizens. Each role grants the kingdom different benefits, provided a character—be it a PC or an NPC—takes up the mantle of serving in that role. A character can only fill one leadership role at a time, but it's important to have all eight roles filled, for when a kingdom goes without a leader, problems arise.\n\n If unexpected events (such as the death of a character) remove a leader from a leadership role, the [New Leadership](/Actions.aspx?ID=1378) kingdom activity may immediately be used to assign a new leader to that role—even outside of a Kingdom turn.\n\n<br / Each character in a leadership role (whether PC or NPC) must spend a week of downtime activity each month attending to their duties (though these seven days need not be consecutive). This downtime works just the same as time spent retraining a feat or skill; a character can take multiple downtime activities during the course of a month as time allows. A character can attend to their duties even if they take on a downtime activity with a longer time requirement (such as retraining a class feature, which requires at least a month); in this case, simply break up the time required for that longer activity over the course of consecutive months, leaving seven days during each month for leadership activities. NPCs assigned to leadership roles are presumed to meet the downtime requirement automatically unless the PCs deliberately have them step away from the job (likely to accompany them on adventures). If a character does not spend this downtime, at the start of the [Upkeep phase](/Rules.aspx?ID=1795) of the next Kingdom turn, they either incur their role's vacancy penalty (see below) or lose one of their leadership activities for that turn.\n\n There is an advantage to assigning a leadership role to a PC rather than an NPC. Each kingdom event specifies a leader, and if that leader is a PC who is not incurring a vacancy penalty, the kingdom receives a bonus to the kingdom check that determines the event's outcome (see [Kingdom Even Descriptions](/Rules.aspx?ID=1842)).\n\n Some benefits require that a role be invested. In [step 7 of Kingdom Creation](/Rules.aspx?ID=1754), the players select 4 leadership roles to be invested; at the start of each Kingdom turn, they may reselect the roles that are invested (see [Assign Leadership Roles](/Rules.aspx?ID=1796). Note that when certain companions detailed in the _Kingmaker Companion Guide_ hold the leadership roles listed in their entry in that book, those roles are automatically invested; this is in addition to the four roles the players choose to invest.\n\n Statistics for leadership roles are presented in the following format.<br />\n\n### Leadership Role Name\n A description of the leader's role is provided here.\n\n---\n\n **Key Ability** This lists the kingdom ability score that is most impacted by the leader. When this role is invested, all Kingdom skill checks based on this ability gain a +1 status bonus. This bonus increases to +2 when the kingdom reaches 8th level, and then to +3 when the kingdom reaches 16th level.<br /> Since status bonuses don't stack (see [Attempting Kingdom Skill Checks](/Rules.aspx?ID=1776)), you may want to invest one role that benefits each of the 4 kingdom abilities—but since each leadership role offers other unique benefits to the kingdom, spreading out the roles in that way may not always be the best choice!<br /> **Vacancy Penalty** At the start of each Kingdom turn, if any leader has not spent the required week of downtime in that role (see above) since the end of the last Kingdom turn, they must either give up one of the three activities they would take during the Leadership Activities step of the Activity phase, or apply this penalty until the start of the next Kingdom turn. (When the vacancy penalty ends, any Unrest generated by the vacancy remains in place and must be ameliorated in the normal fashion.) Vacancy penalties also apply to leadership roles that are unassigned. \n\n### Ruler\n The Ruler performs the kingdom's most important ceremonies, is the kingdom's chief diplomatic officer, serves as the signatory for all laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the kingdom's government.\n\n---\n\n **Key Ability** Loyalty<br /> **Vacancy Penalty** 1 to all checks (this stacks with any other vacancy penalty); gain 1d4 Unrest at the start of the Kingdom turn; Control DC increases by 2 <br />\n\n### Counselor\n The Counselor is a liaison between government and citizens. They study issues with academic analysis but also interpret the desires of the citizenry and present proclamations to the people in understandable ways. They also serve as an advisor to the other leaders, particularly to the Ruler.\n\n---\n\n **Key Ability** Culture<br /> **Vacancy Penalty** 1 to all Culture-based checks <br />\n\n### General\n The General leads the kingdom's military, heading its armies and managing subordinate military commanders. The General is responsible for looking after the needs of the kingdom's military and directing them in times of war.<br /> **Key Ability** Stability<br /> **Vacancy Penalty** 4 to [Warfare](/Skills.aspx?ID=32) activities (see [Appendix 3](/Rules.aspx?ID=1845)) <br />\n\n### Emissary\n The Emissary keeps state secrets, oversees clandestine intrigues, and deals with criminal elements within the kingdom. They manage foreign policy and interactions with other kingdoms, as well as the interactions of political organizations and power brokers at home. Whether or not your emissary is a public figure or someone who manipulates events behind the scenes, their role in the kingdom remains the same.\n\n---\n\n **Key Ability** Loyalty<br /> **Vacancy Penalty** 1 to all Loyalty-based checks <br />\n\n### Magister\n The Magister is in charge of all things magical in the kingdom, attending to how the supernatural affects ordinary citizens. They promote higher learning in the arts of magic, whether arcane, divine, occult, or primal. They oversee any aspects of governmental bureaucracy in which magic can be of service to the kingdom's needs and interests.\n\n **Key Ability** Culture<br /> Vacancy Penalty 4 to [Warfare](/Skills.aspx?ID=32) activities (see &lt;%RULES%1844%%&gt; Appendix 3 &lt;%END>) \n\n### Treasurer\n The Treasurer monitors the kingdom's funds and the state of business and industry, as well as the citizens' confidence in the economy and the growth of the nation's manufacturing capacity. They work to ensure a fair market for all, investigate those who take advantage of the system, and handle taxation issues.\n\n---\n\n **Key Ability** Economy<br /> **Vacancy Penalty** 1 to all Economy-based checks \n\n### Viceroy\n The Viceroy plans and implements the kingdom's expansion and development, both in its territories and its settlements. They manage the infrastructure of the nation, overseeing major capital improvements and growing the networks that connect the hinterlands with the cities at the nation's heart, helping keep the kingdom moving and growing.\n\n---\n\n **Key Ability** Economy<br /> **Vacancy Penalty** 1 to Stability-based checks \n\n### Warden\n The Warden monitors the safety, security, and overall health of the kingdom, its lands, and its borders. They manage scouts and patrols in the countryside, respond to local threats and menaces as needed, and oversee the kingdom's overall defense and health.\n\n---\n\n **Key Ability** Stability<br /> **Vacancy Penalty** 4 to Region activities\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Leadership Roles","next_link":{"label":"Kingdom Skills","url":"/Rules.aspx?ID=1775"},"previous_link":{"label":"Leveling Up your Kingdom","url":"/Rules.aspx?ID=1758"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 514</row>\r\n\r\nAppendix 2: Kingdoms\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 514"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 514</row>","speed":{},"text":" Leadership Roles Source Kingmaker Adventure Path pg. 514 All kingdoms have leaders who fill roles tending to the economy, defense, and health of its citizens. Each role grants the kingdom different benefits, provided a character—be it a PC or an NPC—takes up the mantle of serving in that role. A character can only fill one leadership role at a time, but it's important to have all eight roles filled, for when a kingdom goes without a leader, problems arise. If unexpected events (such as the death of a character) remove a leader from a leadership role, the New Leadership kingdom activity may immediately be used to assign a new leader to that role—even outside of a Kingdom turn. <br / Each character in a leadership role (whether PC or NPC) must spend a week of downtime activity each month attending to their duties (though these seven days need not be consecutive). This downtime works just the same as time spent retraining a feat or skill; a character can take multiple downtime activities during the course of a month as time allows. A character can attend to their duties even if they take on a downtime activity with a longer time requirement (such as retraining a class feature, which requires at least a month); in this case, simply break up the time required for that longer activity over the course of consecutive months, leaving seven days during each month for leadership activities. NPCs assigned to leadership roles are presumed to meet the downtime requirement automatically unless the PCs deliberately have them step away from the job (likely to accompany them on adventures). If a character does not spend this downtime, at the start of the Upkeep phase of the next Kingdom turn, they either incur their role's vacancy penalty (see below) or lose one of their leadership activities for that turn. There is an advantage to assigning a leadership role to a PC rather than an NPC. Each kingdom event specifies a leader, and if that leader is a PC who is not incurring a vacancy penalty, the kingdom receives a bonus to the kingdom check that determines the event's outcome (see Kingdom Even Descriptions). Some benefits require that a role be invested. In step 7 of Kingdom Creation, the players select 4 leadership roles to be invested; at the start of each Kingdom turn, they may reselect the roles that are invested (see Assign Leadership Roles. Note that when certain companions detailed in the Kingmaker Companion Guide hold the leadership roles listed in their entry in that book, those roles are automatically invested; this is in addition to the four roles the players choose to invest. Statistics for leadership roles are presented in the following format. ### Leadership Role Name A description of the leader's role is provided here. --- Key Ability This lists the kingdom ability score that is most impacted by the leader. When this role is invested, all Kingdom skill checks based on this ability gain a +1 status bonus. This bonus increases to +2 when the kingdom reaches 8th level, and then to +3 when the kingdom reaches 16th level. Since status bonuses don't stack (see Attempting Kingdom Skill Checks), you may want to invest one role that benefits each of the 4 kingdom abilities—but since each leadership role offers other unique benefits to the kingdom, spreading out the roles in that way may not always be the best choice! Vacancy Penalty At the start of each Kingdom turn, if any leader has not spent the required week of downtime in that role (see above) since the end of the last Kingdom turn, they must either give up one of the three activities they would take during the Leadership Activities step of the Activity phase, or apply this penalty until the start of the next Kingdom turn. (When the vacancy penalty ends, any Unrest generated by the vacancy remains in place and must be ameliorated in the normal fashion.) Vacancy penalties also apply to leadership roles that are unassigned. ### Ruler The Ruler performs the kingdom's most important ceremonies, is the kingdom's chief diplomatic officer, serves as the signatory for all laws affecting the entire kingdom, pardons criminals when appropriate, and is responsible for appointing characters to all other high positions in the kingdom's government. --- Key Ability Loyalty Vacancy Penalty 1 to all checks (this stacks with any other vacancy penalty); gain 1d4 Unrest at the start of the Kingdom turn; Control DC increases by 2 ### Counselor The Counselor is a liaison between government and citizens. They study issues with academic analysis but also interpret the desires of the citizenry and present proclamations to the people in understandable ways. They also serve as an advisor to the other leaders, particularly to the Ruler. --- Key Ability Culture Vacancy Penalty 1 to all Culture-based checks ### General The General leads the kingdom's military, heading its armies and managing subordinate military commanders. The General is responsible for looking after the needs of the kingdom's military and directing them in times of war. Key Ability Stability Vacancy Penalty 4 to Warfare activities (see Appendix 3) ### Emissary The Emissary keeps state secrets, oversees clandestine intrigues, and deals with criminal elements within the kingdom. They manage foreign policy and interactions with other kingdoms, as well as the interactions of political organizations and power brokers at home. Whether or not your emissary is a public figure or someone who manipulates events behind the scenes, their role in the kingdom remains the same. --- Key Ability Loyalty Vacancy Penalty 1 to all Loyalty-based checks ### Magister The Magister is in charge of all things magical in the kingdom, attending to how the supernatural affects ordinary citizens. They promote higher learning in the arts of magic, whether arcane, divine, occult, or primal. They oversee any aspects of governmental bureaucracy in which magic can be of service to the kingdom's needs and interests. Key Ability Culture Vacancy Penalty 4 to Warfare activities (see &lt;%RULES%1844%%&gt; Appendix 3 &lt;%END>) ### Treasurer The Treasurer monitors the kingdom's funds and the state of business and industry, as well as the citizens' confidence in the economy and the growth of the nation's manufacturing capacity. They work to ensure a fair market for all, investigate those who take advantage of the system, and handle taxation issues. --- Key Ability Economy Vacancy Penalty 1 to all Economy-based checks ### Viceroy The Viceroy plans and implements the kingdom's expansion and development, both in its territories and its settlements. They manage the infrastructure of the nation, overseeing major capital improvements and growing the networks that connect the hinterlands with the cities at the nation's heart, helping keep the kingdom moving and growing. --- Key Ability Economy Vacancy Penalty 1 to Stability-based checks ### Warden The Warden monitors the safety, security, and overall health of the kingdom, its lands, and its borders. They manage scouts and patrols in the countryside, respond to local threats and menaces as needed, and oversee the kingdom's overall defense and health. --- Key Ability Stability Vacancy Penalty 4 to Region activities ","type":"Rules","url":"/Rules.aspx?ID=1774","weakness":{}}},{"_index":"aon18","_id":"rules-1775","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1775","markdown":"<title level=\"1\" right=\"Rules\">[Kingdom Skills](/Rules.aspx?ID=1775)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 515</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEvery nation has its own distinct areas of specialization, the things in which it invests its time, talent, and treasure, and the pursuits and features for which the nation becomes renowned for—these are tracked as a kingdom's skills. At 1st level, the maximum number of skills in which a kingdom can have trained proficiency is six: two determined by the kingdom's [initial choice of government](/Rules.aspx?ID=1751) and up to four others determined by [leadership roles](/Rules.aspx?ID=1754). As a kingdom levels up, it can acquire training in additional skills and increase proficiencies to expert, master, or legendary. Choices about proficiencies cannot be changed after they have been made.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building on Rough Terrain</title>\r\n\r\nCertain [Region](/Traits.aspx?ID=440) activities ([Clear Hex](/Actions.aspx?ID=1374), [Fortify Hex](/Actions.aspx?ID=1388), [Build Roads](/Actions.aspx?ID=1390), [Establish Work Site](/Actions.aspx?ID=1392), [Irrigation](/Actions.aspx?ID=1393)) require the PCs to spend an amount of RP determined by the most inhospitable terrain feature contained within the hex. Use the highest RP cost given for the hex's terrain types in the list below (so if the hex contains swamps and forests, use the cost for swamps). \n\n**Mountains**: 12 RP <br />**Swamps**: 8 RP <br />**Forests**: 4 RP <br />**Hills**: 2 RP <br />**Plains**: 1 RP\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Negotiation DCs</title>\r\n\r\nCertain [Leadership](/Traits.aspx?ID=439) activities ([Establish Trade Agreement](/Actions.aspx?ID=1376), [Pledge of Fealty](/Actions.aspx?ID=1379), [Request Foreign Aid](/Actions.aspx?ID=1405), [Send Diplomatic Envoy](/Actions.aspx?ID=1406)) allow a kingdom to attempt checks to negotiate with other groups. The following list provides DCs for these checks for groups the PCs are likely to encounter. Feel free to adjust them up or down to represent the actions of the PCs: an adjustment of +2 or 2 is a good place to start if the PCs have been particularly friendly or antagonistic to a group. Should the PCs seek relations with a group not listed here, such as a new Freehold, use these DCs as examples to generate DCs of your own.\n\n **Candlemere Lizardfolk**: DC 22<br /> **Fort Drelev**: DC 30<br /> **Greengripe**: DC 24<br /> **M'botuu**: DC 32<br /> **Nomen Centaurs**: DC 26<br /> **Pitax**: DC 28<br /> **Rostland**: DC 15<br /> **Sootscale Kobolds**: DC 20<br /> **Tiger Lords**: DC 36<br /> **Tok-Nikrat**: DC 18 <br />**Varnhold**: DC 12\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1776\" />\r\n\r\n<document level=\"2\" id=\"rules-1777\" />\r\n\r\n<document level=\"2\" id=\"rules-1778\" />\r\n\r\n<document level=\"2\" id=\"rules-1779\" />","name":"Kingdom Skills","next_link":{"label":"Kingdom Feats","url":"/Rules.aspx?ID=1780"},"previous_link":{"label":"Leadership Roles","url":"/Rules.aspx?ID=1774"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 515</row>\r\n\r\nAppendix 2: Kingdoms\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 515"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 515</row>","speed":{},"text":" Kingdom Skills Source Kingmaker Adventure Path pg. 515 Every nation has its own distinct areas of specialization, the things in which it invests its time, talent, and treasure, and the pursuits and features for which the nation becomes renowned for—these are tracked as a kingdom's skills. At 1st level, the maximum number of skills in which a kingdom can have trained proficiency is six: two determined by the kingdom's initial choice of government and up to four others determined by leadership roles. As a kingdom levels up, it can acquire training in additional skills and increase proficiencies to expert, master, or legendary. Choices about proficiencies cannot be changed after they have been made. Building on Rough Terrain Certain Region activities (Clear Hex, Fortify Hex, Build Roads, Establish Work Site, Irrigation) require the PCs to spend an amount of RP determined by the most inhospitable terrain feature contained within the hex. Use the highest RP cost given for the hex's terrain types in the list below (so if the hex contains swamps and forests, use the cost for swamps). Mountains : 12 RP Swamps : 8 RP Forests : 4 RP Hills : 2 RP Plains : 1 RP Negotiation DCs Certain Leadership activities (Establish Trade Agreement, Pledge of Fealty, Request Foreign Aid, Send Diplomatic Envoy) allow a kingdom to attempt checks to negotiate with other groups. The following list provides DCs for these checks for groups the PCs are likely to encounter. Feel free to adjust them up or down to represent the actions of the PCs: an adjustment of +2 or 2 is a good place to start if the PCs have been particularly friendly or antagonistic to a group. Should the PCs seek relations with a group not listed here, such as a new Freehold, use these DCs as examples to generate DCs of your own. Candlemere Lizardfolk : DC 22 Fort Drelev : DC 30 Greengripe : DC 24 M'botuu : DC 32 Nomen Centaurs : DC 26 Pitax : DC 28 Rostland : DC 15 Sootscale Kobolds : DC 20 Tiger Lords : DC 36 Tok-Nikrat : DC 18 Varnhold : DC 12 ","type":"Rules","url":"/Rules.aspx?ID=1775","weakness":{}}},{"_index":"aon18","_id":"rules-1776","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Skills"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1776","markdown":"<title level=\"1\" right=\"Rules\">[Attempting Kingdom Skill Checks](/Rules.aspx?ID=1776)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 515</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDuring a Kingdom turn, the PCs attempt Kingdom skill checks. Such checks determine the effects of many things that affect the kingdom, including enduring a hardship, completing a task, impressing a visiting band of dignitaries, fighting off monsters, building a structure, or expanding into a new hex.\n\n A skill check for a kingdom works just like a skill check for a PC. One of the players—typically the one playing the PC whose key attribute or role is most appropriate—rolls 1d20 and adds the appropriate skill modifier, which consists of the kingdom's ability modifier for the ability associated with the skill plus any other applicable modifiers, including the kingdom's proficiency bonus in that skill and any other situational bonuses and penalties that might arise. \n\n<center>**Check result = d20 roll + skill modifier Skill modifier = key ability score modifier + proficiency bonus + other bonuses penalties**</center> If the check result equals or exceeds the Difficulty Class (DC) of the check, it is a success. If it exceeds the DC by 10 or more, it's a critical success. If the check result is less than the DC, it is a failure. If it misses the DC by 10 or more, it's a critical failure. Critically succeeding (or failing) still counts as succeeding (or failing), but if the situation that required the check describes specific results for criticals, apply only the more specific result.\n\n If a player rolls a natural 20, the result is improved one degree; for example, turning a failure into a success or a success into a critical success. Also, if the player rolls a natural 1, the result is worsened one degree, turning a success into a failure or a failure into a critical failure. (The result cannot be improved or worsened beyond critical.)\n\n Whenever a Kingdom skill check results in a critical success, the kingdom gains 1 [Fame/Infamy point](/Rules.aspx?ID=1792). A kingdom cannot acquire Fame/Infamy beyond its maximum allotment.\n\n The five different types of modifiers (bonuses or penalties) that can apply to Kingdom skill checks are described below. When different types of modifier apply to the same check, add them all. But when multiple modifiers of the same type apply, use only the highest bonus and the worst penalty of that type—in other words, modifiers of the same type (except bonuses granted by structures—see below) don't stack. For instance, if both a proficiency bonus and an item bonus could apply to a check, add both to the die result, but if two item bonuses could apply, add only the higher of the two.\n\n **Proficiency bonuses** are modifiers determined by a kingdom's proficiency with a skill, using the Proficiency Bonuses table below.\n\n## Proficiency Bonuses\n<row gap=\"tiny\">\n<table><tr><td>**Proficiency Rank**</td><td>**Proficiency Bonus**</td></tr> <tr><td>Untrained</td><td>+0</td></tr> <tr><td>Trained</td><td>kingdom's level + 2</td></tr> <tr><td>Expert</td><td>kingdom's level + 4</td></tr> <tr><td>Master</td><td>kingdom's level + 6</td></tr> <tr><td>Legendary</td><td>kingdom's level + 8</td></tr></table></row>\n\n **Circumstance modifiers** are the result of something that happens during a kingdom event, of an activity, or of an ability granted by the kingdom's level.\n\n **Item modifiers** are granted by settlement structures or Ruin penalties. Item bonuses granted by structures are typically very specific in their application and only apply to events that take place within the influence area of the settlement in which they are located, although structures in a capital apply their item bonuses to the entire kingdom. Item bonuses granted by structures have special rules for stacking; see the [Settlement Types](/Rules.aspx?ID=1819) table and [Item Bonus](/Rules.aspx?ID=1829). [Ruin](/Rules.aspx?ID=1784) can inflict long-lasting item penalties to a kingdom.\n\n **Status modifiers** come from leadership expertise in skills related to their role, from Kingdom feats, and from long-term events. [Unrest](/Rules.aspx?ID=1785) is the most common status penalty for a kingdom.\n\n **Vacancy modifiers** are always penalties. They occur when [leadership roles](/Rules.aspx?ID=1774) are left vacant, or when leaders don't spend the necessary time attending to their duties.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Attempting Kingdom Skill Checks","next_link":{"label":"Basic Skill Checks","url":"/Rules.aspx?ID=1777"},"previous_link":{"label":"Leadership Roles","url":"/Rules.aspx?ID=1774"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 515</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Skills\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 515"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 515</row>","speed":{},"text":" Attempting Kingdom Skill Checks Source Kingmaker Adventure Path pg. 515 During a Kingdom turn, the PCs attempt Kingdom skill checks. Such checks determine the effects of many things that affect the kingdom, including enduring a hardship, completing a task, impressing a visiting band of dignitaries, fighting off monsters, building a structure, or expanding into a new hex. A skill check for a kingdom works just like a skill check for a PC. One of the players—typically the one playing the PC whose key attribute or role is most appropriate—rolls 1d20 and adds the appropriate skill modifier, which consists of the kingdom's ability modifier for the ability associated with the skill plus any other applicable modifiers, including the kingdom's proficiency bonus in that skill and any other situational bonuses and penalties that might arise. Check result = d20 roll + skill modifier Skill modifier = key ability score modifier + proficiency bonus + other bonuses penalties If the check result equals or exceeds the Difficulty Class (DC) of the check, it is a success. If it exceeds the DC by 10 or more, it's a critical success. If the check result is less than the DC, it is a failure. If it misses the DC by 10 or more, it's a critical failure. Critically succeeding (or failing) still counts as succeeding (or failing), but if the situation that required the check describes specific results for criticals, apply only the more specific result. If a player rolls a natural 20, the result is improved one degree; for example, turning a failure into a success or a success into a critical success. Also, if the player rolls a natural 1, the result is worsened one degree, turning a success into a failure or a failure into a critical failure. (The result cannot be improved or worsened beyond critical.) Whenever a Kingdom skill check results in a critical success, the kingdom gains 1 Fame/Infamy point. A kingdom cannot acquire Fame/Infamy beyond its maximum allotment. The five different types of modifiers (bonuses or penalties) that can apply to Kingdom skill checks are described below. When different types of modifier apply to the same check, add them all. But when multiple modifiers of the same type apply, use only the highest bonus and the worst penalty of that type—in other words, modifiers of the same type (except bonuses granted by structures—see below) don't stack. For instance, if both a proficiency bonus and an item bonus could apply to a check, add both to the die result, but if two item bonuses could apply, add only the higher of the two. Proficiency bonuses are modifiers determined by a kingdom's proficiency with a skill, using the Proficiency Bonuses table below. ## Proficiency Bonuses Proficiency Rank Proficiency Bonus Untrained +0 Trained kingdom's level + 2 Expert kingdom's level + 4 Master kingdom's level + 6 Legendary kingdom's level + 8 Circumstance modifiers are the result of something that happens during a kingdom event, of an activity, or of an ability granted by the kingdom's level. Item modifiers are granted by settlement structures or Ruin penalties. Item bonuses granted by structures are typically very specific in their application and only apply to events that take place within the influence area of the settlement in which they are located, although structures in a capital apply their item bonuses to the entire kingdom. Item bonuses granted by structures have special rules for stacking; see the Settlement Types table and Item Bonus. Ruin can inflict long-lasting item penalties to a kingdom. Status modifiers come from leadership expertise in skills related to their role, from Kingdom feats, and from long-term events. Unrest is the most common status penalty for a kingdom. Vacancy modifiers are always penalties. They occur when leadership roles are left vacant, or when leaders don't spend the necessary time attending to their duties. ","type":"Rules","url":"/Rules.aspx?ID=1776","weakness":{}}},{"_index":"aon18","_id":"rules-1777","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Skills"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1777","markdown":"<title level=\"1\" right=\"Rules\">[Basic Skill Checks](/Rules.aspx?ID=1777)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 517</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany activities call for a basic skill check—a skill check where the DC is your kingdom's Control DC.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Basic Skill Checks","next_link":{"label":"Skill Descriptions","url":"/Rules.aspx?ID=1778"},"previous_link":{"label":"Attempting Kingdom Skill Checks","url":"/Rules.aspx?ID=1776"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 517</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Skills\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 517"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 517</row>","speed":{},"text":" Basic Skill Checks Source Kingmaker Adventure Path pg. 517 Many activities call for a basic skill check—a skill check where the DC is your kingdom's Control DC. ","type":"Rules","url":"/Rules.aspx?ID=1777","weakness":{}}},{"_index":"aon18","_id":"rules-1778","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Skills"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1778","markdown":"<title level=\"1\" right=\"Rules\">[Skill Descriptions](/Rules.aspx?ID=1778)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 517</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following entries describe each Kingdom skill activity. General skill activities (activities that are associated with multiple skills) are listed first. After that, activities are grouped by the skill they use. Each skill grouping begins with the name of the skill, followed in parentheses by that skill's key ability. Then a brief description of the skill is provided. Within each skill grouping, untrained activities (activities that can be used even if the kingdom doesn't have proficiency ranks in the associated skill) are listed before trained activities (activities that cannot be used until the kingdom has at least the trained proficiency rank in the associated skill).\n\n In each entry, the name of each activity is followed by a list of its traits, with the most notable being [Civic](/Traits.aspx?ID=436), [Commerce](/Traits.aspx?ID=437), [Leadership](/Traits.aspx?ID=439), [Region](/Traits.aspx?ID=440), and [Upkeep](/Traits.aspx?ID=441). Activities can be undertaken only during the steps of the [Activity phase](/Rules.aspx?ID=1794) that correspond with these traits. The trait list is followed by a description of the action(s) that must be completed to undertake the activity, including (but not limited to) a skill check. Each entry ends with a list of possible results for the skill check and any additional information unique to that activity.\n\n Some of these activities require the expenditure or generation of resources, using the kingdom's [Resource Dice](/Rules.aspx?ID=1782) and its [resource points (RP)](/Rules.aspx?ID=1783).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill Descriptions","next_link":{"label":"General Skill Activities","url":"/Rules.aspx?ID=1779"},"previous_link":{"label":"Basic Skill Checks","url":"/Rules.aspx?ID=1777"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 517</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Skills\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 517"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 517</row>","speed":{},"text":" Skill Descriptions Source Kingmaker Adventure Path pg. 517 The following entries describe each Kingdom skill activity. General skill activities (activities that are associated with multiple skills) are listed first. After that, activities are grouped by the skill they use. Each skill grouping begins with the name of the skill, followed in parentheses by that skill's key ability. Then a brief description of the skill is provided. Within each skill grouping, untrained activities (activities that can be used even if the kingdom doesn't have proficiency ranks in the associated skill) are listed before trained activities (activities that cannot be used until the kingdom has at least the trained proficiency rank in the associated skill). In each entry, the name of each activity is followed by a list of its traits, with the most notable being Civic, Commerce, Leadership, Region, and Upkeep. Activities can be undertaken only during the steps of the Activity phase that correspond with these traits. The trait list is followed by a description of the action(s) that must be completed to undertake the activity, including (but not limited to) a skill check. Each entry ends with a list of possible results for the skill check and any additional information unique to that activity. Some of these activities require the expenditure or generation of resources, using the kingdom's Resource Dice and its resource points (RP). ","type":"Rules","url":"/Rules.aspx?ID=1778","weakness":{}}},{"_index":"aon18","_id":"rules-1779","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Skills"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1779","markdown":"<title level=\"1\" right=\"Rules\">[General Skill Activities](/Rules.aspx?ID=1779)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 517</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost skill activities are associated with only one skill; general skill activities are associated with more than one. Each indicates which skills may be used with it. Some skills may only be used in specific circumstances.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"General Skill Activities","next_link":{"label":"Kingdom Feats","url":"/Rules.aspx?ID=1780"},"previous_link":{"label":"Skill Descriptions","url":"/Rules.aspx?ID=1778"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 517</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Skills\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 517"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 517</row>","speed":{},"text":" General Skill Activities Source Kingmaker Adventure Path pg. 517 Most skill activities are associated with only one skill; general skill activities are associated with more than one. Each indicates which skills may be used with it. Some skills may only be used in specific circumstances. ","type":"Rules","url":"/Rules.aspx?ID=1779","weakness":{}}},{"_index":"aon18","_id":"rules-1780","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1780","markdown":"<title level=\"1\" right=\"Rules\">[Kingdom Feats](/Rules.aspx?ID=1780)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 531</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA kingdom gains feats as it increases in level. Some feats are general-purpose abilities that apply all the time. Others grant benefits to specific kingdom activities or events or allow kingdoms to perform special activities. Each time a kingdom gains a feat, players can select any feat whose level does not exceed their kingdom's level and whose prerequisites their kingdom satisfies.\n\nKingdom feats can be found [here](/feats?include-traits=Kingdom&amp;sort=level-asc%3Bname-asc).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Kingdom Feats","next_link":{"label":"Kingdom Rules","url":"/Rules.aspx?ID=1781"},"previous_link":{"label":"Kingdom Skills","url":"/Rules.aspx?ID=1775"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 531</row>\r\n\r\nAppendix 2: Kingdoms\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 531"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 531</row>","speed":{},"text":" Kingdom Feats Source Kingmaker Adventure Path pg. 531 A kingdom gains feats as it increases in level. Some feats are general-purpose abilities that apply all the time. Others grant benefits to specific kingdom activities or events or allow kingdoms to perform special activities. Each time a kingdom gains a feat, players can select any feat whose level does not exceed their kingdom's level and whose prerequisites their kingdom satisfies. Kingdom feats can be found here. ","type":"Rules","url":"/Rules.aspx?ID=1780","weakness":{}}},{"_index":"aon18","_id":"rules-1781","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1781","markdown":"<title level=\"1\" right=\"Rules\">[Kingdom Rules](/Rules.aspx?ID=1781)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 533</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA kingdom's Size reflects the complexity of its governance, its influence on other nations, and its access to resources. A kingdom's Size also determines its Resource Die and other statistics. The actual total population of a kingdom is a function of its Size as well, but population numbers do not have a direct effect on these rules.\n\n **Size**: The total number of hexes in the kingdom. When a kingdom's Size reaches 10, 25, 50, and 100, it gains kingdom XP as a [milestone award](/Rules.aspx?ID=1816).\n\n **Type of Nation**: These are sample placeholder names for the level of prominence of a kingdom, but feel free to adjust.\n\n **Resource Die**: The type of Resource Die a kingdom rolls.\n\n **Control DC Modifier**: As a kingdom increases in Size, it grows more difficult to control. This modifier increases a kingdom's base Control DC.\n\n **Commodity Storage**: This number indicates the maximum units of a specific Commodity that can be stored in a kingdom. Building specialized structures can increase this number on a per-Commodity basis.\n\n## Kingdom Size\n<row gap=\"tiny\">\n<table> <tr><td>**Size**</td><td>**Type of Nation**</td><td>**Resource Die**</td><td>**Control DC Modifier**</td><td>**Commodity Storage**</td></tr> <tr><td>19</td><td>Territory</td><td>1d4</td><td>+0</td><td>4</td></tr> <tr><td>1024</td><td>Province</td><td>1d6</td><td>+1</td><td>8</td></tr> <tr><td>2549</td><td>State</td><td>1d8</td><td>+2</td><td>12</td></tr> <tr><td>5099</td><td>Country</td><td>1d10</td><td>+3</td><td>16</td></tr> <tr><td>100+</td><td>Dominion</td><td>1d12</td><td>+4</td><td>20</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1782\" />\r\n\r\n<document level=\"2\" id=\"rules-1783\" />\r\n\r\n<document level=\"2\" id=\"rules-1784\" />\r\n\r\n<document level=\"2\" id=\"rules-1785\" />\r\n\r\n<document level=\"2\" id=\"rules-1786\" />\r\n\r\n<document level=\"2\" id=\"rules-1788\" />\r\n\r\n<document level=\"2\" id=\"rules-1789\" />\r\n\r\n<document level=\"2\" id=\"rules-1790\" />\r\n\r\n<document level=\"2\" id=\"rules-1791\" />\r\n\r\n<document level=\"2\" id=\"rules-1792\" />","name":"Kingdom Rules","next_link":{"label":"Running a Kingdom","url":"/Rules.aspx?ID=1794"},"previous_link":{"label":"Kingdom Feats","url":"/Rules.aspx?ID=1780"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 533</row>\r\n\r\nAppendix 2: Kingdoms\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 533"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 533</row>","speed":{},"text":" Kingdom Rules Source Kingmaker Adventure Path pg. 533 A kingdom's Size reflects the complexity of its governance, its influence on other nations, and its access to resources. A kingdom's Size also determines its Resource Die and other statistics. The actual total population of a kingdom is a function of its Size as well, but population numbers do not have a direct effect on these rules. Size : The total number of hexes in the kingdom. When a kingdom's Size reaches 10, 25, 50, and 100, it gains kingdom XP as a milestone award. Type of Nation : These are sample placeholder names for the level of prominence of a kingdom, but feel free to adjust. Resource Die : The type of Resource Die a kingdom rolls. Control DC Modifier : As a kingdom increases in Size, it grows more difficult to control. This modifier increases a kingdom's base Control DC. Commodity Storage : This number indicates the maximum units of a specific Commodity that can be stored in a kingdom. Building specialized structures can increase this number on a per-Commodity basis. ## Kingdom Size Size Type of Nation Resource Die Control DC Modifier Commodity Storage 19 Territory 1d4 +0 4 1024 Province 1d6 +1 8 2549 State 1d8 +2 12 5099 Country 1d10 +3 16 100+ Dominion 1d12 +4 20 ","type":"Rules","url":"/Rules.aspx?ID=1781","weakness":{}}},{"_index":"aon18","_id":"rules-1782","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1782","markdown":"<title level=\"1\" right=\"Rules\">[Resource Die](/Rules.aspx?ID=1782)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 533</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA kingdom's economy is based on the sum of the productive activity of its citizens, and that activity is reflected in a quantity of resources that the kingdom can tap into each month. These resources are represented by Resource Points (see below) which are determined by Resource Dice, with the number of dice being equal to the nation's level + 4. When a kingdom is first founded, each Resource Die is a d4, but as the kingdom advances in Size, its Resource Die increases to d6, d8, d10, or d12 (see the Kingdom Size table).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Resource Die","next_link":{"label":"Resource Points","url":"/Rules.aspx?ID=1783"},"previous_link":{"label":"Kingdom Feats","url":"/Rules.aspx?ID=1780"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 533</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Rules\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 533"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 533</row>","speed":{},"text":" Resource Die Source Kingmaker Adventure Path pg. 533 A kingdom's economy is based on the sum of the productive activity of its citizens, and that activity is reflected in a quantity of resources that the kingdom can tap into each month. These resources are represented by Resource Points (see below) which are determined by Resource Dice, with the number of dice being equal to the nation's level + 4. When a kingdom is first founded, each Resource Die is a d4, but as the kingdom advances in Size, its Resource Die increases to d6, d8, d10, or d12 (see the Kingdom Size table). ","type":"Rules","url":"/Rules.aspx?ID=1782","weakness":{}}},{"_index":"aon18","_id":"rules-1783","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1783","markdown":"<title level=\"1\" right=\"Rules\">[Resource Points](/Rules.aspx?ID=1783)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 533</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA kingdom's Resource Points (RP) represent a combination of the work of a kingdom's citizens and the time spent on jobs, talent, labor, tools, and funds to handle this toil. Resource points do not directly represent amounts of coins in a treasury, but rather an abstraction of the nation's total amount of available funds to handle tasks. Since luck and demand play a part in a kingdom's resources, the exact total of RP a kingdom will have each turn varies; a new total of RP is [rolled at the start of each Kingdom turn using Resource Dice](/Rules.aspx?ID=1798). Any RP not spent by the end of that turn convert to kingdom XP at a rate of 1 RP to 1 XP.\n\n Whenever the kingdom is forced to spend RP that would drop it below 0, spend all the RP the kingdom has and then increase a Ruin of the PCs' choice by 1.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Resource Points","next_link":{"label":"Ruin","url":"/Rules.aspx?ID=1784"},"previous_link":{"label":"Resource Die","url":"/Rules.aspx?ID=1782"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 533</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Rules\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 533"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 533</row>","speed":{},"text":" Resource Points Source Kingmaker Adventure Path pg. 533 A kingdom's Resource Points (RP) represent a combination of the work of a kingdom's citizens and the time spent on jobs, talent, labor, tools, and funds to handle this toil. Resource points do not directly represent amounts of coins in a treasury, but rather an abstraction of the nation's total amount of available funds to handle tasks. Since luck and demand play a part in a kingdom's resources, the exact total of RP a kingdom will have each turn varies; a new total of RP is rolled at the start of each Kingdom turn using Resource Dice. Any RP not spent by the end of that turn convert to kingdom XP at a rate of 1 RP to 1 XP. Whenever the kingdom is forced to spend RP that would drop it below 0, spend all the RP the kingdom has and then increase a Ruin of the PCs' choice by 1. ","type":"Rules","url":"/Rules.aspx?ID=1783","weakness":{}}},{"_index":"aon18","_id":"rules-1784","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1784","markdown":"<title level=\"1\" right=\"Rules\">[Ruin](/Rules.aspx?ID=1784)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 533</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs bad luck, natural disasters, unexpected shortages, or even warfare damage a kingdom, it becomes Ruined in one of four categories opposing the kingdom's four ability scores. Ruin rises and falls as Kingdom turns progress, but if it rises too high, it can cause lasting or even permanent harm to the kingdom.\n\n Culture is opposed by **Corruption**, which represents citizens falling to debauchery, delving into forbidden lore, pursuing unethical research practices, or destroying their own heritage and history.\n\n Economy is opposed by **Crime**, which includes theft, smuggling, and enterprises that suffocate prosperity.\n\n Stability is opposed by **Decay**, representing physical harm, neglect, or degradation of the kingdom, its people, and its infrastructure.\n\n Loyalty is opposed by **Strife**, which includes acts of treachery, subterfuge, bribery, violence, abuse of power, and infighting between groups.\n\n **Accruing Ruin**: As Ruin accumulates, the categories gain points. These point totals are persistent, decreasing only in specific circumstances, but most often when a Ruin's point total exceeds that Ruin's threshold. Other events can reduce or increase a Ruin's point total as well—typically as the result of kingdom activities or events.\n\n **Ruin Threshold**: Each Ruin has a threshold; a point at which the penalties associated with that Ruin increase. A Ruin's initial threshold is 10, but each threshold increases as the kingdom levels up and becomes more able to withstand Ruin in all its forms. Whenever a Ruin exceeds its threshold, reduce that Ruin's total points by an amount equal to its threshold, and increase the Ruin's penalty by 1.\n\n **Ruin Penalty**: A Ruin penalty applies to all checks using that Ruin's associated ability score. For example, if your kingdom has a Corruption penalty of 4, it takes a 4 item penalty on all Culture checks.\n\n **Reducing Ruin Penalties**: When a kingdom reaches 5th level, and then again every 3 levels thereafter, it gains [Ruin resistance](/Rules.aspx?ID=1769); each time it does so, it has the opportunity to reduce an existing Ruin penalty to 0. This is an extremely effective way to manage a Ruin penalty that's crept particularly high, but it's also an extremely limited resource, as a kingdom will only get, at most, 6 opportunities to adjust a Ruin penalty in this way over the course of a campaign. The [Repair Reputation](/Actions.aspx?ID=1381) activity can reduce existing Ruin penalties, although at a much slower rate. Other activities or events can reduce Ruin penalties as well, as detailed in the text for each. Finally, if circumstances ever allow for a Ruin's points to be reduced and that particular Ruin is already at 0 points, instead of reducing Ruin to a negative value you can instead attempt a DC 16 flat check; on a success, reduce that Ruin's penalty by 1 to a minimum of 0.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ruin","next_link":{"label":"Unrest","url":"/Rules.aspx?ID=1785"},"previous_link":{"label":"Resource Points","url":"/Rules.aspx?ID=1783"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 533</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Rules\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 533"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 533</row>","speed":{},"text":" Ruin Source Kingmaker Adventure Path pg. 533 As bad luck, natural disasters, unexpected shortages, or even warfare damage a kingdom, it becomes Ruined in one of four categories opposing the kingdom's four ability scores. Ruin rises and falls as Kingdom turns progress, but if it rises too high, it can cause lasting or even permanent harm to the kingdom. Culture is opposed by Corruption , which represents citizens falling to debauchery, delving into forbidden lore, pursuing unethical research practices, or destroying their own heritage and history. Economy is opposed by Crime , which includes theft, smuggling, and enterprises that suffocate prosperity. Stability is opposed by Decay , representing physical harm, neglect, or degradation of the kingdom, its people, and its infrastructure. Loyalty is opposed by Strife , which includes acts of treachery, subterfuge, bribery, violence, abuse of power, and infighting between groups. Accruing Ruin : As Ruin accumulates, the categories gain points. These point totals are persistent, decreasing only in specific circumstances, but most often when a Ruin's point total exceeds that Ruin's threshold. Other events can reduce or increase a Ruin's point total as well—typically as the result of kingdom activities or events. Ruin Threshold : Each Ruin has a threshold; a point at which the penalties associated with that Ruin increase. A Ruin's initial threshold is 10, but each threshold increases as the kingdom levels up and becomes more able to withstand Ruin in all its forms. Whenever a Ruin exceeds its threshold, reduce that Ruin's total points by an amount equal to its threshold, and increase the Ruin's penalty by 1. Ruin Penalty : A Ruin penalty applies to all checks using that Ruin's associated ability score. For example, if your kingdom has a Corruption penalty of 4, it takes a 4 item penalty on all Culture checks. Reducing Ruin Penalties : When a kingdom reaches 5th level, and then again every 3 levels thereafter, it gains Ruin resistance; each time it does so, it has the opportunity to reduce an existing Ruin penalty to 0. This is an extremely effective way to manage a Ruin penalty that's crept particularly high, but it's also an extremely limited resource, as a kingdom will only get, at most, 6 opportunities to adjust a Ruin penalty in this way over the course of a campaign. The Repair Reputation activity can reduce existing Ruin penalties, although at a much slower rate. Other activities or events can reduce Ruin penalties as well, as detailed in the text for each. Finally, if circumstances ever allow for a Ruin's points to be reduced and that particular Ruin is already at 0 points, instead of reducing Ruin to a negative value you can instead attempt a DC 16 flat check; on a success, reduce that Ruin's penalty by 1 to a minimum of 0. ","type":"Rules","url":"/Rules.aspx?ID=1784","weakness":{}}},{"_index":"aon18","_id":"rules-1785","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1785","markdown":"<title level=\"1\" right=\"Rules\">[Unrest](/Rules.aspx?ID=1785)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUnrest represents unhappiness among the kingdom's citizens, who show their lack of confidence in the leadership by balking at edicts, refusing to follow commands, and disrupting local economies through boycotts, walkouts, and refusal to talk to emissaries. Unrest is a persistent value that remains from turn to turn and can be adjusted during Kingdom turns as events play out.\n\n **Unrest 1**: If a kingdom has at least 1 point of Unrest, take a 1 status penalty to all kingdom checks.\n\n **Unrest 5**: If a kingdom has 5 or more points of Unrest, take a 2 status penalty to all kingdom checks.\n\n **Unrest 10**: If a kingdom has 10 or more points of Unrest, take a 3 status penalty to all kingdom checks.\n\n **Unrest 15**: If a kingdom has 15 or more points of Unrest, take a 4 status penalty to all kingdom checks.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Unrest","next_link":{"label":"Expanding a Kingdom","url":"/Rules.aspx?ID=1786"},"previous_link":{"label":"Ruin","url":"/Rules.aspx?ID=1784"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Rules\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 534"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>","speed":{},"text":" Unrest Source Kingmaker Adventure Path pg. 534 Unrest represents unhappiness among the kingdom's citizens, who show their lack of confidence in the leadership by balking at edicts, refusing to follow commands, and disrupting local economies through boycotts, walkouts, and refusal to talk to emissaries. Unrest is a persistent value that remains from turn to turn and can be adjusted during Kingdom turns as events play out. Unrest 1 : If a kingdom has at least 1 point of Unrest, take a 1 status penalty to all kingdom checks. Unrest 5 : If a kingdom has 5 or more points of Unrest, take a 2 status penalty to all kingdom checks. Unrest 10 : If a kingdom has 10 or more points of Unrest, take a 3 status penalty to all kingdom checks. Unrest 15 : If a kingdom has 15 or more points of Unrest, take a 4 status penalty to all kingdom checks. ","type":"Rules","url":"/Rules.aspx?ID=1785","weakness":{}}},{"_index":"aon18","_id":"rules-1786","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1786","markdown":"<title level=\"1\" right=\"Rules\">[Expanding a Kingdom](/Rules.aspx?ID=1786)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA kingdom grows one hex at a time on the Stolen Lands map, via Region activities like [Claim Hex](/Actions.aspx?ID=1373) and [Clear Hex](/Actions.aspx?ID=1374). The PCs can pursue these activities during the [Activity phase](/Rules.aspx?ID=1805) of each Kingdom turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1787\" />","name":"Expanding a Kingdom","next_link":{"label":"Diplomatic Relations","url":"/Rules.aspx?ID=1788"},"previous_link":{"label":"Unrest","url":"/Rules.aspx?ID=1785"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Rules\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 534"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>","speed":{},"text":" Expanding a Kingdom Source Kingmaker Adventure Path pg. 534 A kingdom grows one hex at a time on the Stolen Lands map, via Region activities like Claim Hex and Clear Hex. The PCs can pursue these activities during the Activity phase of each Kingdom turn. ","type":"Rules","url":"/Rules.aspx?ID=1786","weakness":{}}},{"_index":"aon18","_id":"rules-1787","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Rules","Expanding a Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1787","markdown":"<title level=\"1\" right=\"Rules\">[Losing Hexes](/Rules.aspx?ID=1787)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIt's possible to lose control of a hex. When this happens, the kingdom immediately loses any benefits from terrain improvements in that hex, and all settlements in that hex become [Freeholds](/Rules.aspx?ID=1791). Monsters may move into an abandoned hex, increasing the chance for random encounters, and if you wish to reclaim the hex, you may need to clear it first of hostile creatures. Each hex lost decreases a kingdom's Size by 1. This affects the kingdom's statistics, such as the type of its Resource Die.\n\n If one or more hexes are lost in such a way that it breaks the connection between parts of a kingdom, so that all of the hexes are no longer contiguous with other hexes of the kingdom, whatever portion of the territory contains the capital becomes the primary territory and the rest of the kingdom becomes its secondary territory. All Kingdom skill checks made to resolve issues associated with secondary territories take a 4 circumstance penalty. When a kingdom starts a turn with any number of secondary territories, increase Unrest by 1. Once a secondary territory is connected to the primary territory via at least one hex, it becomes part of the primary territory.\n\n If a kingdom is reduced to 0 hexes, whether through Unrest, a disaster, war with another kingdom, or any other effect, the PCs are at risk of having their rule end. On their next Kingdom turn, they must claim at least one new hex and establish or claim at least one settlement, or their kingdom is considered totally destroyed, and they must start over. In this case, you should have the PCs undertake a new adventure of your design to secure a new charter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Losing Hexes","next_link":{"label":"Diplomatic Relations","url":"/Rules.aspx?ID=1788"},"previous_link":{"label":"Unrest","url":"/Rules.aspx?ID=1785"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Rules / Expanding a Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 534"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>","speed":{},"text":" Losing Hexes Source Kingmaker Adventure Path pg. 534 It's possible to lose control of a hex. When this happens, the kingdom immediately loses any benefits from terrain improvements in that hex, and all settlements in that hex become Freeholds. Monsters may move into an abandoned hex, increasing the chance for random encounters, and if you wish to reclaim the hex, you may need to clear it first of hostile creatures. Each hex lost decreases a kingdom's Size by 1. This affects the kingdom's statistics, such as the type of its Resource Die. If one or more hexes are lost in such a way that it breaks the connection between parts of a kingdom, so that all of the hexes are no longer contiguous with other hexes of the kingdom, whatever portion of the territory contains the capital becomes the primary territory and the rest of the kingdom becomes its secondary territory. All Kingdom skill checks made to resolve issues associated with secondary territories take a 4 circumstance penalty. When a kingdom starts a turn with any number of secondary territories, increase Unrest by 1. Once a secondary territory is connected to the primary territory via at least one hex, it becomes part of the primary territory. If a kingdom is reduced to 0 hexes, whether through Unrest, a disaster, war with another kingdom, or any other effect, the PCs are at risk of having their rule end. On their next Kingdom turn, they must claim at least one new hex and establish or claim at least one settlement, or their kingdom is considered totally destroyed, and they must start over. In this case, you should have the PCs undertake a new adventure of your design to secure a new charter. ","type":"Rules","url":"/Rules.aspx?ID=1787","weakness":{}}},{"_index":"aon18","_id":"rules-1788","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1788","markdown":"<title level=\"1\" right=\"Rules\">[Diplomatic Relations](/Rules.aspx?ID=1788)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDiplomatic relations refers to acts of leadership that engage with other nations. In order to begin diplomatic relations with another group, PCs must first successfully [Send a Diplomatic Envoy](/Actions.aspx?ID=1406) to the target group. When they establish diplomatic relations with a group, record the name of that group on the kingdom sheet. Once the PCs have established diplomatic relations with a group, they can use the [Establish Trade Agreement](/Actions.aspx?ID=1376) and [Request Foreign Aid](/Actions.aspx?ID=1405) Leadership activities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Diplomatic Relations","next_link":{"label":"Trade Agreements","url":"/Rules.aspx?ID=1789"},"previous_link":{"label":"Expanding a Kingdom","url":"/Rules.aspx?ID=1786"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Rules\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 534"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>","speed":{},"text":" Diplomatic Relations Source Kingmaker Adventure Path pg. 534 Diplomatic relations refers to acts of leadership that engage with other nations. In order to begin diplomatic relations with another group, PCs must first successfully Send a Diplomatic Envoy to the target group. When they establish diplomatic relations with a group, record the name of that group on the kingdom sheet. Once the PCs have established diplomatic relations with a group, they can use the Establish Trade Agreement and Request Foreign Aid Leadership activities. ","type":"Rules","url":"/Rules.aspx?ID=1788","weakness":{}}},{"_index":"aon18","_id":"rules-1789","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1789","markdown":"<title level=\"1\" right=\"Rules\">[Trade Agreements](/Rules.aspx?ID=1789)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe PCs can bolster their kingdom's economy by [Establishing Trade Agreements](/Actions.aspx?ID=1376) with other groups with whom they have diplomatic relations. To do so, they must first successfully perform the Establish Trade Agreement activity. There is no need to record the actual physical route of the Trade Agreement on the map, nor does distance play a significant factor.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Trade Agreements","next_link":{"label":"Commodities","url":"/Rules.aspx?ID=1790"},"previous_link":{"label":"Diplomatic Relations","url":"/Rules.aspx?ID=1788"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Rules\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 534"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 534</row>","speed":{},"text":" Trade Agreements Source Kingmaker Adventure Path pg. 534 The PCs can bolster their kingdom's economy by Establishing Trade Agreements with other groups with whom they have diplomatic relations. To do so, they must first successfully perform the Establish Trade Agreement activity. There is no need to record the actual physical route of the Trade Agreement on the map, nor does distance play a significant factor. ","type":"Rules","url":"/Rules.aspx?ID=1789","weakness":{}}},{"_index":"aon18","_id":"rules-1790","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1790","markdown":"<title level=\"1\" right=\"Rules\">[Commodities](/Rules.aspx?ID=1790)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 535</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs a kingdom grows, it stockpiles resources beyond those required for day-to-day life. These resources are known as Commodities and are used to build structures in settlements, to trade for RP using the Trade Commodities activity, or to expend during kingdom events.\n\n The types of Commodities that are available include Food, Lumber, Luxuries, Ore, and Stone. As kingdoms accumulate or expend these Commodities, track the numbers on the kingdom sheet. Unless specialized storage improvements have been built in its settlements, a kingdom is limited to a maximum number of stored Commodities in each category as determined by its Size (see the [Kingdom Size](/Rules.aspx?ID=1791) table). Commodities gathered in excess of this storage limit are lost.\n\n Each type of Commodity can be gathered by special activities as detailed below, but Commodities can also be discovered via kingdom events or while exploring the Stolen Lands, earned as rewards for quests, purchased from allies via [Purchase Commodities](/Actions.aspx?ID=1409), or acquired via [Establishing Trade Agreements](/Actions.aspx?ID=1376).\n\n **Food** stockpiles are expended to [pay for Consumption during the Upkeep phase](/Rules.aspx?ID=1799) of a Kingdom turn, but also when faced with famines or other disasters, and to keep armies fed during times of war (as described in those events). Food is gathered with [Harvest Crops](/Actions.aspx?ID=1384), [Go Fishing](/Actions.aspx?ID=1387), or [Gather Livestock](/Actions.aspx?ID=1411).\n\n **Lumber** is used to build structures during the [Civic Activities](/Rules.aspx?ID=1808) step of the Activity phase of a Kingdom turn, and it is gathered from lumber camps built by [Establish Work Site](/Actions.aspx?ID=1392).\n\n **Luxuries** are used to build specialized structures or are expended during certain encounters, generally those with high stakes or magical effects. Luxuries can be found during adventuring, created via [Craft Luxuries](/Actions.aspx?ID=1385), or earned during certain events.\n\n **Ore** is used to build structures. Ore is gathered from mines built by Establish Work Site.\n\n **Stone** is used to build structures and is gathered from quarries built by Establish Work Site.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Commodities","next_link":{"label":"Terrain Features","url":"/Rules.aspx?ID=1791"},"previous_link":{"label":"Trade Agreements","url":"/Rules.aspx?ID=1789"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 535</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Rules\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 535"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 535</row>","speed":{},"text":" Commodities Source Kingmaker Adventure Path pg. 535 As a kingdom grows, it stockpiles resources beyond those required for day-to-day life. These resources are known as Commodities and are used to build structures in settlements, to trade for RP using the Trade Commodities activity, or to expend during kingdom events. The types of Commodities that are available include Food, Lumber, Luxuries, Ore, and Stone. As kingdoms accumulate or expend these Commodities, track the numbers on the kingdom sheet. Unless specialized storage improvements have been built in its settlements, a kingdom is limited to a maximum number of stored Commodities in each category as determined by its Size (see the Kingdom Size table). Commodities gathered in excess of this storage limit are lost. Each type of Commodity can be gathered by special activities as detailed below, but Commodities can also be discovered via kingdom events or while exploring the Stolen Lands, earned as rewards for quests, purchased from allies via Purchase Commodities, or acquired via Establishing Trade Agreements. Food stockpiles are expended to pay for Consumption during the Upkeep phase of a Kingdom turn, but also when faced with famines or other disasters, and to keep armies fed during times of war (as described in those events). Food is gathered with Harvest Crops, Go Fishing, or Gather Livestock. Lumber is used to build structures during the Civic Activities step of the Activity phase of a Kingdom turn, and it is gathered from lumber camps built by Establish Work Site. Luxuries are used to build specialized structures or are expended during certain encounters, generally those with high stakes or magical effects. Luxuries can be found during adventuring, created via Craft Luxuries, or earned during certain events. Ore is used to build structures. Ore is gathered from mines built by Establish Work Site. Stone is used to build structures and is gathered from quarries built by Establish Work Site. ","type":"Rules","url":"/Rules.aspx?ID=1790","weakness":{}}},{"_index":"aon18","_id":"rules-1791","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1791","markdown":"<title level=\"1\" right=\"Rules\">[Terrain Features](/Rules.aspx?ID=1791)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 535</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany hexes have features that grant benefits once claimed. In some cases, certain Region activities must be taken before a hex's benefits can be enjoyed. These terrain features offer unique opportunities for a kingdom to add something special to its national character and may improve one or more of the kingdom's statistics. Some hexes offer one-of-a-kind benefits which are fully described within the adventure itself; more common terrain features are presented here.\n\n A single hex can contain only one terrain feature. If you want to construct a feature in a hex that already contains a feature, you must first [Clear the Hex](/Actions.aspx?ID=1374) unless otherwise specified in the text.\n\n **Bridge**: A hex that contains an easy land route over a river (be it a bridge or a ford) bypasses the normal increase in RP cost to [Build Roads](/Actions.aspx?ID=1390) in that hex. A Settlement can be built in a hex with a Bridge; doing so allows that Settlement to start with a Bridge structure on one water border.\n\n **Farmland**: No Farmland hexes exist in the Stolen Lands at the start of Kingmaker; they must be created by the PCs via the [Establish Farmland](/Actions.aspx?ID=1383) activity. Each Farmland hex reduces a kingdom's [Consumption](/Rules.aspx?ID=1828) score by 1, provided the Farmland lies in the area of influence of one of its settlements. Settlements cannot be built in a Farmland hex. Some kingdom events can result in Farmland being destroyed. When that happens, the hex loses its Farmland status. To restore it, a PC must successfully use the Establish Farmland activity on the hex during a future Kingdom turn.\n\n **Freehold**: A Freehold is a special kind of Settlement— one that's not part of your kingdom. It may be of any size, from a village to a city. If you can convince the locals that your leadership is worthy, they may choose to join your nation and become your citizens. Bringing a Freehold into a kingdom requires a successful [Pledge of Fealty](/Actions.aspx?ID=1379) leadership action. When a new settlement joins a kingdom, immediately add that settlement and its structures to the kingdom (as detailed in the encounter text). The kingdom gains no XP for any improvements already built there. Any future improvements built there grant normal XP awards.\n\n **Landmark**: A Landmark is a site of great pride, mystery, or wonder, such as an outcropping in the shape of a human face, a supernaturally ancient tree, or a lake with an unusual color. Adding Landmarks to a kingdom inspires its artists and bolsters kingdom morale. When the PCs add a Landmark hex to a kingdom, reduce Unrest by 1d4, and until the end of your next Kingdom turn, all Culture- and Economy-based skill checks gain a +2 circumstance bonus. When a kingdom claims its first Landmark hex, it gains 40 kingdom XP as a [milestone award](/Rules.aspx?ID=1816).\n\n **Refuge**: A Refuge is a place where people can shelter in safety, such as a hidden valley, a cave system, an isle in the middle of a river, or similar naturally defensible location that can be used as a safe fallback point, storage location, or even a guard post or prison. At the GM's option, creature lairs may function as potential Refuges when claimed, provided the creatures that dwell there are defeated or allied with. When you claim a Refuge hex, reduce one of the kingdom's Ruins by 1, and until the end of your next Kingdom turn, all Loyalty- and Stability-based skill checks gain a +2 circumstance bonus. When a kingdom claims its first Refuge hex, it gains 40 kingdom XP as a milestone award.\n\n **Resource**: Any hex indicated as being a particularly dense or lucrative source of Lumber, Ore, or Stone makes for an excellent place to [Establish a Work Site](/Actions.aspx?ID=1392). If the PCs Establish a Work Site in such a hex that focuses on the appropriate type of Commodity (as indicated in the encounter text), all Commodities produced are doubled.\n\n **Ruins**: Ruins in a hex consist of a partially destroyed structure, often one that has been claimed by bandits, monsters, or other inhabitants. If you [Claim](/Actions.aspx?ID=1373) and [Clear](/Actions.aspx?ID=1374) a hex with Ruins in it, you can thereafter use what remains of the Ruins as the basis of an appropriate type of Settlement structure (as indicated by the encounter text), reducing the cost of that structure by half.\n\n **Settlement**: A Settlement can be a village, town, city, or metropolis; see [Settlements](/Rules.aspx?ID=1819) for full details.\n\n **Structure**: If the PCs Clear a hex that contains a Structure, they can automatically add that structure to a settlement founded there, free of cost. Each specific hex encounter area in this Adventure Path notes any types of structure it contains, as appropriate.\n\n **Work Site**: A Work Site generates commodities each Kingdom turn once you establish it via Establish Work Site. A Work Site established in a regular hex generates 1 Lumber, 1 Stone, or 1 Ore, depending on what type of site it is. Unlike most features, a Work Site can be constructed in a hex that already features a Resource, provided the Work Site is focused on harvesting that specific Resource. A Work Site established in a Resource hex doubles its Commodity production to 2. Work Site Commodities accumulate during the [Upkeep phase](/Rules.aspx?ID=1798) of a Kingdom turn. Some kingdom events can result in Work Sites being destroyed. When that happens, the hex loses its Work Site status; to restore it, you must successfully perform the Establish Work Site activity on the hex during a future Kingdom turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Terrain Features","next_link":{"label":"Fame and Infamy","url":"/Rules.aspx?ID=1792"},"previous_link":{"label":"Commodities","url":"/Rules.aspx?ID=1790"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 535</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Rules\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 535"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 535</row>","speed":{},"text":" Terrain Features Source Kingmaker Adventure Path pg. 535 Many hexes have features that grant benefits once claimed. In some cases, certain Region activities must be taken before a hex's benefits can be enjoyed. These terrain features offer unique opportunities for a kingdom to add something special to its national character and may improve one or more of the kingdom's statistics. Some hexes offer one-of-a-kind benefits which are fully described within the adventure itself; more common terrain features are presented here. A single hex can contain only one terrain feature. If you want to construct a feature in a hex that already contains a feature, you must first Clear the Hex unless otherwise specified in the text. Bridge : A hex that contains an easy land route over a river (be it a bridge or a ford) bypasses the normal increase in RP cost to Build Roads in that hex. A Settlement can be built in a hex with a Bridge; doing so allows that Settlement to start with a Bridge structure on one water border. Farmland : No Farmland hexes exist in the Stolen Lands at the start of Kingmaker; they must be created by the PCs via the Establish Farmland activity. Each Farmland hex reduces a kingdom's Consumption score by 1, provided the Farmland lies in the area of influence of one of its settlements. Settlements cannot be built in a Farmland hex. Some kingdom events can result in Farmland being destroyed. When that happens, the hex loses its Farmland status. To restore it, a PC must successfully use the Establish Farmland activity on the hex during a future Kingdom turn. Freehold : A Freehold is a special kind of Settlement— one that's not part of your kingdom. It may be of any size, from a village to a city. If you can convince the locals that your leadership is worthy, they may choose to join your nation and become your citizens. Bringing a Freehold into a kingdom requires a successful Pledge of Fealty leadership action. When a new settlement joins a kingdom, immediately add that settlement and its structures to the kingdom (as detailed in the encounter text). The kingdom gains no XP for any improvements already built there. Any future improvements built there grant normal XP awards. Landmark : A Landmark is a site of great pride, mystery, or wonder, such as an outcropping in the shape of a human face, a supernaturally ancient tree, or a lake with an unusual color. Adding Landmarks to a kingdom inspires its artists and bolsters kingdom morale. When the PCs add a Landmark hex to a kingdom, reduce Unrest by 1d4, and until the end of your next Kingdom turn, all Culture- and Economy-based skill checks gain a +2 circumstance bonus. When a kingdom claims its first Landmark hex, it gains 40 kingdom XP as a milestone award. Refuge : A Refuge is a place where people can shelter in safety, such as a hidden valley, a cave system, an isle in the middle of a river, or similar naturally defensible location that can be used as a safe fallback point, storage location, or even a guard post or prison. At the GM's option, creature lairs may function as potential Refuges when claimed, provided the creatures that dwell there are defeated or allied with. When you claim a Refuge hex, reduce one of the kingdom's Ruins by 1, and until the end of your next Kingdom turn, all Loyalty- and Stability-based skill checks gain a +2 circumstance bonus. When a kingdom claims its first Refuge hex, it gains 40 kingdom XP as a milestone award. Resource : Any hex indicated as being a particularly dense or lucrative source of Lumber, Ore, or Stone makes for an excellent place to Establish a Work Site. If the PCs Establish a Work Site in such a hex that focuses on the appropriate type of Commodity (as indicated in the encounter text), all Commodities produced are doubled. Ruins : Ruins in a hex consist of a partially destroyed structure, often one that has been claimed by bandits, monsters, or other inhabitants. If you Claim and Clear a hex with Ruins in it, you can thereafter use what remains of the Ruins as the basis of an appropriate type of Settlement structure (as indicated by the encounter text), reducing the cost of that structure by half. Settlement : A Settlement can be a village, town, city, or metropolis; see Settlements for full details. Structure : If the PCs Clear a hex that contains a Structure, they can automatically add that structure to a settlement founded there, free of cost. Each specific hex encounter area in this Adventure Path notes any types of structure it contains, as appropriate. Work Site : A Work Site generates commodities each Kingdom turn once you establish it via Establish Work Site. A Work Site established in a regular hex generates 1 Lumber, 1 Stone, or 1 Ore, depending on what type of site it is. Unlike most features, a Work Site can be constructed in a hex that already features a Resource, provided the Work Site is focused on harvesting that specific Resource. A Work Site established in a Resource hex doubles its Commodity production to 2. Work Site Commodities accumulate during the Upkeep phase of a Kingdom turn. Some kingdom events can result in Work Sites being destroyed. When that happens, the hex loses its Work Site status; to restore it, you must successfully perform the Establish Work Site activity on the hex during a future Kingdom turn. ","type":"Rules","url":"/Rules.aspx?ID=1791","weakness":{}}},{"_index":"aon18","_id":"rules-1792","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1792","markdown":"<title level=\"1\" right=\"Rules\">[Fame and Infamy](/Rules.aspx?ID=1792)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFame and Infamy represent a kingdom's reputation as it's regarded by its neighbors. When the PCs create their kingdom, they must decide if their kingdom aims to become famous or infamous—the choice is largely cosmetic but does impact where and how you gain points in either. For example, some structures can grant these points when built, but only if their Fame/Infamy trait matches that of the kingdom.\n\n Kingdoms initially have a maximum of 3 Fame/ Infamy points at any one time. These can be used in one of two ways. Neither of these is an action, but the entire party must agree to spend the point. All Fame/ Infamy points left unspent at the end of a Kingdom turn are lost.\n\n **Spend 1 Fame/Infamy Point** to reroll a Kingdom skill check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Fame/ Infamy point on a check).\n\n **Spend all your Fame/Infamy Points** to stave off the effects of anarchy or ruination. You can do this if a kingdom's Unrest would result in anarchy (in which case your Unrest is instead set at 1 point below the value at which anarchy occurs), or if an increase to a Ruin would increase the ruin penalty (in which case the Ruin is instead set at one point below the value at which a ruin penalty would accrue).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1793\" />","name":"Fame and Infamy","next_link":{"label":"Running a Kingdom","url":"/Rules.aspx?ID=1794"},"previous_link":{"label":"Terrain Features","url":"/Rules.aspx?ID=1791"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Rules\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 537"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>","speed":{},"text":" Fame and Infamy Source Kingmaker Adventure Path pg. 537 Fame and Infamy represent a kingdom's reputation as it's regarded by its neighbors. When the PCs create their kingdom, they must decide if their kingdom aims to become famous or infamous—the choice is largely cosmetic but does impact where and how you gain points in either. For example, some structures can grant these points when built, but only if their Fame/Infamy trait matches that of the kingdom. Kingdoms initially have a maximum of 3 Fame/ Infamy points at any one time. These can be used in one of two ways. Neither of these is an action, but the entire party must agree to spend the point. All Fame/ Infamy points left unspent at the end of a Kingdom turn are lost. Spend 1 Fame/Infamy Point to reroll a Kingdom skill check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Fame/ Infamy point on a check). Spend all your Fame/Infamy Points to stave off the effects of anarchy or ruination. You can do this if a kingdom's Unrest would result in anarchy (in which case your Unrest is instead set at 1 point below the value at which anarchy occurs), or if an increase to a Ruin would increase the ruin penalty (in which case the Ruin is instead set at one point below the value at which a ruin penalty would accrue). ","type":"Rules","url":"/Rules.aspx?ID=1792","weakness":{}}},{"_index":"aon18","_id":"rules-1793","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Rules","Fame and Infamy"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1793","markdown":"<title level=\"1\" right=\"Rules\">[Earning Fame or Infamy Points](/Rules.aspx?ID=1793)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou earn 1 Fame or Infamy point (as appropriate) automatically at the start of each Kingdom turn. You can earn additional points in the following ways.\n\n **Achieve a Critical Success**: Whenever you roll a critical success on a Kingdom skill check, gain 1 Fame/ Infamy point.\n\n **Build a Famous/Infamous Structure**: Certain settlement structures grant 1 Fame or Infamy point when they are built. If your kingdom builds a structure that opposes your Fame or Infamy, you lose 1 point.\n\n **Create a Masterpiece**: Once per Kingdom turn, you can attempt to [Create a Masterpiece](/Actions.aspx?ID=1386) to potentially gain points, at the risk of losing points.\n\n **Undertake a Noteworthy Act**: At the GM's discretion, a noteworthy act taken by a PC during play grants an additional automatic Fame or Infamy point (as appropriate) at the start of the next Kingdom turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Earning Fame or Infamy Points","next_link":{"label":"Running a Kingdom","url":"/Rules.aspx?ID=1794"},"previous_link":{"label":"Terrain Features","url":"/Rules.aspx?ID=1791"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Rules / Fame and Infamy\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 537"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>","speed":{},"text":" Earning Fame or Infamy Points Source Kingmaker Adventure Path pg. 537 You earn 1 Fame or Infamy point (as appropriate) automatically at the start of each Kingdom turn. You can earn additional points in the following ways. Achieve a Critical Success : Whenever you roll a critical success on a Kingdom skill check, gain 1 Fame/ Infamy point. Build a Famous/Infamous Structure : Certain settlement structures grant 1 Fame or Infamy point when they are built. If your kingdom builds a structure that opposes your Fame or Infamy, you lose 1 point. Create a Masterpiece : Once per Kingdom turn, you can attempt to Create a Masterpiece to potentially gain points, at the risk of losing points. Undertake a Noteworthy Act : At the GM's discretion, a noteworthy act taken by a PC during play grants an additional automatic Fame or Infamy point (as appropriate) at the start of the next Kingdom turn. ","type":"Rules","url":"/Rules.aspx?ID=1793","weakness":{}}},{"_index":"aon18","_id":"rules-1794","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1794","markdown":"<title level=\"1\" right=\"Rules\">[Running a Kingdom](/Rules.aspx?ID=1794)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRunning a kingdom plays out as Kingdom turns that occur at the end of each in-game month. Each Kingdom turn is divided into phases, and these phases are divided into steps. The table below lists the Kingdom activities available to use during each step.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Activities Listed by Step</title>\r\n\r\nDuring a Kingdom turn, the party has the option to perform a wide range of downtime activities. The specific activities vary by Kingdom turn phase, as summarized below.<ul style=\"list-style-type:none;\"><li>**Upkeep Phase Step 1: Assign Leadership Roles**<ul style=\"list-style-type:none;\"><li>[New Leadership](/Actions.aspx?ID=1378)</li></ul></li><li>**Commerce Phase Step 1: Collect Taxes**<ul style=\"list-style-type:none;\"><li>[Collect Taxes](/Actions.aspx?ID=1410)</li></ul></li><li>**Commerce Phase Step 2: Approve Expenses**<ul style=\"list-style-type:none;\"><li>[Improve Lifestyle](/Actions.aspx?ID=1402)</li><li>[Tap Treasury](/Actions.aspx?ID=1404)</li></ul></li><li>**Commerce Phase Step 3: Tap Commodities**<ul style=\"list-style-type:none;\"><li>[Trade Commodities](/Actions.aspx?ID=1396)</li></ul></li><li>**Commerce Phase Step 4: Manage Trade Agreements**<ul style=\"list-style-type:none;\"><li>[Manage Trade Agreements](/Actions.aspx?ID=1408)</li></ul></li><li>**Activity Phase Step 1: Leadership Activities**<ul style=\"list-style-type:none;\"><li>[Capital Investment](/Actions.aspx?ID=1407)</li><li>[Celebrate Holiday](/Actions.aspx?ID=1395)</li><li>[Clandestine Business](/Actions.aspx?ID=1399)</li><li>[Craft Luxuries](/Actions.aspx?ID=1385)</li><li>[Create a Masterpiece](/Actions.aspx?ID=1386)</li><li>[Creative Solution](/Actions.aspx?ID=1403)</li><li>[Establish Trade Agreement](/Actions.aspx?ID=1376)</li><li>[Focused Attention](/Actions.aspx?ID=1377)</li><li>[Hire Adventurers](/Actions.aspx?ID=1394)</li><li>[Infiltration](/Actions.aspx?ID=1398)</li><li>[Pledge of Fealty](/Actions.aspx?ID=1379)</li><li>[Prognostication](/Actions.aspx?ID=1401)</li><li>[Provide Care](/Actions.aspx?ID=1389)</li><li>[Purchase Commodities](/Actions.aspx?ID=1409)</li><li>[Quell Unrest](/Actions.aspx?ID=1380)</li><li>[Recruit Army](/Actions.aspx?ID=1419)</li><li>[Relocate Capital](/Actions.aspx?ID=1397) &lt;%END></li><li>[Repair Reputation](/Actions.aspx?ID=1381)</li><li>[Request Foreign Aid](/Actions.aspx?ID=1405)</li><li>[Rest and Relax](/Actions.aspx?ID=1382)</li><li>[Send Diplomatic Envoy](/Actions.aspx?ID=1406)</li><li>[Supernatural Solution](/Actions.aspx?ID=1400)</li></ul></li><li>**Activity Phase Step 2: Region Activities**<ul style=\"list-style-type:none;\"><li>[Abandon Hex](/Actions.aspx?ID=1371)</li><li>[Build Roads](/Actions.aspx?ID=1390)</li><li>[Claim Hex](/Actions.aspx?ID=1373)</li><li>[Clear Hex](/Actions.aspx?ID=1374)</li><li>[Establish Farmland](/Actions.aspx?ID=1383)</li><li>[Establish Settlement](/Actions.aspx?ID=1375)</li><li>[Establish Work Site](/Actions.aspx?ID=1392)</li><li>[Go Fishing](/Actions.aspx?ID=1387)</li><li>[Fortify Hex](/Actions.aspx?ID=1388)</li><li>[Gather Livestock](/Actions.aspx?ID=1411)</li><li>[Harvest Crops](/Actions.aspx?ID=1384)</li><li>[Irrigation](/Actions.aspx?ID=1393)</li></ul></li><li>**Activity Phase Step 3: Civic Activities**<ul style=\"list-style-type:none;\"><li>[Build Structure](/Actions.aspx?ID=1372)</li><li>[Demolish](/Actions.aspx?ID=1391)</li></ul></li><li>**Activity Phase Step 4: Army Activities**<ul style=\"list-style-type:none;\"><li>See [Appendix 3: Warfare](/Rules.aspx?ID=1845)</li></ul></li></ul>\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1795\" />\r\n\r\n<document level=\"2\" id=\"rules-1800\" />\r\n\r\n<document level=\"2\" id=\"rules-1805\" />\r\n\r\n<document level=\"2\" id=\"rules-1809\" />","name":"Running a Kingdom","next_link":{"label":"Gaining Kingdom Experience","url":"/Rules.aspx?ID=1814"},"previous_link":{"label":"Kingdom Rules","url":"/Rules.aspx?ID=1781"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>\r\n\r\nAppendix 2: Kingdoms\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 537"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>","speed":{},"text":" Running a Kingdom Source Kingmaker Adventure Path pg. 537 Running a kingdom plays out as Kingdom turns that occur at the end of each in-game month. Each Kingdom turn is divided into phases, and these phases are divided into steps. The table below lists the Kingdom activities available to use during each step. Activities Listed by Step During a Kingdom turn, the party has the option to perform a wide range of downtime activities. The specific activities vary by Kingdom turn phase, as summarized below. Upkeep Phase Step 1: Assign Leadership Roles New Leadership Commerce Phase Step 1: Collect Taxes Collect Taxes Commerce Phase Step 2: Approve Expenses Improve Lifestyle Tap Treasury Commerce Phase Step 3: Tap Commodities Trade Commodities Commerce Phase Step 4: Manage Trade Agreements Manage Trade Agreements Activity Phase Step 1: Leadership Activities Capital Investment Celebrate Holiday Clandestine Business Craft Luxuries Create a Masterpiece Creative Solution Establish Trade Agreement Focused Attention Hire Adventurers Infiltration Pledge of Fealty Prognostication Provide Care Purchase Commodities Quell Unrest Recruit Army Relocate Capital &lt;%END> Repair Reputation Request Foreign Aid Rest and Relax Send Diplomatic Envoy Supernatural Solution Activity Phase Step 2: Region Activities Abandon Hex Build Roads Claim Hex Clear Hex Establish Farmland Establish Settlement Establish Work Site Go Fishing Fortify Hex Gather Livestock Harvest Crops Irrigation Activity Phase Step 3: Civic Activities Build Structure Demolish Activity Phase Step 4: Army Activities See Appendix 3: Warfare ","type":"Rules","url":"/Rules.aspx?ID=1794","weakness":{}}},{"_index":"aon18","_id":"rules-1795","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1795","markdown":"<title level=\"1\" right=\"Rules\">[Upkeep Phase](/Rules.aspx?ID=1795)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nDuring the Upkeep phase, you adjust your kingdom's statistics based on activities you have taken during the previous month. Remember that you earn 1 Fame or Infamy point at the start of your turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1796\" />\r\n\r\n<document level=\"2\" id=\"rules-1797\" />\r\n\r\n<document level=\"2\" id=\"rules-1798\" />\r\n\r\n<document level=\"2\" id=\"rules-1799\" />","name":"Upkeep Phase","next_link":{"label":"Commerce Phase","url":"/Rules.aspx?ID=1800"},"previous_link":{"label":"Kingdom Rules","url":"/Rules.aspx?ID=1781"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 537"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>","speed":{},"text":" Upkeep Phase Source Kingmaker Adventure Path pg. 537 During the Upkeep phase, you adjust your kingdom's statistics based on activities you have taken during the previous month. Remember that you earn 1 Fame or Infamy point at the start of your turn. ","type":"Rules","url":"/Rules.aspx?ID=1795","weakness":{}}},{"_index":"aon18","_id":"rules-1796","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Upkeep Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1796","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Assign Leadership Roles](/Rules.aspx?ID=1796)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo assign or change characters associated with leadership roles, do so now using the [New Leadership](/Actions.aspx?ID=1378) kingdom activity. You can perform this activity as often as you wish during this step. Next, determine if any [vacancy penalties](/Rules.aspx?ID=1774) apply. Any unassigned roles incur their vacancy penalties. Also, if a character assigned to a leadership role hasn't spent the required week of downtime on that role since the end of the last Kingdom turn, they must either give up one of the three kingdom activities they would perform during the Leadership Activities step of the Activity phase of this Kingdom turn or apply the vacancy penalty for their role until the start of the next Kingdom turn. (NPCs cannot perform kingdom activities, so in the unusual case that they were unable to spend the required downtime—see [Leadership Roles](/Rules.aspx?ID=1774)—they must apply the vacancy penalty.) If a leader was replaced between Kingdom turns due to an unexpected vacancy, as long as a character currently holds the role and any characters assigned to the role collectively spent the required downtime, the vacancy penalty does not apply.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1: Assign Leadership Roles","next_link":{"label":"Step 2: Adjust Unrest","url":"/Rules.aspx?ID=1797"},"previous_link":{"label":"Kingdom Rules","url":"/Rules.aspx?ID=1781"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Upkeep Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 537"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 537</row>","speed":{},"text":" Step 1: Assign Leadership Roles Source Kingmaker Adventure Path pg. 537 To assign or change characters associated with leadership roles, do so now using the New Leadership kingdom activity. You can perform this activity as often as you wish during this step. Next, determine if any vacancy penalties apply. Any unassigned roles incur their vacancy penalties. Also, if a character assigned to a leadership role hasn't spent the required week of downtime on that role since the end of the last Kingdom turn, they must either give up one of the three kingdom activities they would perform during the Leadership Activities step of the Activity phase of this Kingdom turn or apply the vacancy penalty for their role until the start of the next Kingdom turn. (NPCs cannot perform kingdom activities, so in the unusual case that they were unable to spend the required downtime—see Leadership Roles—they must apply the vacancy penalty.) If a leader was replaced between Kingdom turns due to an unexpected vacancy, as long as a character currently holds the role and any characters assigned to the role collectively spent the required downtime, the vacancy penalty does not apply. ","type":"Rules","url":"/Rules.aspx?ID=1796","weakness":{}}},{"_index":"aon18","_id":"rules-1797","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Upkeep Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1797","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Adjust Unrest](/Rules.aspx?ID=1797)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOn your first Kingdom turn, your kingdom's Unrest score is 0; skip to the next step.\n\n On all other turns, adjust your Unrest score: Increase it by 1 for every settlement in your kingdom that's [Overcrowded](/Rules.aspx?ID=1836). If you are at war, increase it by 1. Other ongoing events may have ongoing Unrest adjustments as well; make them at this time.\n\n After making all adjustments, if your kingdom's Unrest is 10 or higher, the kingdom gains 1d10 points to its [Ruins](/Rules.aspx?ID=1784). Distribute these points in any way you wish among the four Ruins. In addition, attempt a DC 11 flat check. On a failure, one hex of your kingdom is lost; the PCs choose which hex. See [Losing Hexes](/Rules.aspx?ID=1787) for more information.\n\n If your kingdom's Unrest is 20 or higher, the entire nation also falls into anarchy. While in anarchy, you can only attempt [Quell Unrest](/Actions.aspx?ID=1380) activities, and the results of all kingdom checks are worsened one degree.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2: Adjust Unrest","next_link":{"label":"Step 3: Resource Collection","url":"/Rules.aspx?ID=1798"},"previous_link":{"label":"Step 1: Assign Leadership Roles","url":"/Rules.aspx?ID=1796"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Upkeep Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 538"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>","speed":{},"text":" Step 2: Adjust Unrest Source Kingmaker Adventure Path pg. 538 On your first Kingdom turn, your kingdom's Unrest score is 0; skip to the next step. On all other turns, adjust your Unrest score: Increase it by 1 for every settlement in your kingdom that's Overcrowded. If you are at war, increase it by 1. Other ongoing events may have ongoing Unrest adjustments as well; make them at this time. After making all adjustments, if your kingdom's Unrest is 10 or higher, the kingdom gains 1d10 points to its Ruins. Distribute these points in any way you wish among the four Ruins. In addition, attempt a DC 11 flat check. On a failure, one hex of your kingdom is lost; the PCs choose which hex. See Losing Hexes for more information. If your kingdom's Unrest is 20 or higher, the entire nation also falls into anarchy. While in anarchy, you can only attempt Quell Unrest activities, and the results of all kingdom checks are worsened one degree. ","type":"Rules","url":"/Rules.aspx?ID=1797","weakness":{}}},{"_index":"aon18","_id":"rules-1798","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Upkeep Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1798","markdown":"<title level=\"1\" right=\"Rules\">[Step 3: Resource Collection](/Rules.aspx?ID=1798)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe exact amount of resources you have to draw upon each Kingdom turn varies, as each month there are countless unexpected boons and setbacks throughout each citizen's life that can impact how they can bolster your national plans.\n\n First, determine the number of Resource Dice you are entitled to roll for the current Kingdom turn by adding your kingdom level + 4 to any bonus dice or penalty dice you gained from the previous turn. You cannot have fewer than 0 Resource Dice. \n\n<center>**Resource Dice = kingdom level + 4 + bonus dice penalty dice**</center> Next, roll your Resource Dice to determine how many Resource Points (RP) you have available during this turn. Your RP is equal to the roll result. (RP remaining at the end of your turn can be converted into kingdom Experience Points.)\n\n Finally, if you have any Work Sites established in your kingdom, gather Commodities. You gain 1 Commodity from each Work Site, or double that if the Work Site is in a Resource hex. Any Commodities gathered in excess of your [storage capacity](/Rules.aspx?ID=1781) are lost.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 3: Resource Collection","next_link":{"label":"Step 4: Pay Consumption","url":"/Rules.aspx?ID=1799"},"previous_link":{"label":"Step 2: Adjust Unrest","url":"/Rules.aspx?ID=1797"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Upkeep Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 538"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>","speed":{},"text":" Step 3: Resource Collection Source Kingmaker Adventure Path pg. 538 The exact amount of resources you have to draw upon each Kingdom turn varies, as each month there are countless unexpected boons and setbacks throughout each citizen's life that can impact how they can bolster your national plans. First, determine the number of Resource Dice you are entitled to roll for the current Kingdom turn by adding your kingdom level + 4 to any bonus dice or penalty dice you gained from the previous turn. You cannot have fewer than 0 Resource Dice. Resource Dice = kingdom level + 4 + bonus dice penalty dice Next, roll your Resource Dice to determine how many Resource Points (RP) you have available during this turn. Your RP is equal to the roll result. (RP remaining at the end of your turn can be converted into kingdom Experience Points.) Finally, if you have any Work Sites established in your kingdom, gather Commodities. You gain 1 Commodity from each Work Site, or double that if the Work Site is in a Resource hex. Any Commodities gathered in excess of your storage capacity are lost. ","type":"Rules","url":"/Rules.aspx?ID=1798","weakness":{}}},{"_index":"aon18","_id":"rules-1799","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Upkeep Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1799","markdown":"<title level=\"1\" right=\"Rules\">[Step 4: Pay Consumption](/Rules.aspx?ID=1799)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour settlements and armies require a certain amount of provisions, supplies, and funding, as well as all the basic necessities of life.\n\n On your first Kingdom turn, your kingdom's Consumption score is 0; skip to the next step. On all other turns, calculate your kingdom's Consumption score. This is the total of your [settlements' Consumption scores](/Rules.aspx?ID=371) plus your [armies' Consumption scores](/Rules.aspx?ID=1848) minus the number of [Farmland](/Rules.aspx?ID=1791) hexes you have within influence range of your settlements, plus any modifiers from kingdom events. \n\n<center>**Kingdom Consumption = settlement Consumption total + army Consumption total Farmland hexes influenced by settlements + modifiers from kingdom events**</center> Spend Food Commodities equal to your kingdom's Consumption. If you can't or choose not to spend this Commodity cost, you can either spend 5 RP per point of unpaid Consumption or increase Unrest by 1d4.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 4: Pay Consumption","next_link":{"label":"Commerce Phase","url":"/Rules.aspx?ID=1800"},"previous_link":{"label":"Step 3: Resource Collection","url":"/Rules.aspx?ID=1798"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Upkeep Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 538"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>","speed":{},"text":" Step 4: Pay Consumption Source Kingmaker Adventure Path pg. 538 Your settlements and armies require a certain amount of provisions, supplies, and funding, as well as all the basic necessities of life. On your first Kingdom turn, your kingdom's Consumption score is 0; skip to the next step. On all other turns, calculate your kingdom's Consumption score. This is the total of your settlements' Consumption scores plus your armies' Consumption scores minus the number of Farmland hexes you have within influence range of your settlements, plus any modifiers from kingdom events. Kingdom Consumption = settlement Consumption total + army Consumption total Farmland hexes influenced by settlements + modifiers from kingdom events Spend Food Commodities equal to your kingdom's Consumption. If you can't or choose not to spend this Commodity cost, you can either spend 5 RP per point of unpaid Consumption or increase Unrest by 1d4. ","type":"Rules","url":"/Rules.aspx?ID=1799","weakness":{}}},{"_index":"aon18","_id":"rules-1800","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1800","markdown":"<title level=\"1\" right=\"Rules\">[Commerce Phase](/Rules.aspx?ID=1800)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Commerce phase is when the kingdom generates revenue or makes trade agreements.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1801\" />\r\n\r\n<document level=\"2\" id=\"rules-1802\" />\r\n\r\n<document level=\"2\" id=\"rules-1803\" />\r\n\r\n<document level=\"2\" id=\"rules-1804\" />","name":"Commerce Phase","next_link":{"label":"Activity Phase","url":"/Rules.aspx?ID=1805"},"previous_link":{"label":"Upkeep Phase","url":"/Rules.aspx?ID=1795"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 538"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>","speed":{},"text":" Commerce Phase Source Kingmaker Adventure Path pg. 538 The Commerce phase is when the kingdom generates revenue or makes trade agreements. ","type":"Rules","url":"/Rules.aspx?ID=1800","weakness":{}}},{"_index":"aon18","_id":"rules-1801","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Commerce Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1801","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Collect Taxes](/Rules.aspx?ID=1801)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can [Collect Taxes](/Actions.aspx?ID=1410) once per Kingdom turn to attempt to bolster your Economy-based checks for the remainder of the Kingdom turn. If you don't attempt to Collect Taxes, you can instead attempt a DC 11 flat check; on a success, reduce Unrest by 1.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1: Collect Taxes","next_link":{"label":"Step 2: Approve Expenses","url":"/Rules.aspx?ID=1802"},"previous_link":{"label":"Upkeep Phase","url":"/Rules.aspx?ID=1795"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Commerce Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 538"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>","speed":{},"text":" Step 1: Collect Taxes Source Kingmaker Adventure Path pg. 538 You can Collect Taxes once per Kingdom turn to attempt to bolster your Economy-based checks for the remainder of the Kingdom turn. If you don't attempt to Collect Taxes, you can instead attempt a DC 11 flat check; on a success, reduce Unrest by 1. ","type":"Rules","url":"/Rules.aspx?ID=1801","weakness":{}}},{"_index":"aon18","_id":"rules-1802","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Commerce Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1802","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Approve Expenses](/Rules.aspx?ID=1802)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can draw upon the kingdom's funds to enhance the standard of living for its citizens by attempting the [Improve Lifestyle](/Actions.aspx?ID=1402) activity or you can attempt a withdrawal from the kingdom's funds using the [Tap Treasury](/Actions.aspx?ID=1404) activity.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2: Approve Expenses","next_link":{"label":"Step 3: Tap Commodities","url":"/Rules.aspx?ID=1803"},"previous_link":{"label":"Step 1: Collect Taxes","url":"/Rules.aspx?ID=1801"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Commerce Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 538"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 538</row>","speed":{},"text":" Step 2: Approve Expenses Source Kingmaker Adventure Path pg. 538 You can draw upon the kingdom's funds to enhance the standard of living for its citizens by attempting the Improve Lifestyle activity or you can attempt a withdrawal from the kingdom's funds using the Tap Treasury activity. ","type":"Rules","url":"/Rules.aspx?ID=1802","weakness":{}}},{"_index":"aon18","_id":"rules-1803","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Commerce Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1803","markdown":"<title level=\"1\" right=\"Rules\">[Step 3: Tap Commodities](/Rules.aspx?ID=1803)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf your kingdom has any stockpiles of Commodities, you can attempt the [Trade Commodities](/Actions.aspx?ID=1396) activity to bolster your RP for the turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 3: Tap Commodities","next_link":{"label":"Step 4: Manage Trade Agreements","url":"/Rules.aspx?ID=1804"},"previous_link":{"label":"Step 2: Approve Expenses","url":"/Rules.aspx?ID=1802"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Commerce Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 539"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>","speed":{},"text":" Step 3: Tap Commodities Source Kingmaker Adventure Path pg. 539 If your kingdom has any stockpiles of Commodities, you can attempt the Trade Commodities activity to bolster your RP for the turn. ","type":"Rules","url":"/Rules.aspx?ID=1803","weakness":{}}},{"_index":"aon18","_id":"rules-1804","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Commerce Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1804","markdown":"<title level=\"1\" right=\"Rules\">[Step 4: Manage Trade Agreements](/Rules.aspx?ID=1804)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you've established trade agreements, you can use the [Manage Trade Agreements](/Actions.aspx?ID=1408) activity.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 4: Manage Trade Agreements","next_link":{"label":"Activity Phase","url":"/Rules.aspx?ID=1805"},"previous_link":{"label":"Step 3: Tap Commodities","url":"/Rules.aspx?ID=1803"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Commerce Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 539"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>","speed":{},"text":" Step 4: Manage Trade Agreements Source Kingmaker Adventure Path pg. 539 If you've established trade agreements, you can use the Manage Trade Agreements activity. ","type":"Rules","url":"/Rules.aspx?ID=1804","weakness":{}}},{"_index":"aon18","_id":"rules-1805","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1805","markdown":"<title level=\"1\" right=\"Rules\">[Activity Phase](/Rules.aspx?ID=1805)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Activity phase is when you make proclamations on expanding your kingdom, declare holidays, and manage your territory and settlements. It's during this phase that the bulk of your kingdom's growth occurs.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Building Armies</title>\r\n\r\nBuilding and maintaining armies dovetails with the Kingdom turn, but these rules can be largely skipped over during times of peace. During wars, a fourth step—Army Activities—occurs at the end of the Activity phase. Rules for armies and warfare are in [Appendix 3](/Rules.aspx?ID=1845)\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1806\" />\r\n\r\n<document level=\"2\" id=\"rules-1807\" />\r\n\r\n<document level=\"2\" id=\"rules-1808\" />","name":"Activity Phase","next_link":{"label":"Event Phase","url":"/Rules.aspx?ID=1809"},"previous_link":{"label":"Commerce Phase","url":"/Rules.aspx?ID=1800"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 539"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>","speed":{},"text":" Activity Phase Source Kingmaker Adventure Path pg. 539 The Activity phase is when you make proclamations on expanding your kingdom, declare holidays, and manage your territory and settlements. It's during this phase that the bulk of your kingdom's growth occurs. Building Armies Building and maintaining armies dovetails with the Kingdom turn, but these rules can be largely skipped over during times of peace. During wars, a fourth step—Army Activities—occurs at the end of the Activity phase. Rules for armies and warfare are in Appendix 3 ","type":"Rules","url":"/Rules.aspx?ID=1805","weakness":{}}},{"_index":"aon18","_id":"rules-1806","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Activity Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1806","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Leadership Activities](/Rules.aspx?ID=1806)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf your kingdom's capital has a Castle, Palace, or Town Hall, each PC in a leadership role may attempt up to three [Leadership](/Traits.aspx?ID=439) activities. If your capital has none of these structures, each PC can take no more than two Leadership activities during this step. Your party chooses the order you go in when taking Leadership activities. Unless an activity states otherwise, a leader cannot attempt the same Leadership activity more than once per Kingdom turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1: Leadership Activities","next_link":{"label":"Step 2: Region Activities","url":"/Rules.aspx?ID=1807"},"previous_link":{"label":"Commerce Phase","url":"/Rules.aspx?ID=1800"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Activity Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 539"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>","speed":{},"text":" Step 1: Leadership Activities Source Kingmaker Adventure Path pg. 539 If your kingdom's capital has a Castle, Palace, or Town Hall, each PC in a leadership role may attempt up to three Leadership activities. If your capital has none of these structures, each PC can take no more than two Leadership activities during this step. Your party chooses the order you go in when taking Leadership activities. Unless an activity states otherwise, a leader cannot attempt the same Leadership activity more than once per Kingdom turn. ","type":"Rules","url":"/Rules.aspx?ID=1806","weakness":{}}},{"_index":"aon18","_id":"rules-1807","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Activity Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1807","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Region Activities](/Rules.aspx?ID=1807)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe PC leaders may now collectively attempt up to three [Region](/Traits.aspx?ID=440) activities. The players decide who rolls any skill checks needed to resolve these activities.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2: Region Activities","next_link":{"label":"Step 3: Civic Activities","url":"/Rules.aspx?ID=1808"},"previous_link":{"label":"Step 1: Leadership Activities","url":"/Rules.aspx?ID=1806"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Activity Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 539"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>","speed":{},"text":" Step 2: Region Activities Source Kingmaker Adventure Path pg. 539 The PC leaders may now collectively attempt up to three Region activities. The players decide who rolls any skill checks needed to resolve these activities. ","type":"Rules","url":"/Rules.aspx?ID=1807","weakness":{}}},{"_index":"aon18","_id":"rules-1808","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Activity Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1808","markdown":"<title level=\"1\" right=\"Rules\">[Step 3: Civic Activities](/Rules.aspx?ID=1808)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour party may now attempt one [Civic](/Traits.aspx?ID=436) activity for each of the kingdom's settlements. You determine the order in which these activities are attempted and who rolls any skill checks.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 3: Civic Activities","next_link":{"label":"Event Phase","url":"/Rules.aspx?ID=1809"},"previous_link":{"label":"Step 2: Region Activities","url":"/Rules.aspx?ID=1807"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Activity Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 539"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>","speed":{},"text":" Step 3: Civic Activities Source Kingmaker Adventure Path pg. 539 Your party may now attempt one Civic activity for each of the kingdom's settlements. You determine the order in which these activities are attempted and who rolls any skill checks. ","type":"Rules","url":"/Rules.aspx?ID=1808","weakness":{}}},{"_index":"aon18","_id":"rules-1809","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1809","markdown":"<title level=\"1\" right=\"Rules\">[Event Phase](/Rules.aspx?ID=1809)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEvents affect entire kingdom, single hexes, or a settlement. Some are harmful, while some are beneficial. Certain events continue for multiple turns, and only come to an end once they've been properly handled by the PCs or their kingdom.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1810\" />\r\n\r\n<document level=\"2\" id=\"rules-1811\" />\r\n\r\n<document level=\"2\" id=\"rules-1812\" />\r\n\r\n<document level=\"2\" id=\"rules-1813\" />","name":"Event Phase","next_link":{"label":"Gaining Kingdom Experience","url":"/Rules.aspx?ID=1814"},"previous_link":{"label":"Activity Phase","url":"/Rules.aspx?ID=1805"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 539"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>","speed":{},"text":" Event Phase Source Kingmaker Adventure Path pg. 539 Events affect entire kingdom, single hexes, or a settlement. Some are harmful, while some are beneficial. Certain events continue for multiple turns, and only come to an end once they've been properly handled by the PCs or their kingdom. ","type":"Rules","url":"/Rules.aspx?ID=1809","weakness":{}}},{"_index":"aon18","_id":"rules-1810","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Event Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1810","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Check for Random Event](/Rules.aspx?ID=1810)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAttempt a DC 16 flat check. On success, a random kingdom event occurs (see [Kingdom Events](/Rules.aspx?ID=1839)). If no random event occurs, the DC for this check in the next Kingdom turn is reduced by 5. Once an event occurs, the DC resets to 16.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1: Check for Random Event","next_link":{"label":"Step 2: Event Resolution","url":"/Rules.aspx?ID=1811"},"previous_link":{"label":"Activity Phase","url":"/Rules.aspx?ID=1805"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Event Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 539"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>","speed":{},"text":" Step 1: Check for Random Event Source Kingmaker Adventure Path pg. 539 Attempt a DC 16 flat check. On success, a random kingdom event occurs (see Kingdom Events). If no random event occurs, the DC for this check in the next Kingdom turn is reduced by 5. Once an event occurs, the DC resets to 16. ","type":"Rules","url":"/Rules.aspx?ID=1810","weakness":{}}},{"_index":"aon18","_id":"rules-1811","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Event Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1811","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Event Resolution](/Rules.aspx?ID=1811)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRandom events present opportunities to go forth in exploration or encounter mode to deal with a rampaging monster or the like; these are handled now. In some chapters of the _Kingmaker Adventure Path_, specific story events are introduced outside of Kingdom turns; these are resolved when they occur.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2: Event Resolution","next_link":{"label":"Step 3: Apply Kingdom XP","url":"/Rules.aspx?ID=1812"},"previous_link":{"label":"Step 1: Check for Random Event","url":"/Rules.aspx?ID=1810"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Event Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 539"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>","speed":{},"text":" Step 2: Event Resolution Source Kingmaker Adventure Path pg. 539 Random events present opportunities to go forth in exploration or encounter mode to deal with a rampaging monster or the like; these are handled now. In some chapters of the Kingmaker Adventure Path , specific story events are introduced outside of Kingdom turns; these are resolved when they occur. ","type":"Rules","url":"/Rules.aspx?ID=1811","weakness":{}}},{"_index":"aon18","_id":"rules-1812","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Event Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1812","markdown":"<title level=\"1\" right=\"Rules\">[Step 3: Apply Kingdom XP](/Rules.aspx?ID=1812)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe GM now awards any kingdom XP earned during that turn. If the kingdom experienced a random event, it receives 30 XP. The first Kingdom turn that your kingdom spent 100 RP, gain 80 kingdom XP as a [milestone award](/Rules.aspx?ID=1816).\n\n In addition, any RP that remains unspent is now converted to kingdom XP on a 1 to 1 ration, to a maximum of 120 XP per Kingdom turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 3: Apply Kingdom XP","next_link":{"label":"Step 4: Increase Kingdom Level","url":"/Rules.aspx?ID=1813"},"previous_link":{"label":"Step 2: Event Resolution","url":"/Rules.aspx?ID=1811"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Event Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 539"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>","speed":{},"text":" Step 3: Apply Kingdom XP Source Kingmaker Adventure Path pg. 539 The GM now awards any kingdom XP earned during that turn. If the kingdom experienced a random event, it receives 30 XP. The first Kingdom turn that your kingdom spent 100 RP, gain 80 kingdom XP as a milestone award. In addition, any RP that remains unspent is now converted to kingdom XP on a 1 to 1 ration, to a maximum of 120 XP per Kingdom turn. ","type":"Rules","url":"/Rules.aspx?ID=1812","weakness":{}}},{"_index":"aon18","_id":"rules-1813","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Running a Kingdom","Event Phase"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1813","markdown":"<title level=\"1\" right=\"Rules\">[Step 4: Increase Kingdom Level](/Rules.aspx?ID=1813)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf your kingdom's XP total is above 1,000, and your kingdom isn't at its maximum level, increase your kingdom level by 1 and subtract 1,000 from your XP total. See [Leveling Up Your Kingdom](/Rules.aspx?ID=1758) for the full rules for leveling up.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 4: Increase Kingdom Level","next_link":{"label":"Gaining Kingdom Experience","url":"/Rules.aspx?ID=1814"},"previous_link":{"label":"Step 3: Apply Kingdom XP","url":"/Rules.aspx?ID=1812"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>\r\n\r\nAppendix 2: Kingdoms / Running a Kingdom / Event Phase\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 539"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 539</row>","speed":{},"text":" Step 4: Increase Kingdom Level Source Kingmaker Adventure Path pg. 539 If your kingdom's XP total is above 1,000, and your kingdom isn't at its maximum level, increase your kingdom level by 1 and subtract 1,000 from your XP total. See Leveling Up Your Kingdom for the full rules for leveling up. ","type":"Rules","url":"/Rules.aspx?ID=1813","weakness":{}}},{"_index":"aon18","_id":"rules-1814","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1814","markdown":"<title level=\"1\" right=\"Rules\">[Gaining Kingdom Experience](/Rules.aspx?ID=1814)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA kingdom gains experience (XP) by claiming hexes, reaching milestones that occur during the course of a campaign, enduring random kingdom events, or converting surplus RP at the end of a Kingdom turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1815\" />\r\n\r\n<document level=\"2\" id=\"rules-1816\" />\r\n\r\n<document level=\"2\" id=\"rules-1817\" />\r\n\r\n<document level=\"2\" id=\"rules-1818\" />","name":"Gaining Kingdom Experience","next_link":{"label":"Settlements","url":"/Rules.aspx?ID=1819"},"previous_link":{"label":"Running a Kingdom","url":"/Rules.aspx?ID=1794"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\nAppendix 2: Kingdoms\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 540"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>","speed":{},"text":" Gaining Kingdom Experience Source Kingmaker Adventure Path pg. 540 A kingdom gains experience (XP) by claiming hexes, reaching milestones that occur during the course of a campaign, enduring random kingdom events, or converting surplus RP at the end of a Kingdom turn. ","type":"Rules","url":"/Rules.aspx?ID=1814","weakness":{}}},{"_index":"aon18","_id":"rules-1815","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Gaining Kingdom Experience"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1815","markdown":"<title level=\"1\" right=\"Rules\">[Hex Claim XP Awards](/Rules.aspx?ID=1815)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach time a kingdom claims a hex, it earns 10 kingdom XP. If this hex is lost at a later date, the kingdom does not lose the XP earned from claiming it. Conversely, if the kingdom reclaims a lost hex, it does not gain XP from reclaiming it.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Hex Claim XP Awards","next_link":{"label":"Milestone XP Awards","url":"/Rules.aspx?ID=1816"},"previous_link":{"label":"Running a Kingdom","url":"/Rules.aspx?ID=1794"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\nAppendix 2: Kingdoms / Gaining Kingdom Experience\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 540"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>","speed":{},"text":" Hex Claim XP Awards Source Kingmaker Adventure Path pg. 540 Each time a kingdom claims a hex, it earns 10 kingdom XP. If this hex is lost at a later date, the kingdom does not lose the XP earned from claiming it. Conversely, if the kingdom reclaims a lost hex, it does not gain XP from reclaiming it. ","type":"Rules","url":"/Rules.aspx?ID=1815","weakness":{}}},{"_index":"aon18","_id":"rules-1816","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Gaining Kingdom Experience"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1816","markdown":"<title level=\"1\" right=\"Rules\">[Milestone XP Awards](/Rules.aspx?ID=1816)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs the kingdom grows, the kingdom gains XP the first time it reaches a milestone. These XP awards are given only once, the first time each milestone is attained.\n\n## Kingdom Milestone XP Awards\n<row gap=\"tiny\">\n<table> <tr><td>**XP Award**</td><td>**Milestone**</td></tr> <tr><td>40</td><td>Claim your first [Landmark](/Rules.aspx?ID=1791)</td></tr> <tr><td>40</td><td>Claim your first Refuge</td></tr> <tr><td>40</td><td>[Establish your first village](/Rules.aspx?ID=1755)</td></tr> <tr><td>40</td><td>Reach [kingdom Size](/Rules.aspx?ID=1781) 10</td></tr> <tr><td>60</td><td>Establish diplomatic relations for the first time</td></tr> <tr><td>60</td><td>Expand a village into your first town</td></tr> <tr><td>60</td><td>All eight leadership roles are assigned</td></tr> <tr><td>60</td><td>Reach kingdom Size 25</td></tr> <tr><td>80</td><td>Establish your first trade agreement</td></tr> <tr><td>80</td><td>Expand a town into your first city</td></tr> <tr><td>80</td><td>Reach kingdom Size 50</td></tr> <tr><td>80</td><td>Spend 100 RP during a Kingdom turn</td></tr> <tr><td>120</td><td>Expand a city into your first metropolis</td></tr> <tr><td>120</td><td>Reach kingdom Size 100</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Milestone XP Awards","next_link":{"label":"Event XP Awards","url":"/Rules.aspx?ID=1817"},"previous_link":{"label":"Hex Claim XP Awards","url":"/Rules.aspx?ID=1815"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\nAppendix 2: Kingdoms / Gaining Kingdom Experience\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 540"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>","speed":{},"text":" Milestone XP Awards Source Kingmaker Adventure Path pg. 540 As the kingdom grows, the kingdom gains XP the first time it reaches a milestone. These XP awards are given only once, the first time each milestone is attained. ## Kingdom Milestone XP Awards XP Award Milestone 40 Claim your first Landmark 40 Claim your first Refuge 40 Establish your first village 40 Reach kingdom Size 10 60 Establish diplomatic relations for the first time 60 Expand a village into your first town 60 All eight leadership roles are assigned 60 Reach kingdom Size 25 80 Establish your first trade agreement 80 Expand a town into your first city 80 Reach kingdom Size 50 80 Spend 100 RP during a Kingdom turn 120 Expand a city into your first metropolis 120 Reach kingdom Size 100 ","type":"Rules","url":"/Rules.aspx?ID=1816","weakness":{}}},{"_index":"aon18","_id":"rules-1817","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Gaining Kingdom Experience"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1817","markdown":"<title level=\"1\" right=\"Rules\">[Event XP Awards](/Rules.aspx?ID=1817)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA kingdom earns 30 XP for experiencing a random event or more for a Story event, regardless of the event's outcome.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Event XP Awards","next_link":{"label":"Surplus RP XP Awards","url":"/Rules.aspx?ID=1818"},"previous_link":{"label":"Milestone XP Awards","url":"/Rules.aspx?ID=1816"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\nAppendix 2: Kingdoms / Gaining Kingdom Experience\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 540"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>","speed":{},"text":" Event XP Awards Source Kingmaker Adventure Path pg. 540 A kingdom earns 30 XP for experiencing a random event or more for a Story event, regardless of the event's outcome. ","type":"Rules","url":"/Rules.aspx?ID=1817","weakness":{}}},{"_index":"aon18","_id":"rules-1818","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Gaining Kingdom Experience"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1818","markdown":"<title level=\"1\" right=\"Rules\">[Surplus RP XP Awards](/Rules.aspx?ID=1818)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAny RP remaining unspent at the end of a Kingdom turn is converted into XP at a ratio of 1 to 1 (see [Step 3: Apply Kingdom XP](/Rules.aspx?ID=1812)).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Surplus RP XP Awards","next_link":{"label":"Settlements","url":"/Rules.aspx?ID=1819"},"previous_link":{"label":"Event XP Awards","url":"/Rules.aspx?ID=1817"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\nAppendix 2: Kingdoms / Gaining Kingdom Experience\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 540"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>","speed":{},"text":" Surplus RP XP Awards Source Kingmaker Adventure Path pg. 540 Any RP remaining unspent at the end of a Kingdom turn is converted into XP at a ratio of 1 to 1 (see Step 3: Apply Kingdom XP). ","type":"Rules","url":"/Rules.aspx?ID=1818","weakness":{}}},{"_index":"aon18","_id":"rules-1819","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1819","markdown":"<title level=\"1\" right=\"Rules\">[Settlements](/Rules.aspx?ID=1819)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA ruler's territory provides the canvas upon which they can build a kingdom, but the true art of leadership is displayed in how one establishes and develops the settlements where citizens gather and live out their lives. While individual citizens like trappers, hunters, fishers, and farmers might dwell alone or with their families in the outskirts of a settlement, the majority of a kingdom's people live within the villages, towns, cities, and metropolises built for them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Settlement Level</title>\r\n\r\nIn the Pathfinder RPG, a settlement's level is used primarily to determine potential jobs on offer for the [Earn Income](/Actions.aspx?ID=23) activity, and to determine what level of items are commonly available for sale in that community. For the purposes of Kingmaker, it's easiest to assume that a settlement created by the PCs using these rules has a settlement level equal to the number of blocks on the settlement's Urban Grid that are completely filled, but you should feel free to adjust these levels as makes sense for their campaign. The levels assigned to NPC settlements in this book (such as Restov, Varnhold, and Pitax) have been set as appropriate for the storyline and are not determined by the number of full city blocks.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1820\" />\r\n\r\n<document level=\"2\" id=\"rules-1823\" />\r\n\r\n<document level=\"2\" id=\"rules-1831\" />\r\n\r\n<document level=\"2\" id=\"rules-1836\" />","name":"Settlements","next_link":{"label":"Kingdom Events","url":"/Rules.aspx?ID=1839"},"previous_link":{"label":"Gaining Kingdom Experience","url":"/Rules.aspx?ID=1814"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\nAppendix 2: Kingdoms\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 540"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>","speed":{},"text":" Settlements Source Kingmaker Adventure Path pg. 540 A ruler's territory provides the canvas upon which they can build a kingdom, but the true art of leadership is displayed in how one establishes and develops the settlements where citizens gather and live out their lives. While individual citizens like trappers, hunters, fishers, and farmers might dwell alone or with their families in the outskirts of a settlement, the majority of a kingdom's people live within the villages, towns, cities, and metropolises built for them. Settlement Level In the Pathfinder RPG, a settlement's level is used primarily to determine potential jobs on offer for the Earn Income activity, and to determine what level of items are commonly available for sale in that community. For the purposes of Kingmaker, it's easiest to assume that a settlement created by the PCs using these rules has a settlement level equal to the number of blocks on the settlement's Urban Grid that are completely filled, but you should feel free to adjust these levels as makes sense for their campaign. The levels assigned to NPC settlements in this book (such as Restov, Varnhold, and Pitax) have been set as appropriate for the storyline and are not determined by the number of full city blocks. ","type":"Rules","url":"/Rules.aspx?ID=1819","weakness":{}}},{"_index":"aon18","_id":"rules-1820","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1820","markdown":"<title level=\"1\" right=\"Rules\">[The Urban Grid](/Rules.aspx?ID=1820)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Urban Grid presents a simple graphical representation of a settlement (see page 633 for an example). The grid divides a settlement into 9 large districts (blocks) arranged in a 3-by-3 square. Each district itself comprises 4 individual neighborhoods (lots) arranged in a 2-by-2 square. It is these neighborhood lots in which you'll build structures to improve your settlement.\n\n While the Urban Grid diagrams your settlement as a square, this is simply an organizational abstraction—it doesn't mean that your settlements are literally square. If it helps your sense of verisimilitude, feel free to cut up the Urban Grid and arrange blocks of four lots in any shape you wish. For a city hugging the shores of a great bay, you could draw out the bay and simply paste the blocks in a long row lining the coastline, or in any other arrangement that suits your taste.\n\n Though the Urban Grid depicts 9 blocks for each settlement, the number of blocks in which you can build is limited by the settlement's category: a village consists of only a single block (and can thus host a maximum of only 4 lots of structures), while a city can expand to all 9 blocks (and can host up to 36 lots of structures). It's even possible for your settlement to become a metropolis, expanding to more than one Urban Grid! (See [Settlement Types](/Rules.aspx?ID=1823) for complete details of settlement categories.)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1821\" />\r\n\r\n<document level=\"2\" id=\"rules-1822\" />","name":"The Urban Grid","next_link":{"label":"Settlement Types","url":"/Rules.aspx?ID=1823"},"previous_link":{"label":"Gaining Kingdom Experience","url":"/Rules.aspx?ID=1814"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\nAppendix 2: Kingdoms / Settlements\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 540"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>","speed":{},"text":" The Urban Grid Source Kingmaker Adventure Path pg. 540 The Urban Grid presents a simple graphical representation of a settlement (see page 633 for an example). The grid divides a settlement into 9 large districts (blocks) arranged in a 3-by-3 square. Each district itself comprises 4 individual neighborhoods (lots) arranged in a 2-by-2 square. It is these neighborhood lots in which you'll build structures to improve your settlement. While the Urban Grid diagrams your settlement as a square, this is simply an organizational abstraction—it doesn't mean that your settlements are literally square. If it helps your sense of verisimilitude, feel free to cut up the Urban Grid and arrange blocks of four lots in any shape you wish. For a city hugging the shores of a great bay, you could draw out the bay and simply paste the blocks in a long row lining the coastline, or in any other arrangement that suits your taste. Though the Urban Grid depicts 9 blocks for each settlement, the number of blocks in which you can build is limited by the settlement's category: a village consists of only a single block (and can thus host a maximum of only 4 lots of structures), while a city can expand to all 9 blocks (and can host up to 36 lots of structures). It's even possible for your settlement to become a metropolis, expanding to more than one Urban Grid! (See Settlement Types for complete details of settlement categories.) ","type":"Rules","url":"/Rules.aspx?ID=1820","weakness":{}}},{"_index":"aon18","_id":"rules-1821","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","The Urban Grid"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1821","markdown":"<title level=\"1\" right=\"Rules\">[Urban Grid Borders](/Rules.aspx?ID=1821)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe four sides of the Urban Grid are where you record the types of borders your settlement has. **Land Borders**: By default, all of your settlement's borders are unremarkable transitions from urban to hinterland—these are known as Land Borders. You take a cumulative 1 item penalty on Trade checks for each settlement in your kingdom that has no Land Borders, unless it has at least one Water Border with a [Bridge](/Rules.aspx?ID=1791).\n\n **Water Borders**: When you place a settlement in a hex that has lake, river, or swamp terrain, you can locate it so that it has Water Borders. Water Borders provide natural defenses to your settlement during [Warfare](/Skills.aspx?ID=32), and some structures can only be constructed in lots adjacent to Water Borders. However, crossing Water Borders that lack Bridges takes a long time (see [Navigating an Urban Grid](/Rules.aspx?ID=1822)).\n\n If a settlement has only Water Borders, it is on an island; until you build at least one Bridge, that settlement's [influence](/Rules.aspx?ID=1830) is 0.\n\n **Walled Borders**: Building [Walls](/KMStructures.aspx?ID=72) on your borders boosts your settlement's defense in certain events and in Warfare.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Urban Grid Borders","next_link":{"label":"Navigating an Urban Grid","url":"/Rules.aspx?ID=1822"},"previous_link":{"label":"Gaining Kingdom Experience","url":"/Rules.aspx?ID=1814"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / The Urban Grid\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 540"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 540</row>","speed":{},"text":" Urban Grid Borders Source Kingmaker Adventure Path pg. 540 The four sides of the Urban Grid are where you record the types of borders your settlement has. Land Borders : By default, all of your settlement's borders are unremarkable transitions from urban to hinterland—these are known as Land Borders. You take a cumulative 1 item penalty on Trade checks for each settlement in your kingdom that has no Land Borders, unless it has at least one Water Border with a Bridge. Water Borders : When you place a settlement in a hex that has lake, river, or swamp terrain, you can locate it so that it has Water Borders. Water Borders provide natural defenses to your settlement during Warfare, and some structures can only be constructed in lots adjacent to Water Borders. However, crossing Water Borders that lack Bridges takes a long time (see Navigating an Urban Grid). If a settlement has only Water Borders, it is on an island; until you build at least one Bridge, that settlement's influence is 0. Walled Borders : Building Walls on your borders boosts your settlement's defense in certain events and in Warfare. ","type":"Rules","url":"/Rules.aspx?ID=1821","weakness":{}}},{"_index":"aon18","_id":"rules-1822","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","The Urban Grid"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1822","markdown":"<title level=\"1\" right=\"Rules\">[Navigating an Urban Grid](/Rules.aspx?ID=1822)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou can simulate travel in a settlement using the Urban Grid to approximate distances. Since moving through a settlement requires a character to follow twisting roads, navigate crowds, or endure minor distractions along the way, it takes 15 minutes to move from one lot to an adjacent lot, or to cross a border (including exiting the settlement). If the settlement has [Paved Streets](/KMStructures.aspx?ID=47), this travel time is reduced to 5 minutes. Crossing a Water Border that doesn't have a [Bridge](/Rules.aspx?ID=8) takes an hour.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Navigating an Urban Grid","next_link":{"label":"Settlement Types","url":"/Rules.aspx?ID=1823"},"previous_link":{"label":"Urban Grid Borders","url":"/Rules.aspx?ID=1821"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / The Urban Grid\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 541"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>","speed":{},"text":" Navigating an Urban Grid Source Kingmaker Adventure Path pg. 541 You can simulate travel in a settlement using the Urban Grid to approximate distances. Since moving through a settlement requires a character to follow twisting roads, navigate crowds, or endure minor distractions along the way, it takes 15 minutes to move from one lot to an adjacent lot, or to cross a border (including exiting the settlement). If the settlement has Paved Streets, this travel time is reduced to 5 minutes. Crossing a Water Border that doesn't have a Bridge takes an hour. ","type":"Rules","url":"/Rules.aspx?ID=1822","weakness":{}}},{"_index":"aon18","_id":"rules-1823","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1823","markdown":"<title level=\"1\" right=\"Rules\">[Settlement Types](/Rules.aspx?ID=1823)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs your kingdom levels up and your settlements grow, a settlement's type can change, providing different benefits and costs to your kingdom (see the table and descriptions below).\n\n## Settlement Types\n<row gap=\"tiny\">\n<table> <tr><td>**Settlement**</td><td>**Size**</td><td>**Population**</td><td>**Level**</td><td>**Consumption**</td><td>**Max. Item Bonus**</td><td>**Influence**</td></tr> <tr><td>Village (1st)</td><td>1 block</td><td>400 or less</td><td>1</td><td>1</td><td>+1</td><td>0</td></tr> <tr><td>Town (3rd)</td><td>4 blocks</td><td>4012,000</td><td>24</td><td>2</td><td>+1</td><td>1 hex</td></tr> <tr><td>City (9th)</td><td>9 blocks</td><td>2,00125,000</td><td>59</td><td>4</td><td>+2</td><td>2 hexes</td></tr> <tr><td>Metropolis (15th)</td><td>10+ blocks</td><td>25,001+</td><td>10+</td><td>6</td><td>+3</td><td>3 hexes</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1824\" />\r\n\r\n<document level=\"2\" id=\"rules-1825\" />\r\n\r\n<document level=\"2\" id=\"rules-1826\" />\r\n\r\n<document level=\"2\" id=\"rules-1827\" />\r\n\r\n<document level=\"2\" id=\"rules-1828\" />\r\n\r\n<document level=\"2\" id=\"rules-1829\" />\r\n\r\n<document level=\"2\" id=\"rules-1830\" />","name":"Settlement Types","next_link":{"label":"Founding a Village","url":"/Rules.aspx?ID=1831"},"previous_link":{"label":"The Urban Grid","url":"/Rules.aspx?ID=1820"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\nAppendix 2: Kingdoms / Settlements\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 541"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>","speed":{},"text":" Settlement Types Source Kingmaker Adventure Path pg. 541 As your kingdom levels up and your settlements grow, a settlement's type can change, providing different benefits and costs to your kingdom (see the table and descriptions below). ## Settlement Types Settlement Size Population Level Consumption Max. Item Bonus Influence Village (1st) 1 block 400 or less 1 1 +1 0 Town (3rd) 4 blocks 4012,000 24 2 +1 1 hex City (9th) 9 blocks 2,00125,000 59 4 +2 2 hexes Metropolis (15th) 10+ blocks 25,001+ 10+ 6 +3 3 hexes ","type":"Rules","url":"/Rules.aspx?ID=1823","weakness":{}}},{"_index":"aon18","_id":"rules-1824","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","Settlement Types"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1824","markdown":"<title level=\"1\" right=\"Rules\">[Settlement](/Rules.aspx?ID=1824)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis indicates the type of settlement, with the minimum kingdom level to support such a settlement in parenthesis. **Village**: Settlements start as villages, consisting of a single block of 4 lots. When you [Build a Structure](/Actions.aspx?ID=1372) in a lot, you must select a lot in that block.\n\n **Town**: Once your kingdom is 3rd level and you've filled all four lots in your village, as long as your settlement is not [Overcrowded](/Rules.aspx?ID=1836), the next time you Build a Structure in a lot, you may choose a lot in any block adjacent to your current block. As you do so, your village becomes a town. A town consists of 2 to 4 blocks of 4 lots each. The blocks must be contiguous, but they need not be a square—they could form a T, L, or S shape if you like. When your kingdom gains its first town, gain 60 kingdom XP as a [milestone award](/Rules.aspx?ID=1816).\n\n **City**: Once your kingdom is 9th level and you've filled in at least two lots in each of your town's 4 blocks, if your settlement is not Overcrowded, you may choose a lot anywhere on the Urban Grid when you Build a Structure in a lot. The first time you do so, the town transitions into a city. When your kingdom gains its first city, gain 80 kingdom XP as a milestone award.\n\n **Metropolis**: When your kingdom reaches 15th level and you have filled at least two lots on each block in your city, if your settlement is not Overcrowded, you may expand into a metropolis by adding a second Urban Grid. (You may instead continue filling in the remaining lots and remain a city.) At this point, you can place new structures into any lot you wish in the newly added Urban Grid. You can add additional Urban Grids each time you have built at least two lots of structures in every available block and are not Overcrowded, but there are no further settlement types beyond metropolis to achieve. When your kingdom gains its first metropolis, gain 120 kingdom XP as a milestone award.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Settlement","next_link":{"label":"Size","url":"/Rules.aspx?ID=1825"},"previous_link":{"label":"The Urban Grid","url":"/Rules.aspx?ID=1820"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / Settlement Types\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 541"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>","speed":{},"text":" Settlement Source Kingmaker Adventure Path pg. 541 This indicates the type of settlement, with the minimum kingdom level to support such a settlement in parenthesis. Village : Settlements start as villages, consisting of a single block of 4 lots. When you Build a Structure in a lot, you must select a lot in that block. Town : Once your kingdom is 3rd level and you've filled all four lots in your village, as long as your settlement is not Overcrowded, the next time you Build a Structure in a lot, you may choose a lot in any block adjacent to your current block. As you do so, your village becomes a town. A town consists of 2 to 4 blocks of 4 lots each. The blocks must be contiguous, but they need not be a square—they could form a T, L, or S shape if you like. When your kingdom gains its first town, gain 60 kingdom XP as a milestone award. City : Once your kingdom is 9th level and you've filled in at least two lots in each of your town's 4 blocks, if your settlement is not Overcrowded, you may choose a lot anywhere on the Urban Grid when you Build a Structure in a lot. The first time you do so, the town transitions into a city. When your kingdom gains its first city, gain 80 kingdom XP as a milestone award. Metropolis : When your kingdom reaches 15th level and you have filled at least two lots on each block in your city, if your settlement is not Overcrowded, you may expand into a metropolis by adding a second Urban Grid. (You may instead continue filling in the remaining lots and remain a city.) At this point, you can place new structures into any lot you wish in the newly added Urban Grid. You can add additional Urban Grids each time you have built at least two lots of structures in every available block and are not Overcrowded, but there are no further settlement types beyond metropolis to achieve. When your kingdom gains its first metropolis, gain 120 kingdom XP as a milestone award. ","type":"Rules","url":"/Rules.aspx?ID=1824","weakness":{}}},{"_index":"aon18","_id":"rules-1825","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","Settlement Types"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1825","markdown":"<title level=\"1\" right=\"Rules\">[Size](/Rules.aspx?ID=1825)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis indicates the maximum number of blocks the settlement can occupy in an Urban Grid.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Size","next_link":{"label":"Population","url":"/Rules.aspx?ID=1826"},"previous_link":{"label":"Settlement","url":"/Rules.aspx?ID=1824"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / Settlement Types\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 541"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>","speed":{},"text":" Size Source Kingmaker Adventure Path pg. 541 This indicates the maximum number of blocks the settlement can occupy in an Urban Grid. ","type":"Rules","url":"/Rules.aspx?ID=1825","weakness":{}}},{"_index":"aon18","_id":"rules-1826","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","Settlement Types"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1826","markdown":"<title level=\"1\" right=\"Rules\">[Population](/Rules.aspx?ID=1826)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA settlement's exact population is intentionally left abstract, but if you wish to estimate the numbers, you can use the values here as guidelines. Population density increases as a Settlement grows. In a village, each completed lot has an average population of 100 people or less. A town's average population increases to 125 people per completed lot, whereas a city's average population per lot increases to around 700. A metropolis can have an average population per completed lot of 1,000 people or more.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Population","next_link":{"label":"Level","url":"/Rules.aspx?ID=1827"},"previous_link":{"label":"Size","url":"/Rules.aspx?ID=1825"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / Settlement Types\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 541"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>","speed":{},"text":" Population Source Kingmaker Adventure Path pg. 541 A settlement's exact population is intentionally left abstract, but if you wish to estimate the numbers, you can use the values here as guidelines. Population density increases as a Settlement grows. In a village, each completed lot has an average population of 100 people or less. A town's average population increases to 125 people per completed lot, whereas a city's average population per lot increases to around 700. A metropolis can have an average population per completed lot of 1,000 people or more. ","type":"Rules","url":"/Rules.aspx?ID=1826","weakness":{}}},{"_index":"aon18","_id":"rules-1827","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","Settlement Types"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1827","markdown":"<title level=\"1\" right=\"Rules\">[Level](/Rules.aspx?ID=1827)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe settlement's level generally falls within the range listed here, and is always equal to the number of blocks that have at least one structure (to a maximum of 20). A settlement level is separate from the kingdom level and is primarily used to determine [potential jobs in the settlement](/Rules.aspx?ID=560). A settlement's level also suggests what sort of magic items might be commonly available for purchase at shops or the market (subject to GM adjudication).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Level","next_link":{"label":"Consumption","url":"/Rules.aspx?ID=1828"},"previous_link":{"label":"Population","url":"/Rules.aspx?ID=1826"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / Settlement Types\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 541"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>","speed":{},"text":" Level Source Kingmaker Adventure Path pg. 541 The settlement's level generally falls within the range listed here, and is always equal to the number of blocks that have at least one structure (to a maximum of 20). A settlement level is separate from the kingdom level and is primarily used to determine potential jobs in the settlement. A settlement's level also suggests what sort of magic items might be commonly available for purchase at shops or the market (subject to GM adjudication). ","type":"Rules","url":"/Rules.aspx?ID=1827","weakness":{}}},{"_index":"aon18","_id":"rules-1828","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","Settlement Types"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1828","markdown":"<title level=\"1\" right=\"Rules\">[Consumption](/Rules.aspx?ID=1828)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nConsumption is a numerical value that indicates the Food commodities the settlement requires in order to remain viable and functional. The number given here shows the settlement's base consumption; specific structures in the settlements can increase or decrease its Consumption.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Consumption","next_link":{"label":"Maximum Item Bonus","url":"/Rules.aspx?ID=1829"},"previous_link":{"label":"Level","url":"/Rules.aspx?ID=1827"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / Settlement Types\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 541"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 541</row>","speed":{},"text":" Consumption Source Kingmaker Adventure Path pg. 541 Consumption is a numerical value that indicates the Food commodities the settlement requires in order to remain viable and functional. The number given here shows the settlement's base consumption; specific structures in the settlements can increase or decrease its Consumption. ","type":"Rules","url":"/Rules.aspx?ID=1828","weakness":{}}},{"_index":"aon18","_id":"rules-1829","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","Settlement Types"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1829","markdown":"<title level=\"1\" right=\"Rules\">[Maximum Item Bonus](/Rules.aspx?ID=1829)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany structures within a settlement grant an item bonus to specific kingdom activities. Normally, item bonuses do not stack, but if you build multiple structures of the same type in the same settlement, their item bonuses stack up to this limit. In a case where two settlements have overlapping influences from identical structures, only the higher item bonus from a single settlement's structures applies.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Maximum Item Bonus","next_link":{"label":"Influence","url":"/Rules.aspx?ID=1830"},"previous_link":{"label":"Consumption","url":"/Rules.aspx?ID=1828"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / Settlement Types\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 542"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>","speed":{},"text":" Maximum Item Bonus Source Kingmaker Adventure Path pg. 542 Many structures within a settlement grant an item bonus to specific kingdom activities. Normally, item bonuses do not stack, but if you build multiple structures of the same type in the same settlement, their item bonuses stack up to this limit. In a case where two settlements have overlapping influences from identical structures, only the higher item bonus from a single settlement's structures applies. ","type":"Rules","url":"/Rules.aspx?ID=1829","weakness":{}}},{"_index":"aon18","_id":"rules-1830","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","Settlement Types"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1830","markdown":"<title level=\"1\" right=\"Rules\">[Influence](/Rules.aspx?ID=1830)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA settlement's influence area is the area around a settlement where meaningful economic and productive activity can occur, as well as where the settlement's beneficial effects extend. The numeric value indicates the number of hexes that the settlement's influence extends. Thus, a village only influences the hex it's located in, while a town influences all adjacent hexes. If a settlement has only Water Borders and no Bridges, that settlement's influence is 0 regardless of its settlement type.\n\n Certain activities and the impact of some kingdom events are limited to a settlement's influence. Structures in a settlement that provide a specific item bonus do so to all of the claimed hexes influenced by their settlement. (Structures in your capital city provide that bonus to all of the kingdom's claimed hexes, regardless of the capital's influence.)\n\n Hexes not claimed by your kingdom are never part of your settlements' influence areas, even if they are within the distance noted above. A hex can be influenced by multiple settlements.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Influence","next_link":{"label":"Founding a Village","url":"/Rules.aspx?ID=1831"},"previous_link":{"label":"Maximum Item Bonus","url":"/Rules.aspx?ID=1829"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / Settlement Types\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 542"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>","speed":{},"text":" Influence Source Kingmaker Adventure Path pg. 542 A settlement's influence area is the area around a settlement where meaningful economic and productive activity can occur, as well as where the settlement's beneficial effects extend. The numeric value indicates the number of hexes that the settlement's influence extends. Thus, a village only influences the hex it's located in, while a town influences all adjacent hexes. If a settlement has only Water Borders and no Bridges, that settlement's influence is 0 regardless of its settlement type. Certain activities and the impact of some kingdom events are limited to a settlement's influence. Structures in a settlement that provide a specific item bonus do so to all of the claimed hexes influenced by their settlement. (Structures in your capital city provide that bonus to all of the kingdom's claimed hexes, regardless of the capital's influence.) Hexes not claimed by your kingdom are never part of your settlements' influence areas, even if they are within the distance noted above. A hex can be influenced by multiple settlements. ","type":"Rules","url":"/Rules.aspx?ID=1830","weakness":{}}},{"_index":"aon18","_id":"rules-1831","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1831","markdown":"<title level=\"1\" right=\"Rules\">[Founding a Village](/Rules.aspx?ID=1831)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour kingdom's first settlement is automatically founded in [Step 8 of Kingdom Creation](/Rules.aspx?ID=1755). You can found new settlements and expand on existing settlements during the [Civic Activities](/Rules.aspx?ID=1808) step of the Activity phase of the Kingdom turn.\n\n When you found a village, follow the four steps presented below to get started.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1832\" />\r\n\r\n<document level=\"2\" id=\"rules-1833\" />\r\n\r\n<document level=\"2\" id=\"rules-1834\" />\r\n\r\n<document level=\"2\" id=\"rules-1835\" />","name":"Founding a Village","next_link":{"label":"Structures","url":"/Rules.aspx?ID=1836"},"previous_link":{"label":"Settlement Types","url":"/Rules.aspx?ID=1823"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>\r\n\r\nAppendix 2: Kingdoms / Settlements\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 542"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>","speed":{},"text":" Founding a Village Source Kingmaker Adventure Path pg. 542 Your kingdom's first settlement is automatically founded in Step 8 of Kingdom Creation. You can found new settlements and expand on existing settlements during the Civic Activities step of the Activity phase of the Kingdom turn. When you found a village, follow the four steps presented below to get started. ","type":"Rules","url":"/Rules.aspx?ID=1831","weakness":{}}},{"_index":"aon18","_id":"rules-1832","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","Founding a Village"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1832","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Select a Hex](/Rules.aspx?ID=1832)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSelect a [Claimed Hex](/Actions.aspx?ID=1373) in your kingdom that doesn't already have a settlement as the site for your new settlement. Work with your GM to select the specific location of your settlement within the hex. If it contains lake, river, or swamp terrain, take into consideration the number of [Water Borders](/Rules.aspx?ID=1821) you have in mind for your settlement.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1: Select a Hex","next_link":{"label":"Step 2: Establish your Village","url":"/Rules.aspx?ID=1833"},"previous_link":{"label":"Settlement Types","url":"/Rules.aspx?ID=1823"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / Founding a Village\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 542"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>","speed":{},"text":" Step 1: Select a Hex Source Kingmaker Adventure Path pg. 542 Select a Claimed Hex in your kingdom that doesn't already have a settlement as the site for your new settlement. Work with your GM to select the specific location of your settlement within the hex. If it contains lake, river, or swamp terrain, take into consideration the number of Water Borders you have in mind for your settlement. ","type":"Rules","url":"/Rules.aspx?ID=1832","weakness":{}}},{"_index":"aon18","_id":"rules-1833","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","Founding a Village"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1833","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Establish your Village](/Rules.aspx?ID=1833)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou must first [Clear the Hex](/Actions.aspx?ID=1374) to prepare it for your village. Since Clear Hex is a [Region](/Traits.aspx?ID=440) activity that can only happen during [Step 2](/Rules.aspx?ID=1807) of the activity phase of a Kingdom turn, and [Establish Settlement](/Actions.aspx?ID=1375) is a [Leadership](/Traits.aspx?ID=439) activity that can only happen during [Step 1](/Rules.aspx?ID=1806), you have to wait until the Kingdom turn after you Clear the Hex to actually found the settlement. This simulates the time that it takes to prepare, such as setting up temporary quarters or tent cities, digging sanitation trenches, gathering materials, and managing all the other small tasks to get things ready to build.\n\n If your hex contains lake, river, or swamp terrain, you may choose which of its borders are Land Borders and which are Water Borders (see [Urban Grid Borders](/Rules.aspx?ID=1821)). On the Urban Grid, check the “Water” box next to as many of its borders as you like; you cannot change this decision later.\n\n If your hex contains [Ruins or a Structure](/Rules.aspx?ID=1791), you can incorporate that building into your settlement at a reduced cost (for Ruins) or for free (for Structures). The exact type of structure is indicated in that hex's encounter text in Chapter 2—the GM has full information about these structures and ruins and how they can impact settlements.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2: Establish your Village","next_link":{"label":"Step 3: Name your Village","url":"/Rules.aspx?ID=1834"},"previous_link":{"label":"Step 1: Select a Hex","url":"/Rules.aspx?ID=1832"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / Founding a Village\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 542"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 542</row>","speed":{},"text":" Step 2: Establish your Village Source Kingmaker Adventure Path pg. 542 You must first Clear the Hex to prepare it for your village. Since Clear Hex is a Region activity that can only happen during Step 2 of the activity phase of a Kingdom turn, and Establish Settlement is a Leadership activity that can only happen during Step 1, you have to wait until the Kingdom turn after you Clear the Hex to actually found the settlement. This simulates the time that it takes to prepare, such as setting up temporary quarters or tent cities, digging sanitation trenches, gathering materials, and managing all the other small tasks to get things ready to build. If your hex contains lake, river, or swamp terrain, you may choose which of its borders are Land Borders and which are Water Borders (see Urban Grid Borders). On the Urban Grid, check the “Water” box next to as many of its borders as you like; you cannot change this decision later. If your hex contains Ruins or a Structure, you can incorporate that building into your settlement at a reduced cost (for Ruins) or for free (for Structures). The exact type of structure is indicated in that hex's encounter text in Chapter 2—the GM has full information about these structures and ruins and how they can impact settlements. ","type":"Rules","url":"/Rules.aspx?ID=1833","weakness":{}}},{"_index":"aon18","_id":"rules-1834","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","Founding a Village"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1834","markdown":"<title level=\"1\" right=\"Rules\">[Step 3: Name your Village](/Rules.aspx?ID=1834)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 543</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach settlement needs a name. Some leaders name settlements after themselves or their families, but the name can be anything suitable for the campaign and agreeable to the PCs.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 3: Name your Village","next_link":{"label":"Step 4: Start Building!","url":"/Rules.aspx?ID=1835"},"previous_link":{"label":"Step 2: Establish your Village","url":"/Rules.aspx?ID=1833"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 543</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / Founding a Village\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 543"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 543</row>","speed":{},"text":" Step 3: Name your Village Source Kingmaker Adventure Path pg. 543 Each settlement needs a name. Some leaders name settlements after themselves or their families, but the name can be anything suitable for the campaign and agreeable to the PCs. ","type":"Rules","url":"/Rules.aspx?ID=1834","weakness":{}}},{"_index":"aon18","_id":"rules-1835","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","Founding a Village"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1835","markdown":"<title level=\"1\" right=\"Rules\">[Step 4: Start Building!](/Rules.aspx?ID=1835)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 543</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYour brand new village is now ready to grow! A village must fill a single block of 4 lots before it can expand, so select one block on the Urban Grid for your village's development. Each Kingdom turn, during the [Civic Activities](/Rules.aspx?ID=1808) step of its Activity phase, your settlement has one Civic activity, which can be used to [Build Structure](/Actions.aspx?ID=1372).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 4: Start Building!","next_link":{"label":"Structures","url":"/Rules.aspx?ID=1836"},"previous_link":{"label":"Step 3: Name your Village","url":"/Rules.aspx?ID=1834"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 543</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / Founding a Village\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 543"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 543</row>","speed":{},"text":" Step 4: Start Building! Source Kingmaker Adventure Path pg. 543 Your brand new village is now ready to grow! A village must fill a single block of 4 lots before it can expand, so select one block on the Urban Grid for your village's development. Each Kingdom turn, during the Civic Activities step of its Activity phase, your settlement has one Civic activity, which can be used to Build Structure. ","type":"Rules","url":"/Rules.aspx?ID=1835","weakness":{}}},{"_index":"aon18","_id":"rules-1836","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1836","markdown":"<title level=\"1\" right=\"Rules\">[Structures](/Rules.aspx?ID=1836)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 543</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou build structures using the [Build Structure](/Actions.aspx?ID=1372) activity during the [Civic Activities](/Rules.aspx?ID=808) step of the Activity phase of the Kingdom turn.\n\n When you build in a lot within one of your settlements, you're rarely literally constructing a single building. While an arena or cathedral might stand alone as a towering edifice, most lots represent a number of buildings whose focus is to support the type of improvement that lot supports. For example, a brewery could represent a collection of brewers and bottlers and the families who support them, while a luxury merchant would represent several specialized stores. Even sprawling, sizable improvements like dumps, cemeteries, or parks might include nearby dwellings or cottages for those who tend and manage the area or live along its margins.\n\n **Residential Lots and Overcrowding**: While almost every structure presumably includes a small amount of lodging, you need to build Residential lots in order to give your citizens enough places to live. You do so by building a structure that has the Residential trait in a chosen lot. Settlements require a number of Residential lots equal to the number of blocks that have any structures built within them, although these residential lots need not be located one per block. For example, when a village expands to a town, it initially occupies 2 blocks. It needs 2 Residential lots in total among those 2 blocks, either both in one block or one in each block. A settlement without this minimum number of Residential lots is Overcrowded (mark the “Overcrowded” box on your Urban Grid) and generates 1 Unrest for the kingdom during the [Upkeep phase](/Rules.aspx?ID=1797) of each Kingdom turn.\n\n **Reduced to Rubble**: It's possible for structures in a settlement to be reduced to rubble by a failed attempt to [Demolish](/Actions.aspx?ID=1391) a structure or a poor result from a kingdom event. When a structure is reduced to rubble, replace the lots the structure once occupied on the Urban Grid with [rubble](/KMStructures.aspx?ID=49). Having rubble in a lot doesn't itself impact a kingdom's Unrest or other statistics negatively, but it does prevent you from building in those lots. You must Demolish that lot before you can build there again. When a single lot that contains part of a multi-lot structure is reduced to rubble, each of the lots that contained that structure are replaced with individual lots of rubble.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1837\" />\r\n\r\n<document level=\"2\" id=\"rules-1838\" />","name":"Structures","next_link":{"label":"Kingdom Events","url":"/Rules.aspx?ID=1839"},"previous_link":{"label":"Founding a Village","url":"/Rules.aspx?ID=1831"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 543</row>\r\n\r\nAppendix 2: Kingdoms / Settlements\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 543"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 543</row>","speed":{},"text":" Structures Source Kingmaker Adventure Path pg. 543 You build structures using the Build Structure activity during the Civic Activities step of the Activity phase of the Kingdom turn. When you build in a lot within one of your settlements, you're rarely literally constructing a single building. While an arena or cathedral might stand alone as a towering edifice, most lots represent a number of buildings whose focus is to support the type of improvement that lot supports. For example, a brewery could represent a collection of brewers and bottlers and the families who support them, while a luxury merchant would represent several specialized stores. Even sprawling, sizable improvements like dumps, cemeteries, or parks might include nearby dwellings or cottages for those who tend and manage the area or live along its margins. Residential Lots and Overcrowding : While almost every structure presumably includes a small amount of lodging, you need to build Residential lots in order to give your citizens enough places to live. You do so by building a structure that has the Residential trait in a chosen lot. Settlements require a number of Residential lots equal to the number of blocks that have any structures built within them, although these residential lots need not be located one per block. For example, when a village expands to a town, it initially occupies 2 blocks. It needs 2 Residential lots in total among those 2 blocks, either both in one block or one in each block. A settlement without this minimum number of Residential lots is Overcrowded (mark the “Overcrowded” box on your Urban Grid) and generates 1 Unrest for the kingdom during the Upkeep phase of each Kingdom turn. Reduced to Rubble : It's possible for structures in a settlement to be reduced to rubble by a failed attempt to Demolish a structure or a poor result from a kingdom event. When a structure is reduced to rubble, replace the lots the structure once occupied on the Urban Grid with rubble. Having rubble in a lot doesn't itself impact a kingdom's Unrest or other statistics negatively, but it does prevent you from building in those lots. You must Demolish that lot before you can build there again. When a single lot that contains part of a multi-lot structure is reduced to rubble, each of the lots that contained that structure are replaced with individual lots of rubble. ","type":"Rules","url":"/Rules.aspx?ID=1836","weakness":{}}},{"_index":"aon18","_id":"rules-1837","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","Structures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1837","markdown":"<title level=\"1\" right=\"Rules\">[Structure Descriptions](/Rules.aspx?ID=1837)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 543</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStructures are described in the following format.\n\n<title level=\"3\" right=\"Level\">Structure Name </title> A structure's level indicates the minimum kingdom level required to build it. Each structure has traits that convey its properties. The **Building** trait indicates the structure is a collection of indoor sites, while the **Yard** trait indicates the structure is primarily an outdoor site. **Infrastructure** indicates that the structure benefits all lots in an Urban Grid without occupying a lot. (For a metropolis, this means you'll need to build Infrastructure separately for each Urban Grid that makes up the settlement.) The **Edifice** trait grants its benefits to a settlement only once; if you build that structure an additional time in the same settlement, it's purely cosmetic. A **Residential** structure helps house the settlement's citizens; a settlement requires at least one Residential lot per block to avoid being Overcrowded. The **Famous** trait increases your Fame score when the structure is built, while the **Infamous** trait does the same for your Infamy score. Some structures have both Famous and Infamous traits; in this case apply the one that matches your kingdom's preference (see [Fame and Infamy](/Rules.aspx?ID=1792)). A short textual description rounds out the top of the structure stat block.\n\n---\n\n **Lots** The number of contiguous lots that the structure occupies on the Urban Grid; **Cost** The cost in RP and Commodities (if any) you must spend before attempting the Build Structure check.<br /> **Construction** This entry lists the required skill, proficiency rank, and DC for the [Build Structure](/Actions.aspx?ID=1372) check.<br /> **Upgrade From/Upgrade To** Some structures can be upgraded into a more advanced form of the existing structure, such as upgrading a Shrine into a Temple. If you upgrade a structure, subtract the RP and Commodity cost used to build the original structure from the cost of the new structure. When the new structure is complete, its effects replace those of the previous structure. You can't upgrade a structure to one that occupies more lots if there isn't space in the block for the new structure's size. (You do not need to build the lesser form of a structure before you build the advanced form.)<br /> **Item Bonus** This entry indicates any item bonuses the structure grants to specific activities made within the settlement's influence—or within the borders of your kingdom if the settlement is your capital. These bonuses are item bonuses, but they stack with those granted by identical structures within the same settlement, up to that settlement's [maximum item bonus](/Rules.aspx?ID=1829).<br /> **Ruin** Some structures negatively impact society. If this structure does so, it will increase one or more of your kingdom's Ruins when constructed; this increase only happens once, when the structure is built. Increases to Ruin in this way aren't removed if the structure is later demolished.<br /> **Effects** All additional game effects the structure grants to your kingdom are listed here. In many cases, these effects grant item bonuses to PCs while they are in the settlement, but unlike those granted by the Item Bonus above, item bonuses found in this section of the stat block do not stack with other item bonuses. Unless stated otherwise, effects in this section apply only within this settlement; they do not apply to areas influenced by this settlement.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Structure Descriptions","next_link":{"label":"Settlement Structures","url":"/Rules.aspx?ID=1838"},"previous_link":{"label":"Founding a Village","url":"/Rules.aspx?ID=1831"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 543</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / Structures\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 543"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 543</row>","speed":{},"text":" Structure Descriptions Source Kingmaker Adventure Path pg. 543 Structures are described in the following format. Structure Name A structure's level indicates the minimum kingdom level required to build it. Each structure has traits that convey its properties. The Building trait indicates the structure is a collection of indoor sites, while the Yard trait indicates the structure is primarily an outdoor site. Infrastructure indicates that the structure benefits all lots in an Urban Grid without occupying a lot. (For a metropolis, this means you'll need to build Infrastructure separately for each Urban Grid that makes up the settlement.) The Edifice trait grants its benefits to a settlement only once; if you build that structure an additional time in the same settlement, it's purely cosmetic. A Residential structure helps house the settlement's citizens; a settlement requires at least one Residential lot per block to avoid being Overcrowded. The Famous trait increases your Fame score when the structure is built, while the Infamous trait does the same for your Infamy score. Some structures have both Famous and Infamous traits; in this case apply the one that matches your kingdom's preference (see Fame and Infamy). A short textual description rounds out the top of the structure stat block. --- Lots The number of contiguous lots that the structure occupies on the Urban Grid; Cost The cost in RP and Commodities (if any) you must spend before attempting the Build Structure check. Construction This entry lists the required skill, proficiency rank, and DC for the Build Structure check. Upgrade From/Upgrade To Some structures can be upgraded into a more advanced form of the existing structure, such as upgrading a Shrine into a Temple. If you upgrade a structure, subtract the RP and Commodity cost used to build the original structure from the cost of the new structure. When the new structure is complete, its effects replace those of the previous structure. You can't upgrade a structure to one that occupies more lots if there isn't space in the block for the new structure's size. (You do not need to build the lesser form of a structure before you build the advanced form.) Item Bonus This entry indicates any item bonuses the structure grants to specific activities made within the settlement's influence—or within the borders of your kingdom if the settlement is your capital. These bonuses are item bonuses, but they stack with those granted by identical structures within the same settlement, up to that settlement's maximum item bonus. Ruin Some structures negatively impact society. If this structure does so, it will increase one or more of your kingdom's Ruins when constructed; this increase only happens once, when the structure is built. Increases to Ruin in this way aren't removed if the structure is later demolished. Effects All additional game effects the structure grants to your kingdom are listed here. In many cases, these effects grant item bonuses to PCs while they are in the settlement, but unlike those granted by the Item Bonus above, item bonuses found in this section of the stat block do not stack with other item bonuses. Unless stated otherwise, effects in this section apply only within this settlement; they do not apply to areas influenced by this settlement. ","type":"Rules","url":"/Rules.aspx?ID=1837","weakness":{}}},{"_index":"aon18","_id":"rules-1838","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Settlements","Structures"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1838","markdown":"<title level=\"1\" right=\"Rules\">[Settlement Structures](/Rules.aspx?ID=1838)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 544</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPresented below are stat blocks for a wide range of structures that serve a variety of purposes in settlements, both to bolster kingdom statistics and PC resources. Encourage your PCs to come up with flavorful specific names for individual structures they create!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Settlement Structures","next_link":{"label":"Kingdom Events","url":"/Rules.aspx?ID=1839"},"previous_link":{"label":"Structure Descriptions","url":"/Rules.aspx?ID=1837"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 544</row>\r\n\r\nAppendix 2: Kingdoms / Settlements / Structures\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 544"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 544</row>","speed":{},"text":" Settlement Structures Source Kingmaker Adventure Path pg. 544 Presented below are stat blocks for a wide range of structures that serve a variety of purposes in settlements, both to bolster kingdom statistics and PC resources. Encourage your PCs to come up with flavorful specific names for individual structures they create! ","type":"Rules","url":"/Rules.aspx?ID=1838","weakness":{}}},{"_index":"aon18","_id":"rules-1839","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1839","markdown":"<title level=\"1\" right=\"Rules\">[Kingdom Events](/Rules.aspx?ID=1839)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 553</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs the PCs' kingdom grows, all manner of unusual or irregular events will affect its fortunes and guide its growth. There are two categories of kingdom events: story events that occur as a result of the campaign plotline and random events.\n\n **Story events** are resolved when they occur, as detailed in the earlier chapters of this Adventure Path and often include greater details for how the PCs can take part in resolving the event. These events take place during regular play even though they draw upon kingdom statistics. They're usually resolved during downtime.\n\n **Random events** are resolved entirely by the kingdom itself and take place within the [Event phase](/Rules.aspx?ID=1809) of a Kingdom turn. A flat check at the start of this phase determines whether a random event occurs, although you could roll this check in advance for any number of Kingdom turns or even just choose which events are going to take place for a span of time. Determining the events that will play out in advance gives you the ability to build narratives during play to foreshadow upcoming events (so that when they occur, they aren't completely unexpected) and might inspire interesting ways to combine events with the ongoing campaign's story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1840\" />","name":"Kingdom Events","next_link":{"label":"Appendix 3: Warfare","url":"/Rules.aspx?ID=1845"},"previous_link":{"label":"Settlements","url":"/Rules.aspx?ID=1819"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 553</row>\r\n\r\nAppendix 2: Kingdoms\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 553"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 553</row>","speed":{},"text":" Kingdom Events Source Kingmaker Adventure Path pg. 553 As the PCs' kingdom grows, all manner of unusual or irregular events will affect its fortunes and guide its growth. There are two categories of kingdom events: story events that occur as a result of the campaign plotline and random events. Story events are resolved when they occur, as detailed in the earlier chapters of this Adventure Path and often include greater details for how the PCs can take part in resolving the event. These events take place during regular play even though they draw upon kingdom statistics. They're usually resolved during downtime. Random events are resolved entirely by the kingdom itself and take place within the Event phase of a Kingdom turn. A flat check at the start of this phase determines whether a random event occurs, although you could roll this check in advance for any number of Kingdom turns or even just choose which events are going to take place for a span of time. Determining the events that will play out in advance gives you the ability to build narratives during play to foreshadow upcoming events (so that when they occur, they aren't completely unexpected) and might inspire interesting ways to combine events with the ongoing campaign's story. ","type":"Rules","url":"/Rules.aspx?ID=1839","weakness":{}}},{"_index":"aon18","_id":"rules-1840","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Events"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1840","markdown":"<title level=\"1\" right=\"Rules\">[Resolving Kingdom Events](/Rules.aspx?ID=1840)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 553</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAll kingdom events resolve in downtime, although for some story events, there may be periods of exploration or encounter mode before or after an event's resolution. Some kingdom events grant boons or benefits, while others can harm a kingdom by costing resources, increasing Unrest or Ruin, penalizing activities, or damaging structures. In many cases, the PCs will be able to attempt Kingdom skill checks to bolster benefits or minimize disasters.\n\n It's possible to have more than one kingdom event occur during a Kingdom turn. In this case, the players decide the order of the events.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1841\" />\r\n\r\n<document level=\"2\" id=\"rules-1842\" />\r\n\r\n<document level=\"2\" id=\"rules-1843\" />","name":"Resolving Kingdom Events","next_link":{"label":"Appendix 3: Warfare","url":"/Rules.aspx?ID=1845"},"previous_link":{"label":"Settlements","url":"/Rules.aspx?ID=1819"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 553</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Events\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 553"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 553</row>","speed":{},"text":" Resolving Kingdom Events Source Kingmaker Adventure Path pg. 553 All kingdom events resolve in downtime, although for some story events, there may be periods of exploration or encounter mode before or after an event's resolution. Some kingdom events grant boons or benefits, while others can harm a kingdom by costing resources, increasing Unrest or Ruin, penalizing activities, or damaging structures. In many cases, the PCs will be able to attempt Kingdom skill checks to bolster benefits or minimize disasters. It's possible to have more than one kingdom event occur during a Kingdom turn. In this case, the players decide the order of the events. ","type":"Rules","url":"/Rules.aspx?ID=1840","weakness":{}}},{"_index":"aon18","_id":"rules-1841","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Events","Resolving Kingdom Events"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1841","markdown":"<title level=\"1\" right=\"Rules\">[Kingdom Event DCs](/Rules.aspx?ID=1841)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 553</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA kingdom event's DC is always the kingdom's Control DC modified by the event's level modifier. \n\n<center>**Event DC = Control DC + event's level modifier**</center>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Kingdom Event DCs","next_link":{"label":"Kingdom Event Descriptions","url":"/Rules.aspx?ID=1842"},"previous_link":{"label":"Settlements","url":"/Rules.aspx?ID=1819"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 553</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Events / Resolving Kingdom Events\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 553"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 553</row>","speed":{},"text":" Kingdom Event DCs Source Kingmaker Adventure Path pg. 553 A kingdom event's DC is always the kingdom's Control DC modified by the event's level modifier. Event DC = Control DC + event's level modifier ","type":"Rules","url":"/Rules.aspx?ID=1841","weakness":{}}},{"_index":"aon18","_id":"rules-1842","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Events","Resolving Kingdom Events"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1842","markdown":"<title level=\"1\" right=\"Rules\">[Kingdom Event Descriptions](/Rules.aspx?ID=1842)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 553</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nKingdom events are described in the following format. \n\n<title level=\"3\" right=\"Event Modifier\">Event Name </title> The kingdom's event modifier is the value you apply to the kingdom's level to determine the event's level, for the purposes of determining XP rewards (so if a 1st-level kingdom is experiencing a +1 event, that event's level is 2). Each kingdom event has a list of traits that convey its properties at a glance. **Beneficial** events provide boons and benefits to the kingdom. **Dangerous** events threaten the kingdom. **Continuous** events play out during multiple consecutive Event phases until the event has been resolved (see the event's Resolution entry). **Hex** events take place in a specific hex in the kingdom, while **Settlement** events take place in a specific settlement—skill checks to resolve these events receive item bonuses only from structures that influence that hex (in the case of a hex event) or that are part of that settlement (in the case of a settlement event). Hex and Settlement events' effects may be enhanced or diminished if the site has (or lacks) specific features.<br /> **Location** This entry explains how to determine where a hex or settlement event takes place; the entry is omitted from kingdom-wide events.<br /> **Event** The event's effect on the kingdom is described here, along with any skill checks that can be attempted to affect the event.<br /> Kingdom skill This lists the Kingdom skill that's used to determine the outcome of the event, along with any situational modifiers; Leader PC leaders are particularly helpful in resolving events. If the leadership role listed here is occupied by a PC who is not incurring a vacancy penalty, the check made to determine the event's outcome gains a +1 circumstance bonus; this bonus increases to +2 once a kingdom reaches 9th level, and to +3 at 15th level. (The General leadership role never appears in this context, as the General focuses their specific influence on Warfare related activities; see [Appendix 3](/Rules.aspx?ID=1845).)<br /> **Event Outcomes** The possible outcomes of the skill check made to deal with the event are presented here.\n\n---\n\n **Resolution** This entry explains how a continuous event can be resolved.<br /> **Special** This lists any special conditions that alter the event.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Kingdom Event Descriptions","next_link":{"label":"Random Kingdom Events","url":"/Rules.aspx?ID=1843"},"previous_link":{"label":"Kingdom Event DCs","url":"/Rules.aspx?ID=1841"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 553</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Events / Resolving Kingdom Events\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 553"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 553</row>","speed":{},"text":" Kingdom Event Descriptions Source Kingmaker Adventure Path pg. 553 Kingdom events are described in the following format. Event Name The kingdom's event modifier is the value you apply to the kingdom's level to determine the event's level, for the purposes of determining XP rewards (so if a 1st-level kingdom is experiencing a +1 event, that event's level is 2). Each kingdom event has a list of traits that convey its properties at a glance. Beneficial events provide boons and benefits to the kingdom. Dangerous events threaten the kingdom. Continuous events play out during multiple consecutive Event phases until the event has been resolved (see the event's Resolution entry). Hex events take place in a specific hex in the kingdom, while Settlement events take place in a specific settlement—skill checks to resolve these events receive item bonuses only from structures that influence that hex (in the case of a hex event) or that are part of that settlement (in the case of a settlement event). Hex and Settlement events' effects may be enhanced or diminished if the site has (or lacks) specific features. Location This entry explains how to determine where a hex or settlement event takes place; the entry is omitted from kingdom-wide events. Event The event's effect on the kingdom is described here, along with any skill checks that can be attempted to affect the event. Kingdom skill This lists the Kingdom skill that's used to determine the outcome of the event, along with any situational modifiers; Leader PC leaders are particularly helpful in resolving events. If the leadership role listed here is occupied by a PC who is not incurring a vacancy penalty, the check made to determine the event's outcome gains a +1 circumstance bonus; this bonus increases to +2 once a kingdom reaches 9th level, and to +3 at 15th level. (The General leadership role never appears in this context, as the General focuses their specific influence on Warfare related activities; see Appendix 3.) Event Outcomes The possible outcomes of the skill check made to deal with the event are presented here. --- Resolution This entry explains how a continuous event can be resolved. Special This lists any special conditions that alter the event. ","type":"Rules","url":"/Rules.aspx?ID=1842","weakness":{}}},{"_index":"aon18","_id":"rules-1843","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 2: Kingdoms","Kingdom Events","Resolving Kingdom Events"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1843","markdown":"<title level=\"1\" right=\"Rules\">[Random Kingdom Events](/Rules.aspx?ID=1843)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 554</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nRandom kingdom events are presented on the following pages in alphabetical order by title. During the [Event phase](/Rules.aspx?ID=1809) of the Kingdom turn, if you determine that a random event takes place, you can roll on the table below to randomly determine the event that occurs or choose among them to build your own schedule of events tailored to your PCs' kingdom. If a randomly determined event isn't a good choice for your campaign at the time (perhaps because it has come up too many times in a short period), choose another event. You can also use these events as guidelines for creating events of your own design to reward or vex your players!\n\n Note that some Kingdom events require specific conditions to occur. If these conditions do not exist, the event doesn't take place and you treat that Event phase as if no event occurs.\n\n## Random Kingdom Events\n<row gap=\"tiny\">\n<table> <tr><td>d% roll</td><td>Event</td></tr> <tr><td>13</td><td>Archaeological Find</td></tr> <tr><td>45</td><td>Assassination Attempt</td></tr> <tr><td>67</td><td>Bandit Activity</td></tr> <tr><td>810</td><td>Boomtown</td></tr> <tr><td>1114</td><td>Building Demand</td></tr> <tr><td>1517</td><td>Crop Failure</td></tr> <tr><td>1819</td><td>Cult Activity</td></tr> <tr><td>2022</td><td>Diplomatic Overture</td></tr> <tr><td>2325</td><td>Discovery</td></tr> <tr><td>2627</td><td>Drug Den</td></tr> <tr><td>28</td><td>Economic Surge</td></tr> <tr><td>2931</td><td>Expansion Demand</td></tr> <tr><td>3234</td><td>Festive Invitation</td></tr> <tr><td>3537</td><td>Feud</td></tr> <tr><td>3839</td><td>Food Shortage</td></tr> <tr><td>4042</td><td>Food Surplus</td></tr> <tr><td>4344</td><td>Good Weather</td></tr> <tr><td>4546</td><td>Inquisition</td></tr> <tr><td>4749</td><td>Justice Prevails</td></tr> <tr><td>5051</td><td>Land Rush</td></tr> <tr><td>5254</td><td>Local Disaster</td></tr> <tr><td>5557</td><td>Monster Activity</td></tr> <tr><td>58</td><td>Natural Disaster</td></tr> <tr><td>5961</td><td>Nature's Blessing</td></tr> <tr><td>6264</td><td>New Subjects</td></tr> <tr><td>6567</td><td>Noblesse Oblige</td></tr> <tr><td>6870</td><td>Outstanding Success</td></tr> <tr><td>7172</td><td>Pilgrimage</td></tr> <tr><td>7374</td><td>Plague</td></tr> <tr><td>7578</td><td>Political Calm</td></tr> <tr><td>7981</td><td>Public Scandal</td></tr> <tr><td>82</td><td>Remarkable Treasure</td></tr> <tr><td>83</td><td>Sacrifices</td></tr> <tr><td>8485</td><td>Sensational Crime</td></tr> <tr><td>8690</td><td>Squatters</td></tr> <tr><td>9192</td><td>Undead Uprising</td></tr> <tr><td>9395</td><td>Unexpected Find</td></tr> <tr><td>9697</td><td>Vandals</td></tr> <tr><td>9899</td><td>Visiting Celebrity</td></tr> <tr><td>100</td><td>Wealthy Immigrant</td></tr> </table>\r\n</row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Random Kingdom Events","next_link":{"label":"Appendix 3: Warfare","url":"/Rules.aspx?ID=1845"},"previous_link":{"label":"Kingdom Event Descriptions","url":"/Rules.aspx?ID=1842"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 554</row>\r\n\r\nAppendix 2: Kingdoms / Kingdom Events / Resolving Kingdom Events\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 554"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 554</row>","speed":{},"text":" Random Kingdom Events Source Kingmaker Adventure Path pg. 554 Random kingdom events are presented on the following pages in alphabetical order by title. During the Event phase of the Kingdom turn, if you determine that a random event takes place, you can roll on the table below to randomly determine the event that occurs or choose among them to build your own schedule of events tailored to your PCs' kingdom. If a randomly determined event isn't a good choice for your campaign at the time (perhaps because it has come up too many times in a short period), choose another event. You can also use these events as guidelines for creating events of your own design to reward or vex your players! Note that some Kingdom events require specific conditions to occur. If these conditions do not exist, the event doesn't take place and you treat that Event phase as if no event occurs. ## Random Kingdom Events d% roll Event 13 Archaeological Find 45 Assassination Attempt 67 Bandit Activity 810 Boomtown 1114 Building Demand 1517 Crop Failure 1819 Cult Activity 2022 Diplomatic Overture 2325 Discovery 2627 Drug Den 28 Economic Surge 2931 Expansion Demand 3234 Festive Invitation 3537 Feud 3839 Food Shortage 4042 Food Surplus 4344 Good Weather 4546 Inquisition 4749 Justice Prevails 5051 Land Rush 5254 Local Disaster 5557 Monster Activity 58 Natural Disaster 5961 Nature's Blessing 6264 New Subjects 6567 Noblesse Oblige 6870 Outstanding Success 7172 Pilgrimage 7374 Plague 7578 Political Calm 7981 Public Scandal 82 Remarkable Treasure 83 Sacrifices 8485 Sensational Crime 8690 Squatters 9192 Undead Uprising 9395 Unexpected Find 9697 Vandals 9899 Visiting Celebrity 100 Wealthy Immigrant ","type":"Rules","url":"/Rules.aspx?ID=1843","weakness":{}}},{"_index":"aon18","_id":"rules-1845","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1845","markdown":"<title level=\"1\" right=\"Rules\">[Appendix 3: Warfare](/Rules.aspx?ID=1845)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 555</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_Pathfinder_ focuses on events that directly affect (and can thus be solved by) PCs on an individual basis, but as _Kingmaker_ progresses, some conflicts with bands of trolls or barbarians, the armies of Pitax, or supernatural incursions from the [First World](/Planes.aspx?ID=10) must be met on the field of battle. While it's difficult enough for a band of PCs to face off against dozens of foes at once, the rules of the game make it all but impossible to play out such a conflict round by round against hundreds or thousands of foes.\n\n When mass conflicts occur in the course of your Kingmaker campaign, you have a choice. The simplest solution is to simply gloss over these parts of the Adventure Path—to have the battles play out in the narrative background and assume that as long as the PCs continue to persevere, their kingdom does as well. If you opt for this simple solution but are using the kingdom management rules from Appendix 3, then at the start of any [Kingdom turn](/Rules.aspx?ID=1794) during which warfare took place, the kingdom gains 1d6 Unrest and increases one Ruin of the party's choice by 1 point.\n\n But if you want to expand the kingdom rules to include a method of resolving mass combat in play as downtime events, read on! These rules provide an abstract system for warfare that lets you play out a complex battle as a downtime encounter using victory points. These rules are not intended to accurately represent complex wars, but instead seek to incorporate warfare into a campaign that stays primarily focused on traditional, small-scale adventuring and roleplaying.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1846\" />\r\n\r\n<document level=\"2\" id=\"rules-1861\" />\r\n\r\n<document level=\"2\" id=\"rules-1863\" />\r\n\r\n<document level=\"2\" id=\"rules-1864\" />\r\n\r\n<document level=\"2\" id=\"rules-1876\" />\r\n\r\n<document level=\"2\" id=\"rules-1878\" />","name":"Appendix 3: Warfare","next_link":{"label":"Wild Magic","url":"/Rules.aspx?ID=1879"},"previous_link":{"label":"Appendix 2: Kingdoms","url":"/Rules.aspx?ID=1739"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 555</row>\n\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 555"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 555</row>","speed":{},"text":" Appendix 3: Warfare Source Kingmaker Adventure Path pg. 555 Pathfinder focuses on events that directly affect (and can thus be solved by) PCs on an individual basis, but as Kingmaker progresses, some conflicts with bands of trolls or barbarians, the armies of Pitax, or supernatural incursions from the First World must be met on the field of battle. While it's difficult enough for a band of PCs to face off against dozens of foes at once, the rules of the game make it all but impossible to play out such a conflict round by round against hundreds or thousands of foes. When mass conflicts occur in the course of your Kingmaker campaign, you have a choice. The simplest solution is to simply gloss over these parts of the Adventure Path—to have the battles play out in the narrative background and assume that as long as the PCs continue to persevere, their kingdom does as well. If you opt for this simple solution but are using the kingdom management rules from Appendix 3, then at the start of any Kingdom turn during which warfare took place, the kingdom gains 1d6 Unrest and increases one Ruin of the party's choice by 1 point. But if you want to expand the kingdom rules to include a method of resolving mass combat in play as downtime events, read on! These rules provide an abstract system for warfare that lets you play out a complex battle as a downtime encounter using victory points. These rules are not intended to accurately represent complex wars, but instead seek to incorporate warfare into a campaign that stays primarily focused on traditional, small-scale adventuring and roleplaying. ","type":"Rules","url":"/Rules.aspx?ID=1845","weakness":{}}},{"_index":"aon18","_id":"rules-1846","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1846","markdown":"<title level=\"1\" right=\"Rules\">[Preparing for War](/Rules.aspx?ID=1846)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 567</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBefore sending armies into battle, you need to gather, train, arm, and maintain those forces at the end of a Kingdom turn's Activity phase.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1847\" />\r\n\r\n<document level=\"2\" id=\"rules-1848\" />\r\n\r\n<document level=\"2\" id=\"rules-1849\" />\r\n\r\n<document level=\"2\" id=\"rules-1857\" />\r\n\r\n<document level=\"2\" id=\"rules-1859\" />","name":"Preparing for War","next_link":{"label":"Army Gear","url":"/Rules.aspx?ID=1861"},"previous_link":{"label":"Appendix 2: Kingdoms","url":"/Rules.aspx?ID=1739"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 567</row>\r\n\r\nAppendix 3: Warfare\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 567"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 567</row>","speed":{},"text":" Preparing for War Source Kingmaker Adventure Path pg. 567 Before sending armies into battle, you need to gather, train, arm, and maintain those forces at the end of a Kingdom turn's Activity phase. ","type":"Rules","url":"/Rules.aspx?ID=1846","weakness":{}}},{"_index":"aon18","_id":"rules-1847","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1847","markdown":"<title level=\"1\" right=\"Rules\">[Army Activities](/Rules.aspx?ID=1847)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 567</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAfter the PCs complete the [Civic Activities](/Rules.aspx?ID=1808) step of a Kingdom turn, they may take an Army Activities step, in which each army currently maintained by the kingdom may take a single [Army](/Traits.aspx?ID=454) activity. The order in which they are attempted is chosen by the players. Army activities are presented below, and may only be taken during the Army Activities step (but note that Recruit Army is a [Leadership](/Traits.aspx?ID=439) activity instead).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Army Activities","next_link":{"label":"Army Stat Block","url":"/Rules.aspx?ID=1848"},"previous_link":{"label":"Appendix 2: Kingdoms","url":"/Rules.aspx?ID=1739"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 567</row>\r\n\r\nAppendix 3: Warfare / Preparing for War\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 567"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 567</row>","speed":{},"text":" Army Activities Source Kingmaker Adventure Path pg. 567 After the PCs complete the Civic Activities step of a Kingdom turn, they may take an Army Activities step, in which each army currently maintained by the kingdom may take a single Army activity. The order in which they are attempted is chosen by the players. Army activities are presented below, and may only be taken during the Army Activities step (but note that Recruit Army is a Leadership activity instead). ","type":"Rules","url":"/Rules.aspx?ID=1847","weakness":{}}},{"_index":"aon18","_id":"rules-1848","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1848","markdown":"<title level=\"1\" right=\"Rules\">[Army Stat Block](/Rules.aspx?ID=1848)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 569</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nFor generic armies, the alignment trait is listed as “Any.” An army comprised primarily of one type of creature has an alignment that's representative of that type of creature.\n\n Armies have one of four type traits. Infantry consists of soldiers or creatures that move on foot. Cavalry consists of mounted combat units. Skirmishers consist of a small number of highly mobile units. Siege armies focus on the deployment of siege engines rather than personal combat.\n\n<title level=\"2\" right=\"Army (Level)\">Army Name</title><traits><trait label=\"Rarity Trait\" /><trait label=\"Alignment Abbreviation\" /><trait label=\"Type Trait\" /></traits> **Scouting** This entry lists the modifier for an army's initiative—typically equal to the Perception modifier of the army's individual creatures—or the Scouting DC to detect an army that lies in ambush in a hex (to generate a Scouting DC, add 10 to the Scouting modifier).<br /> **Recruitment DC** This lists the DC required to recruit the army (as a general rule, this DC is equal to the standard DC for the army's level)—see Recruiting an Army above; **Consumption** This lists the number of Food Commodities the army consumes during the Kingdom turn's Upkeep Phase; see [Pay Consumption](/Rules.aspx?ID=1799). If you fail to pay Consumption during a Kingdom turn, all of your armies increase their [shaken](/Conditions.aspx?ID=56) and [weary](/Conditions.aspx?ID=57) conditions by 1 An army whose shaken or weary conditions reach 4 or higher as a result of this increase immediately disbands; this causes the kingdom to gain 1d4 Unrest and increases one Ruin of the party's choice by 1.<br /> **Description** This gives a brief description of the army.\n\n---\n\n **AC** This lists the army's Armor Class; **Saves** Armies have two saving throws: a [Maneuver](/Traits.aspx?ID=459) save and a [Morale](/Traits.aspx?ID=460) save. **Maneuver** This modifier applies to all checks made by the army to maneuver, be it to execute a complex tactic or to minimize damage and effects from unusual physical dangers; **Morale** This modifier applies to all checks made by the army to avoid becoming shaken or to resist effects that undermine cooperation, bravery, loyalty, and such.<br /> **HP** This lists the army's Hit Points. When an army's Hit Points reach zero, it becomes [defeated](/Conditions.aspx?ID=45). An army cannot be reduced to fewer than 0 Hit Points. The army's Rout Threshold (RT) is listed in parenthesis after its Hit Points. RT is typically half its maximum HP. An army that is resistant to fear or is particularly brave generally has a lower RT, while the rare army composed of creatures that are entirely immune to fear won't have an RT listed at all.<br /> **Melee** The name of the attack the army uses for a melee Strike, followed by the attack modifier. An army inflicts 1 point of damage on a hit and 2 points on a critical hit. Melee Strikes can only be used against [engaged](/Conditions.aspx?ID=48) armies.<br /> **Ranged** The name of the attack the army uses for a ranged Strike, followed by the attack modifier. An army inflicts 1 point of damage on a hit and 2 points on a critical hit. An army can use its ranged Strike up to 5 times in each war encounter before its ammunition is depleted (unless it has the Increased Ammunition tactic). An army automatically replenishes its ranged Strike shots at the end of a war encounter.<br /> **Tactics** Any tactics known by the army are listed here.<br /> **Gear** Any gear outfitted by the army is listed here.<br /> **Special Abilities** Additional unique abilities possessed by the army are detailed here.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Army Hit Points</title>\r\n\r\nAs with creatures and objects, armies have Hit Points, but an army's HP cannot be reduced by damage— they are reduced only as the result of a war action. Typically, a successful army Strike reduces the target army's HP by 1, or by 2 on a critical hit. An army's HP doesn't automatically recover at the end of a battle.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Who's in an Army?</title>\r\n\r\nAs the majority of citizens of the PCs' kingdom are assumed to be humans, the majority of the soldiers in a basic army are humans as well. Other ancestries may also be part of the army, but not enough to adjust the basic assumptions of the army's abilities. For example, having some dwarves in a mostly human army won't grant the entire army [darkvision](/KMWarTactics.aspx?ID=4). There are some tactics that allow armies to specifically train to take advantage of ancestry abilities like this, and some of the specialized armies you'll eventually have the chance to recruit are made up entirely of ancestries other than humans.\n\n At the GM's option, the PCs could recruit a basic army comprised entirely of one of the core ancestries other than human. The easiest way to model these armies is to require them to take Darkvision, [Keen Eyes](/KMWarTactics.aspx?ID=13), or [Low-Light vision](/KMWarTactics.aspx?ID=16) (as appropriate for the ancestry) as their first tactic.\r\n</aside>","name":"Army Stat Block","next_link":{"label":"Recruiting an Army","url":"/Rules.aspx?ID=1849"},"previous_link":{"label":"Army Activities","url":"/Rules.aspx?ID=1847"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 569</row>\r\n\r\nAppendix 3: Warfare / Preparing for War\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 569"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 569</row>","speed":{},"text":" Army Stat Block Source Kingmaker Adventure Path pg. 569 For generic armies, the alignment trait is listed as “Any.” An army comprised primarily of one type of creature has an alignment that's representative of that type of creature. Armies have one of four type traits. Infantry consists of soldiers or creatures that move on foot. Cavalry consists of mounted combat units. Skirmishers consist of a small number of highly mobile units. Siege armies focus on the deployment of siege engines rather than personal combat. Army Name Scouting This entry lists the modifier for an army's initiative—typically equal to the Perception modifier of the army's individual creatures—or the Scouting DC to detect an army that lies in ambush in a hex (to generate a Scouting DC, add 10 to the Scouting modifier). Recruitment DC This lists the DC required to recruit the army (as a general rule, this DC is equal to the standard DC for the army's level)—see Recruiting an Army above; Consumption This lists the number of Food Commodities the army consumes during the Kingdom turn's Upkeep Phase; see Pay Consumption. If you fail to pay Consumption during a Kingdom turn, all of your armies increase their shaken and weary conditions by 1 An army whose shaken or weary conditions reach 4 or higher as a result of this increase immediately disbands; this causes the kingdom to gain 1d4 Unrest and increases one Ruin of the party's choice by 1. Description This gives a brief description of the army. --- AC This lists the army's Armor Class; Saves Armies have two saving throws: a Maneuver save and a Morale save. Maneuver This modifier applies to all checks made by the army to maneuver, be it to execute a complex tactic or to minimize damage and effects from unusual physical dangers; Morale This modifier applies to all checks made by the army to avoid becoming shaken or to resist effects that undermine cooperation, bravery, loyalty, and such. HP This lists the army's Hit Points. When an army's Hit Points reach zero, it becomes defeated. An army cannot be reduced to fewer than 0 Hit Points. The army's Rout Threshold (RT) is listed in parenthesis after its Hit Points. RT is typically half its maximum HP. An army that is resistant to fear or is particularly brave generally has a lower RT, while the rare army composed of creatures that are entirely immune to fear won't have an RT listed at all. Melee The name of the attack the army uses for a melee Strike, followed by the attack modifier. An army inflicts 1 point of damage on a hit and 2 points on a critical hit. Melee Strikes can only be used against engaged armies. Ranged The name of the attack the army uses for a ranged Strike, followed by the attack modifier. An army inflicts 1 point of damage on a hit and 2 points on a critical hit. An army can use its ranged Strike up to 5 times in each war encounter before its ammunition is depleted (unless it has the Increased Ammunition tactic). An army automatically replenishes its ranged Strike shots at the end of a war encounter. Tactics Any tactics known by the army are listed here. Gear Any gear outfitted by the army is listed here. Special Abilities Additional unique abilities possessed by the army are detailed here. Army Hit Points As with creatures and objects, armies have Hit Points, but an army's HP cannot be reduced by damage— they are reduced only as the result of a war action. Typically, a successful army Strike reduces the target army's HP by 1, or by 2 on a critical hit. An army's HP doesn't automatically recover at the end of a battle. Who's in an Army? As the majority of citizens of the PCs' kingdom are assumed to be humans, the majority of the soldiers in a basic army are humans as well. Other ancestries may also be part of the army, but not enough to adjust the basic assumptions of the army's abilities. For example, having some dwarves in a mostly human army won't grant the entire army darkvision. There are some tactics that allow armies to specifically train to take advantage of ancestry abilities like this, and some of the specialized armies you'll eventually have the chance to recruit are made up entirely of ancestries other than humans. At the GM's option, the PCs could recruit a basic army comprised entirely of one of the core ancestries other than human. The easiest way to model these armies is to require them to take Darkvision, Keen Eyes, or Low-Light vision (as appropriate for the ancestry) as their first tactic. ","type":"Rules","url":"/Rules.aspx?ID=1848","weakness":{}}},{"_index":"aon18","_id":"rules-1849","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1849","markdown":"<title level=\"1\" right=\"Rules\">[Recruiting an Army](/Rules.aspx?ID=1849)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you recruit an army from a specialized group encountered during the course of play, the GM provides you with the army's statistics, but the majority of your kingdom's armies will be recruited from its citizens. When you recruit an army, follow these steps.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1850\" />\r\n\r\n<document level=\"2\" id=\"rules-1851\" />\r\n\r\n<document level=\"2\" id=\"rules-1852\" />\r\n\r\n<document level=\"2\" id=\"rules-1853\" />\r\n\r\n<document level=\"2\" id=\"rules-1854\" />\r\n\r\n<document level=\"2\" id=\"rules-1855\" />\r\n\r\n<document level=\"2\" id=\"rules-1856\" />","name":"Recruiting an Army","next_link":{"label":"Basic Armies","url":"/Rules.aspx?ID=1857"},"previous_link":{"label":"Army Stat Block","url":"/Rules.aspx?ID=1848"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\nAppendix 3: Warfare / Preparing for War\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 570"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>","speed":{},"text":" Recruiting an Army Source Kingmaker Adventure Path pg. 570 When you recruit an army from a specialized group encountered during the course of play, the GM provides you with the army's statistics, but the majority of your kingdom's armies will be recruited from its citizens. When you recruit an army, follow these steps. ","type":"Rules","url":"/Rules.aspx?ID=1849","weakness":{}}},{"_index":"aon18","_id":"rules-1850","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War","Recruiting an Army"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1850","markdown":"<title level=\"1\" right=\"Rules\">[Step 1—Choose a Basic Army Type](/Rules.aspx?ID=1850)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n(Skip this step when recruiting a specialized army—its type is listed in its stat block.) Choose the basic type of army you want to recruit from infantry, cavalry, skirmishers, or siege engines. Statistics for all four basic armies are found below.\n\n You cannot choose an army whose minimum level is higher than your current kingdom level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1—Choose a Basic Army Type","next_link":{"label":"Step 2—Recruit the Army","url":"/Rules.aspx?ID=1851"},"previous_link":{"label":"Army Stat Block","url":"/Rules.aspx?ID=1848"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\nAppendix 3: Warfare / Preparing for War / Recruiting an Army\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 570"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>","speed":{},"text":" Step 1—Choose a Basic Army Type Source Kingmaker Adventure Path pg. 570 (Skip this step when recruiting a specialized army—its type is listed in its stat block.) Choose the basic type of army you want to recruit from infantry, cavalry, skirmishers, or siege engines. Statistics for all four basic armies are found below. You cannot choose an army whose minimum level is higher than your current kingdom level. ","type":"Rules","url":"/Rules.aspx?ID=1850","weakness":{}}},{"_index":"aon18","_id":"rules-1851","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War","Recruiting an Army"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1851","markdown":"<title level=\"1\" right=\"Rules\">[Step 2—Recruit the Army](/Rules.aspx?ID=1851)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTake the Recruit Army activity during the Leadership Activities step of a Kingdom turn to recruit the army.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2—Recruit the Army","next_link":{"label":"Step 3—Adjust Statistics","url":"/Rules.aspx?ID=1852"},"previous_link":{"label":"Step 1—Choose a Basic Army Type","url":"/Rules.aspx?ID=1850"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\nAppendix 3: Warfare / Preparing for War / Recruiting an Army\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 570"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>","speed":{},"text":" Step 2—Recruit the Army Source Kingmaker Adventure Path pg. 570 Take the Recruit Army activity during the Leadership Activities step of a Kingdom turn to recruit the army. ","type":"Rules","url":"/Rules.aspx?ID=1851","weakness":{}}},{"_index":"aon18","_id":"rules-1852","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War","Recruiting an Army"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1852","markdown":"<title level=\"1\" right=\"Rules\">[Step 3—Adjust Statistics](/Rules.aspx?ID=1852)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you recruit an army, be it a, its level adjusts to match your kingdom level. Unless you recruit an army at minimum level when your kingdom is the same level, this means you must adjust the army's DCs and check modifiers as detailed under Basic Armies by Level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 3—Adjust Statistics","next_link":{"label":"Step 4—Choose Initial Tactics","url":"/Rules.aspx?ID=1853"},"previous_link":{"label":"Step 2—Recruit the Army","url":"/Rules.aspx?ID=1851"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\nAppendix 3: Warfare / Preparing for War / Recruiting an Army\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 570"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>","speed":{},"text":" Step 3—Adjust Statistics Source Kingmaker Adventure Path pg. 570 When you recruit an army, be it a, its level adjusts to match your kingdom level. Unless you recruit an army at minimum level when your kingdom is the same level, this means you must adjust the army's DCs and check modifiers as detailed under Basic Armies by Level. ","type":"Rules","url":"/Rules.aspx?ID=1852","weakness":{}}},{"_index":"aon18","_id":"rules-1853","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War","Recruiting an Army"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1853","markdown":"<title level=\"1\" right=\"Rules\">[Step 4—Choose Initial Tactics](/Rules.aspx?ID=1853)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAll armies can know at least one tactic. When you recruit a basic army, choose its tactics from any that it qualifies for (but note cavalries and siege engines “spend” their first tactic on Overrun and Engines of War respectively). Specialized armies already have one or more tactics listed in their stat blocks; you only add tactics to these armies after they increase their level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 4—Choose Initial Tactics","next_link":{"label":"Step 5—Place the Army","url":"/Rules.aspx?ID=1854"},"previous_link":{"label":"Step 3—Adjust Statistics","url":"/Rules.aspx?ID=1852"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\nAppendix 3: Warfare / Preparing for War / Recruiting an Army\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 570"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>","speed":{},"text":" Step 4—Choose Initial Tactics Source Kingmaker Adventure Path pg. 570 All armies can know at least one tactic. When you recruit a basic army, choose its tactics from any that it qualifies for (but note cavalries and siege engines “spend” their first tactic on Overrun and Engines of War respectively). Specialized armies already have one or more tactics listed in their stat blocks; you only add tactics to these armies after they increase their level. ","type":"Rules","url":"/Rules.aspx?ID=1853","weakness":{}}},{"_index":"aon18","_id":"rules-1854","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War","Recruiting an Army"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1854","markdown":"<title level=\"1\" right=\"Rules\">[Step 5—Place the Army](/Rules.aspx?ID=1854)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA basic army starts in the same hex as one of your kingdom's settlements. A specialized army starts in the hex in which you first encountered and recruited them. A settlement can support any number of armies.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 5—Place the Army","next_link":{"label":"Step 6—Adjust Consumption","url":"/Rules.aspx?ID=1855"},"previous_link":{"label":"Step 4—Choose Initial Tactics","url":"/Rules.aspx?ID=1853"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\nAppendix 3: Warfare / Preparing for War / Recruiting an Army\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 570"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>","speed":{},"text":" Step 5—Place the Army Source Kingmaker Adventure Path pg. 570 A basic army starts in the same hex as one of your kingdom's settlements. A specialized army starts in the hex in which you first encountered and recruited them. A settlement can support any number of armies. ","type":"Rules","url":"/Rules.aspx?ID=1854","weakness":{}}},{"_index":"aon18","_id":"rules-1855","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War","Recruiting an Army"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1855","markdown":"<title level=\"1\" right=\"Rules\">[Step 6—Adjust Consumption](/Rules.aspx?ID=1855)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you recruit an army, your kingdom's Consumption score increases by the army's Consumption score. You don't have to pay Food Commodities for the army immediately, but you will need to do so during the Upkeep phase of your next Kingdom turn.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 6—Adjust Consumption","next_link":{"label":"Step 7—Name the Army","url":"/Rules.aspx?ID=1856"},"previous_link":{"label":"Step 5—Place the Army","url":"/Rules.aspx?ID=1854"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\nAppendix 3: Warfare / Preparing for War / Recruiting an Army\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 570"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>","speed":{},"text":" Step 6—Adjust Consumption Source Kingmaker Adventure Path pg. 570 When you recruit an army, your kingdom's Consumption score increases by the army's Consumption score. You don't have to pay Food Commodities for the army immediately, but you will need to do so during the Upkeep phase of your next Kingdom turn. ","type":"Rules","url":"/Rules.aspx?ID=1855","weakness":{}}},{"_index":"aon18","_id":"rules-1856","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War","Recruiting an Army"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1856","markdown":"<title level=\"1\" right=\"Rules\">[Step 7—Name the Army](/Rules.aspx?ID=1856)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGive your army a unique name and decide on any other flavorful elements for the army at this time if you wish. While the quality and magical nature of gear affects your army's statistics, the specific weapon and armor types do not.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 7—Name the Army","next_link":{"label":"Basic Armies","url":"/Rules.aspx?ID=1857"},"previous_link":{"label":"Step 6—Adjust Consumption","url":"/Rules.aspx?ID=1855"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\nAppendix 3: Warfare / Preparing for War / Recruiting an Army\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 570"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>","speed":{},"text":" Step 7—Name the Army Source Kingmaker Adventure Path pg. 570 Give your army a unique name and decide on any other flavorful elements for the army at this time if you wish. While the quality and magical nature of gear affects your army's statistics, the specific weapon and armor types do not. ","type":"Rules","url":"/Rules.aspx?ID=1856","weakness":{}}},{"_index":"aon18","_id":"rules-1857","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1857","markdown":"<title level=\"1\" right=\"Rules\">[Basic Armies](/Rules.aspx?ID=1857)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe statistics for each of the basic armies present them at their minimum level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1858\" />","name":"Basic Armies","next_link":{"label":"Leveling up your Armies","url":"/Rules.aspx?ID=1859"},"previous_link":{"label":"Recruiting an Army","url":"/Rules.aspx?ID=1849"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>\r\n\r\nAppendix 3: Warfare / Preparing for War\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 570"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 570</row>","speed":{},"text":" Basic Armies Source Kingmaker Adventure Path pg. 570 The statistics for each of the basic armies present them at their minimum level. ","type":"Rules","url":"/Rules.aspx?ID=1857","weakness":{}}},{"_index":"aon18","_id":"rules-1858","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War","Basic Armies"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1858","markdown":"<title level=\"1\" right=\"Rules\">[Basic Armies by Level](/Rules.aspx?ID=1858)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 571</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe table below lists the standard values for basic armies by level. These values can be adjusted by tactics, conditions, and gear.\n\n **Scouting** gives the army's base scouting check, typically used to roll initiative in a War encounter.\n\n **Standard DC** is used for the army's Recruitment DC as well as for any special abilities it might learn.\n\n **AC, Saves, and Attacks** have the values listed. Armies have a high save and a low save, but which is which depends on the army. An army uses the same attack modifier for melee and ranged Strikes, but not all have both forms of attack.\n\n **Max Tactics** lists the maximum number of tactics the army can know at any one time. (Armies learn tactics with the [Train Army](/Actions.aspx?ID=1420) activity)\n\n## Basic Armies\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Scouting**</td><td>**Standard DC**</td><td>**AC**</td><td>**High Save**</td><td>**Low Save**</td><td>**Attack**</td><td>**Max Tactics**</td></tr> <tr><td>1</td><td>+7</td><td>15</td><td>16</td><td>+10</td><td>+4</td><td>+9</td><td>1</td></tr> <tr><td>2</td><td>+8</td><td>16</td><td>18</td><td>+11</td><td>+5</td><td>+11</td><td>1</td></tr> <tr><td>3</td><td>+9</td><td>18</td><td>19</td><td>+12</td><td>+6</td><td>+12</td><td>1</td></tr> <tr><td>4</td><td>+11</td><td>19</td><td>21</td><td>+14</td><td>+8</td><td>+14</td><td>2</td></tr> <tr><td>5</td><td>+12</td><td>20</td><td>22</td><td>+15</td><td>+9</td><td>+15</td><td>2</td></tr> <tr><td>6</td><td>+14</td><td>22</td><td>24</td><td>+17</td><td>+11</td><td>+17</td><td>2</td></tr> <tr><td>7</td><td>+15</td><td>23</td><td>25</td><td>+18</td><td>+12</td><td>+18</td><td>2</td></tr> <tr><td>8</td><td>+16</td><td>24</td><td>27</td><td>+19</td><td>+13</td><td>+20</td><td>3</td></tr> <tr><td>9</td><td>+18</td><td>26</td><td>28</td><td>+21</td><td>+15</td><td>+21</td><td>3</td></tr> <tr><td>10</td><td>+19</td><td>27</td><td>30</td><td>+22</td><td>+16</td><td>+23</td><td>3</td></tr> <tr><td>11</td><td>+21</td><td>28</td><td>31</td><td>+24</td><td>+18</td><td>+24</td><td>3</td></tr> <tr><td>12</td><td>+22</td><td>30</td><td>33</td><td>+25</td><td>+19</td><td>+26</td><td>4</td></tr> <tr><td>13</td><td>+23</td><td>31</td><td>34</td><td>+26</td><td>+20</td><td>+27</td><td>4</td></tr> <tr><td>14</td><td>+25</td><td>32</td><td>36</td><td>+28</td><td>+22</td><td>+29</td><td>4</td></tr> <tr><td>15</td><td>+26</td><td>34</td><td>37</td><td>+29</td><td>+23</td><td>+30</td><td>4</td></tr> <tr><td>16</td><td>+28</td><td>35</td><td>39</td><td>+30</td><td>+25</td><td>+32</td><td>5</td></tr> <tr><td>17</td><td>+29</td><td>36</td><td>40</td><td>+32</td><td>+26</td><td>+33</td><td>5</td></tr> <tr><td>18</td><td>+30</td><td>38</td><td>42</td><td>+33</td><td>+27</td><td>+35</td><td>5</td></tr> <tr><td>19</td><td>+32</td><td>39</td><td>43</td><td>+35</td><td>+29</td><td>+36</td><td>5</td></tr> <tr><td>20</td><td>+33</td><td>40</td><td>45</td><td>+36</td><td>+30</td><td>+38</td><td>6</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Basic Armies by Level","next_link":{"label":"Leveling up your Armies","url":"/Rules.aspx?ID=1859"},"previous_link":{"label":"Recruiting an Army","url":"/Rules.aspx?ID=1849"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 571</row>\r\n\r\nAppendix 3: Warfare / Preparing for War / Basic Armies\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 571"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 571</row>","speed":{},"text":" Basic Armies by Level Source Kingmaker Adventure Path pg. 571 The table below lists the standard values for basic armies by level. These values can be adjusted by tactics, conditions, and gear. Scouting gives the army's base scouting check, typically used to roll initiative in a War encounter. Standard DC is used for the army's Recruitment DC as well as for any special abilities it might learn. AC, Saves, and Attacks have the values listed. Armies have a high save and a low save, but which is which depends on the army. An army uses the same attack modifier for melee and ranged Strikes, but not all have both forms of attack. Max Tactics lists the maximum number of tactics the army can know at any one time. (Armies learn tactics with the Train Army activity) ## Basic Armies Level Scouting Standard DC AC High Save Low Save Attack Max Tactics 1 +7 15 16 +10 +4 +9 1 2 +8 16 18 +11 +5 +11 1 3 +9 18 19 +12 +6 +12 1 4 +11 19 21 +14 +8 +14 2 5 +12 20 22 +15 +9 +15 2 6 +14 22 24 +17 +11 +17 2 7 +15 23 25 +18 +12 +18 2 8 +16 24 27 +19 +13 +20 3 9 +18 26 28 +21 +15 +21 3 10 +19 27 30 +22 +16 +23 3 11 +21 28 31 +24 +18 +24 3 12 +22 30 33 +25 +19 +26 4 13 +23 31 34 +26 +20 +27 4 14 +25 32 36 +28 +22 +29 4 15 +26 34 37 +29 +23 +30 4 16 +28 35 39 +30 +25 +32 5 17 +29 36 40 +32 +26 +33 5 18 +30 38 42 +33 +27 +35 5 19 +32 39 43 +35 +29 +36 5 20 +33 40 45 +36 +30 +38 6 ","type":"Rules","url":"/Rules.aspx?ID=1858","weakness":{}}},{"_index":"aon18","_id":"rules-1859","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1859","markdown":"<title level=\"1\" right=\"Rules\">[Leveling up your Armies](/Rules.aspx?ID=1859)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 571</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen your kingdom gains a level, each army gains a level as well, increasing its stats as detailed on the [Basic Armies table](/Rules.aspx?ID=1858). When an army increases its level, it may also increase the maximum number of tactics it can know—these new tactics are not gained automatically, but must instead be learned through the use of the Train Army activity.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1860\" />","name":"Leveling up your Armies","next_link":{"label":"Army Gear","url":"/Rules.aspx?ID=1861"},"previous_link":{"label":"Basic Armies","url":"/Rules.aspx?ID=1857"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 571</row>\r\n\r\nAppendix 3: Warfare / Preparing for War\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 571"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 571</row>","speed":{},"text":" Leveling up your Armies Source Kingmaker Adventure Path pg. 571 When your kingdom gains a level, each army gains a level as well, increasing its stats as detailed on the Basic Armies table. When an army increases its level, it may also increase the maximum number of tactics it can know—these new tactics are not gained automatically, but must instead be learned through the use of the Train Army activity. ","type":"Rules","url":"/Rules.aspx?ID=1859","weakness":{}}},{"_index":"aon18","_id":"rules-1860","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Preparing for War","Leveling up your Armies"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1860","markdown":"<title level=\"1\" right=\"Rules\">[Specialized Armies](/Rules.aspx?ID=1860)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 571</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTo recruit a specialized army, you must first [establish diplomatic relations](/Actions.aspx?ID=1406) with the associated group, after which you can attempt the [Recruit Army](/Actions.aspx?ID=1419) activity using a [Statecraft](/Skills.aspx?ID=30) check. Only one specialized army can be recruited from each group. The level listed for each army indicates the minimum kingdom level at which the army can be recruited.\n\n **DC and Modifier Adjustments**: As with basic armies, specialized armies immediately adjust upward in level to match the level of the PCs' kingdom, but unlike basic armies, the DCs and checks for specialized armies have different baselines. In stat blocks for specialized armies, the DCs and modifiers are given for that army at its minimum level, followed by an adjustment value in parenthesis. When the PCs recruit a specialized army at a level above its minimum, calculate its DCs and modifiers by starting with the values for a basic army of that level from the [Basic Armies table](/Rules.aspx?ID=1858) then applying the adjustment values given here.\n\n **Darkvision**: Many of the specialized armies presented on the following pages possess the [Darkvision](/KMWarTactics.aspx?ID=4) tactic—they gain this tactic for free, and it does not count against the maximum tactics they can possess.\n\n **Unique Tactics**: Specialized armies possess at least one unique tactic. These tactics count against the maximum tactics the army can know, and these unique tactics cannot be replaced.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Specialized Armies","next_link":{"label":"Army Gear","url":"/Rules.aspx?ID=1861"},"previous_link":{"label":"Basic Armies","url":"/Rules.aspx?ID=1857"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 571</row>\r\n\r\nAppendix 3: Warfare / Preparing for War / Leveling up your Armies\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 571"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 571</row>","speed":{},"text":" Specialized Armies Source Kingmaker Adventure Path pg. 571 To recruit a specialized army, you must first establish diplomatic relations with the associated group, after which you can attempt the Recruit Army activity using a Statecraft check. Only one specialized army can be recruited from each group. The level listed for each army indicates the minimum kingdom level at which the army can be recruited. DC and Modifier Adjustments : As with basic armies, specialized armies immediately adjust upward in level to match the level of the PCs' kingdom, but unlike basic armies, the DCs and checks for specialized armies have different baselines. In stat blocks for specialized armies, the DCs and modifiers are given for that army at its minimum level, followed by an adjustment value in parenthesis. When the PCs recruit a specialized army at a level above its minimum, calculate its DCs and modifiers by starting with the values for a basic army of that level from the Basic Armies table then applying the adjustment values given here. Darkvision : Many of the specialized armies presented on the following pages possess the Darkvision tactic—they gain this tactic for free, and it does not count against the maximum tactics they can possess. Unique Tactics : Specialized armies possess at least one unique tactic. These tactics count against the maximum tactics the army can know, and these unique tactics cannot be replaced. ","type":"Rules","url":"/Rules.aspx?ID=1860","weakness":{}}},{"_index":"aon18","_id":"rules-1861","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1861","markdown":"<title level=\"1\" right=\"Rules\">[Army Gear](/Rules.aspx?ID=1861)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 574</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you recruit a new army, it's outfitted with basic gear. The exact nature of this gear is largely cosmetic— an infantry army armed with longswords will do the same potential amount of damage as one armed with clubs or spears or scythes. You can upgrade an army's gear by taking the Outfit Army activity.\n\n If you outfit an army with a type of gear the army is already outfitted with, the new gear replaces the old gear; if you spent RP on the old gear, you can deduct that RP cost from the cost of the new gear. \n\n<title level=\"3\" right=\"Item [Level]\">Army Gear Name</title><traits><trait label=\"Traits\" /></traits> **Price** This lists the gear's price in RP. (Gear that has multiple types includes a Price for each type instead.)<br /> The section after the line describes the gear.\n\n---\n\n **Type** If multiple types of the gear exist, entries here indicate the name of each type, its level, its price, and any other relevant details or alterations from the above description. \n\n<title level=\"3\" right=\"Item 1\">Additional Weapon</title><traits><trait label=\"Army\" url=\"/Traits.aspx?ID=454\" /> </traits>**Price** 10 RP\n\n---\n\n Most armies have only one weapon—a melee or a ranged weapon. This gear outfits an army with an additional weapon of the other type. The army gains a melee or ranged Strike (as appropriate) at the basic modifier for their level. \n\n<title level=\"3\" right=\"Item 1\">Healing Potions</title><traits><trait label=\" &lt;%TRAITS%454%%&gt; [Army](/Traits.aspx?ID=454) &lt;%END>\" /><trait label=\"Consumable\" url=\"/Traits.aspx?ID=36\" /><trait label=\"Healing\" url=\"/Traits.aspx?ID=89\" /><trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" /><trait label=\"Necromancy\" url=\"/Traits.aspx?ID=117\" /><trait label=\"Potion\" url=\"/Traits.aspx?ID=130\" /></traits> **Price** 15 RP per dose\n\n---\n\n An army equipped with _healing potions_ (these rules are the same if you instead supply the army with alchemical healing elixirs) can use a single dose as part of any Maneuver action. When an army uses a dose of healing potions, it regains 1 HP. An army can be outfitted with up to 3 doses of healing potions at a time; unlike ranged Strike shots, healing potion doses do not automatically replenish after a war encounter—new doses must be purchased. \n\n<title level=\"3\" right=\"Item 5+\">Magical Armor </title><traits><trait label=\"Abjuration\" /><trait label=\"Army\" /><trait label=\"Magical\" /></traits> Magic armor is magically enchanted to bolster the protection it affords to the soldiers.\n\n---\n\n **Type** _magic armor_; **Level** 5; **Price** 25 RP<br /> This armor increases the army's AC by 1.\n\n---\n\n **Type** _greater magic armor_; **Level** 11; **Price** 50 RP<br /> This armor increases the army's AC by 2.\n\n---\n\n **Type** _major magic armor_; **Level** 18; **Price** 75 RP<br /> This armor increases the army's AC by 3. \n\n<title level=\"3\" right=\"Item 3+\">Magic Weapons</title><traits><trait label=\"Army\" /><trait label=\"Evocation\" /><trait label=\"Magical\" /></traits> The army's weapons are magic. If the army has melee and ranged weapons, choose which one is made magic when this gear is purchased. You can buy this gear twice—once for melee weapons and once for ranged weapons. If you purchase a more powerful version, it replaces the previous version, and the RP cost of the more powerful version is reduced by the RP cost of the replaced weapons.\n\n---\n\n **Type** _magic weapons_; **Level** 2; **Price** 20 RP<br /> These weapons increase the army's Strike with that weapon by 1.\n\n---\n\n **Type** _greater magic weapons_; **Level** 10; **Price** 40 RP<br /> These weapons increase the army's Strike with that weapon by 2.\n\n---\n\n **Type** _major magic weapons_; **Level** 16; **Price** 60 RP<br /> These weapons increase the army's Strike with that weapon by 3.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1862\" />","name":"Army Gear","next_link":{"label":"Army Tactics","url":"/Rules.aspx?ID=1863"},"previous_link":{"label":"Preparing for War","url":"/Rules.aspx?ID=1846"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 574</row>\r\n\r\nAppendix 3: Warfare\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 574"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 574</row>","speed":{},"text":" Army Gear Source Kingmaker Adventure Path pg. 574 When you recruit a new army, it's outfitted with basic gear. The exact nature of this gear is largely cosmetic— an infantry army armed with longswords will do the same potential amount of damage as one armed with clubs or spears or scythes. You can upgrade an army's gear by taking the Outfit Army activity. If you outfit an army with a type of gear the army is already outfitted with, the new gear replaces the old gear; if you spent RP on the old gear, you can deduct that RP cost from the cost of the new gear. Army Gear Name Price This lists the gear's price in RP. (Gear that has multiple types includes a Price for each type instead.) The section after the line describes the gear. --- Type If multiple types of the gear exist, entries here indicate the name of each type, its level, its price, and any other relevant details or alterations from the above description. Additional Weapon Price 10 RP --- Most armies have only one weapon—a melee or a ranged weapon. This gear outfits an army with an additional weapon of the other type. The army gains a melee or ranged Strike (as appropriate) at the basic modifier for their level. Healing Potions \" /> Price 15 RP per dose --- An army equipped with healing potions (these rules are the same if you instead supply the army with alchemical healing elixirs) can use a single dose as part of any Maneuver action. When an army uses a dose of healing potions, it regains 1 HP. An army can be outfitted with up to 3 doses of healing potions at a time; unlike ranged Strike shots, healing potion doses do not automatically replenish after a war encounter—new doses must be purchased. Magical Armor Magic armor is magically enchanted to bolster the protection it affords to the soldiers. --- Type magic armor ; Level 5; Price 25 RP This armor increases the army's AC by 1. --- Type greater magic armor ; Level 11; Price 50 RP This armor increases the army's AC by 2. --- Type major magic armor ; Level 18; Price 75 RP This armor increases the army's AC by 3. Magic Weapons The army's weapons are magic. If the army has melee and ranged weapons, choose which one is made magic when this gear is purchased. You can buy this gear twice—once for melee weapons and once for ranged weapons. If you purchase a more powerful version, it replaces the previous version, and the RP cost of the more powerful version is reduced by the RP cost of the replaced weapons. --- Type magic weapons ; Level 2; Price 20 RP These weapons increase the army's Strike with that weapon by 1. --- Type greater magic weapons ; Level 10; Price 40 RP These weapons increase the army's Strike with that weapon by 2. --- Type major magic weapons ; Level 16; Price 60 RP These weapons increase the army's Strike with that weapon by 3. ","type":"Rules","url":"/Rules.aspx?ID=1861","weakness":{}}},{"_index":"aon18","_id":"rules-1862","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Army Gear"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1862","markdown":"<title level=\"1\" right=\"Rules\">[Transfering Gear](/Rules.aspx?ID=1862)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 575</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nYou may transfer gear from one army to another, provided the army receiving the gear is high enough level to utilize the gear in question, and provided both armies are located in the same hex. This transfer does not require an activity to perform, but it must take place during Downtime.\n\n If an army with gear is [destroyed](/Conditions.aspx?ID=46), all of its gear is destroyed. If an army with gear is disbanded, you can transfer its gear to another army as part of the Disband Army activity; if you don't do so, the gear is lost.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Transfering Gear","next_link":{"label":"Army Tactics","url":"/Rules.aspx?ID=1863"},"previous_link":{"label":"Preparing for War","url":"/Rules.aspx?ID=1846"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 575</row>\r\n\r\nAppendix 3: Warfare / Army Gear\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 575"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 575</row>","speed":{},"text":" Transfering Gear Source Kingmaker Adventure Path pg. 575 You may transfer gear from one army to another, provided the army receiving the gear is high enough level to utilize the gear in question, and provided both armies are located in the same hex. This transfer does not require an activity to perform, but it must take place during Downtime. If an army with gear is destroyed, all of its gear is destroyed. If an army with gear is disbanded, you can transfer its gear to another army as part of the Disband Army activity; if you don't do so, the gear is lost. ","type":"Rules","url":"/Rules.aspx?ID=1862","weakness":{}}},{"_index":"aon18","_id":"rules-1863","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1863","markdown":"<title level=\"1\" right=\"Rules\">[Army Tactics](/Rules.aspx?ID=1863)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 575</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen you recruit a basic army, choose its initial tactics from the following list; when you recruit a specialized army, it may already know tactics from this list in addition to its own unique tactics. Armies can learn new tactics using the Train Army activity. To qualify for a tactic, the army's level must be greater than or equal to that tactic's level, and the army's type must be listed as a trait for that tactic. An army cannot have a single tactic more than once.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Army Tactics","next_link":{"label":"War Encounters","url":"/Rules.aspx?ID=1864"},"previous_link":{"label":"Army Gear","url":"/Rules.aspx?ID=1861"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 575</row>\r\n\r\nAppendix 3: Warfare\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 575"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 575</row>","speed":{},"text":" Army Tactics Source Kingmaker Adventure Path pg. 575 When you recruit a basic army, choose its initial tactics from the following list; when you recruit a specialized army, it may already know tactics from this list in addition to its own unique tactics. Armies can learn new tactics using the Train Army activity. To qualify for a tactic, the army's level must be greater than or equal to that tactic's level, and the army's type must be listed as a trait for that tactic. An army cannot have a single tactic more than once. ","type":"Rules","url":"/Rules.aspx?ID=1863","weakness":{}}},{"_index":"aon18","_id":"rules-1864","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1864","markdown":"<title level=\"1\" right=\"Rules\">[War Encounters](/Rules.aspx?ID=1864)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 576</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWar encounters aren't meant to serve as a precise and detailed simulation of the complexities of a mass combat event, but rather as a quick and engaging way to play out these clashes without detracting too much from the focus of a Kingmaker Campaign: the stories and adventures of the PCs themselves.\n\n A war encounter plays out during Downtime, as the result of an Offensive Gambit or hexploration.\n\n **Offensive Gambit**: You can initiate an [Offensive Gambit](/Actions.aspx?ID=1416) activity against the enemy during the Army Activities step of the Kingdom turn. In this case, the war encounter takes place immediately after the Kingdom turn resolves.\n\n **Hexploration**: During hexploration, if the PCs are traveling with at least one army, they can encounter enemy armies. If either the PCs or the enemy initiate an attack, it immediately starts a war encounter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Traveling with an Army</title>\r\n\r\nNormally, armies move through the Stolen Lands during Kingdom turns via the [Deploy Army](/Actions.aspx?ID=1413) activity, but if the PCs wish to travel with armies during hexploration—a particularly wise choice during the War of the River Kings—they can do so. In this case, when the PCs come across a non-army encounter, assume the PCs' forces hang back while the PCs play out the encounter in encounter mode as usual. When the PCs encounter an army, they can engage it with their own army in a war encounter. If the PCs leave an army during hexploration, that army remains in its hex until the PCs return to guide it in hexploration mode again or until they move it with the Deploy Army activity during a Kingdom turn.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1865\" />\r\n\r\n<document level=\"2\" id=\"rules-1866\" />\r\n\r\n<document level=\"2\" id=\"rules-1869\" />\r\n\r\n<document level=\"2\" id=\"rules-1875\" />","name":"War Encounters","next_link":{"label":"Basic War Actions","url":"/Rules.aspx?ID=1876"},"previous_link":{"label":"Army Tactics","url":"/Rules.aspx?ID=1863"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 576</row>\r\n\r\nAppendix 3: Warfare\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 576"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 576</row>","speed":{},"text":" War Encounters Source Kingmaker Adventure Path pg. 576 War encounters aren't meant to serve as a precise and detailed simulation of the complexities of a mass combat event, but rather as a quick and engaging way to play out these clashes without detracting too much from the focus of a Kingmaker Campaign: the stories and adventures of the PCs themselves. A war encounter plays out during Downtime, as the result of an Offensive Gambit or hexploration. Offensive Gambit : You can initiate an Offensive Gambit activity against the enemy during the Army Activities step of the Kingdom turn. In this case, the war encounter takes place immediately after the Kingdom turn resolves. Hexploration : During hexploration, if the PCs are traveling with at least one army, they can encounter enemy armies. If either the PCs or the enemy initiate an attack, it immediately starts a war encounter. Traveling with an Army Normally, armies move through the Stolen Lands during Kingdom turns via the Deploy Army activity, but if the PCs wish to travel with armies during hexploration—a particularly wise choice during the War of the River Kings—they can do so. In this case, when the PCs come across a non-army encounter, assume the PCs' forces hang back while the PCs play out the encounter in encounter mode as usual. When the PCs encounter an army, they can engage it with their own army in a war encounter. If the PCs leave an army during hexploration, that army remains in its hex until the PCs return to guide it in hexploration mode again or until they move it with the Deploy Army activity during a Kingdom turn. ","type":"Rules","url":"/Rules.aspx?ID=1864","weakness":{}}},{"_index":"aon18","_id":"rules-1865","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","War Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1865","markdown":"<title level=\"1\" right=\"Rules\">[Player Characters in Battles](/Rules.aspx?ID=1865)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 577</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn a war encounter, the focus is on a clash between opposing armies on the field of battle. These rules don't work particularly well when an army attacks a single target—such encounters are better played out with the PCs facing the threat themselves.\n\n But what if the PCs want to fight with their soldiers on the field of battle? For the most part, a PC who fights in an army won't noticeably affect that army's stats. Having a famous (or infamous) founder of the kingdom fighting at your side in battle can bolster an army's mindset, though, so if a PC chooses to fight in this way, they grant a +1 status bonus to that army's Morale checks.\n\n A better way to incorporate PCs in battles is to have them confront specific singular enemies on the field of battle while the armies themselves fight it out all around them. In such a case, play out the war encounter to its completion to determine the degree of success achieved (see [Victory or Defeat](/Rules.aspx?ID=1875)), then play out the battle between the PCs and their foe(s). If the PCs win this battle, the result of the war encounter is improved one degree, but if the PCs lose their battle or the enemy escapes, the result of the war encounter is worsened one degree.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Powerful Magic</title>\r\n\r\nSome spells and magic items, particularly at higher levels, could potentially have significant effects on the outcome of mass conflict. For example, a [_fireball_](/Spells.aspx?ID=119) can burn many targets at once. [_Earthquake_](/Spells.aspx?ID=95) can not only destroy large portions of a battlefield, but they can potentially devastate entire armies. And powerful monsters like dragons can simply fly above an army and rain down devastation in the form of breath weapons. The rules presented here do not allow for this level of interaction between individual characters and full-scale armies, but you can allow it if you wish.\n\n In cases where the PCs wish to use powerful magic to help resolve potential war encounters, feel free to let them automatically defeat armies that are 5 levels or more lower than the party's level—this represents the PCs using their resources to defeat trivial foes, and the PCs shouldn't earn XP for such a tactic. Of course, most of the armies the PCs encounter in this adventure will be close to their own levels, so such methods aren't appropriate. In these cases, the easiest solution is to simply give the PCs a +1 to +2 circumstance bonus to any war encounter checks they make to represent the advantage they have using this magic. Alternately, powerful spells can simply alter the landscape of the battlefield—see [Battlefield Terrain Features](/Rules.aspx?ID=1867) for more details.\n\n Note that if you allow the PCs to do this, consider allowing NPC enemies the same for their forces as you see fit.\r\n</aside>","name":"Player Characters in Battles","next_link":{"label":"The Battlefield","url":"/Rules.aspx?ID=1866"},"previous_link":{"label":"Army Tactics","url":"/Rules.aspx?ID=1863"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 577</row>\r\n\r\nAppendix 3: Warfare / War Encounters\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 577"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 577</row>","speed":{},"text":" Player Characters in Battles Source Kingmaker Adventure Path pg. 577 In a war encounter, the focus is on a clash between opposing armies on the field of battle. These rules don't work particularly well when an army attacks a single target—such encounters are better played out with the PCs facing the threat themselves. But what if the PCs want to fight with their soldiers on the field of battle? For the most part, a PC who fights in an army won't noticeably affect that army's stats. Having a famous (or infamous) founder of the kingdom fighting at your side in battle can bolster an army's mindset, though, so if a PC chooses to fight in this way, they grant a +1 status bonus to that army's Morale checks. A better way to incorporate PCs in battles is to have them confront specific singular enemies on the field of battle while the armies themselves fight it out all around them. In such a case, play out the war encounter to its completion to determine the degree of success achieved (see Victory or Defeat), then play out the battle between the PCs and their foe(s). If the PCs win this battle, the result of the war encounter is improved one degree, but if the PCs lose their battle or the enemy escapes, the result of the war encounter is worsened one degree. Powerful Magic Some spells and magic items, particularly at higher levels, could potentially have significant effects on the outcome of mass conflict. For example, a fireball can burn many targets at once. Earthquake can not only destroy large portions of a battlefield, but they can potentially devastate entire armies. And powerful monsters like dragons can simply fly above an army and rain down devastation in the form of breath weapons. The rules presented here do not allow for this level of interaction between individual characters and full-scale armies, but you can allow it if you wish. In cases where the PCs wish to use powerful magic to help resolve potential war encounters, feel free to let them automatically defeat armies that are 5 levels or more lower than the party's level—this represents the PCs using their resources to defeat trivial foes, and the PCs shouldn't earn XP for such a tactic. Of course, most of the armies the PCs encounter in this adventure will be close to their own levels, so such methods aren't appropriate. In these cases, the easiest solution is to simply give the PCs a +1 to +2 circumstance bonus to any war encounter checks they make to represent the advantage they have using this magic. Alternately, powerful spells can simply alter the landscape of the battlefield—see Battlefield Terrain Features for more details. Note that if you allow the PCs to do this, consider allowing NPC enemies the same for their forces as you see fit. ","type":"Rules","url":"/Rules.aspx?ID=1865","weakness":{}}},{"_index":"aon18","_id":"rules-1866","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","War Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1866","markdown":"<title level=\"1\" right=\"Rules\">[The Battlefield](/Rules.aspx?ID=1866)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 577</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nArmies can move across the battlefield to engage enemies, to retreat and regroup, and seek terrain advantages during their war actions, but their relative positions on the battlefield remain abstract throughout the encounter. What does matter is relative position between armies. During a war encounter, armies can be in one of the following three relative positions. Two of these positions—[engaged](/Conditions.aspx?ID=48) and [distant](/Conditions.aspx?ID=52)—are also conditions.\n\n **Near**: When war encounters begin, the armies involved are normally considered near—close enough to advance and engage with a foe, but far enough to avoid direct conflict. An army cannot attempt melee Strikes against an enemy that is near—only ranged Strikes. Indicate an army is near by placing its token on the grid in any square not adjacent to another army.\n\n **Engaged**: An army that is engaged can attempt melee Strikes against other armies it is engaged with. Indicate armies that are engaged with each other by placing their tokens adjacent to one another. An army can be engaged with up to four armies at once.\n\n **Distant**: An army that attempts to disengage or retreat can move to a distant point on the battlefield. Attacks on a distant army are possible via ranged Strikes, but at a 5 penalty for the range. Indicate a distant army's position by placing its token or miniature on the table just off the edge of the grid. (Armies that manage to flee the battle entirely are taken off the table.)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1867\" />\r\n\r\n<document level=\"2\" id=\"rules-1868\" />","name":"The Battlefield","next_link":{"label":"War Encounter Structure","url":"/Rules.aspx?ID=1869"},"previous_link":{"label":"Player Characters in Battles","url":"/Rules.aspx?ID=1865"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 577</row>\r\n\r\nAppendix 3: Warfare / War Encounters\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 577"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 577</row>","speed":{},"text":" The Battlefield Source Kingmaker Adventure Path pg. 577 Armies can move across the battlefield to engage enemies, to retreat and regroup, and seek terrain advantages during their war actions, but their relative positions on the battlefield remain abstract throughout the encounter. What does matter is relative position between armies. During a war encounter, armies can be in one of the following three relative positions. Two of these positions—engaged and distant—are also conditions. Near : When war encounters begin, the armies involved are normally considered near—close enough to advance and engage with a foe, but far enough to avoid direct conflict. An army cannot attempt melee Strikes against an enemy that is near—only ranged Strikes. Indicate an army is near by placing its token on the grid in any square not adjacent to another army. Engaged : An army that is engaged can attempt melee Strikes against other armies it is engaged with. Indicate armies that are engaged with each other by placing their tokens adjacent to one another. An army can be engaged with up to four armies at once. Distant : An army that attempts to disengage or retreat can move to a distant point on the battlefield. Attacks on a distant army are possible via ranged Strikes, but at a 5 penalty for the range. Indicate a distant army's position by placing its token or miniature on the table just off the edge of the grid. (Armies that manage to flee the battle entirely are taken off the table.) ","type":"Rules","url":"/Rules.aspx?ID=1866","weakness":{}}},{"_index":"aon18","_id":"rules-1867","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","War Encounters","The Battlefield"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1867","markdown":"<title level=\"1\" right=\"Rules\">[Battlefield Terrain Features](/Rules.aspx?ID=1867)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile some battles take place in open terrain, some battlefields contain additional terrain features. Relatively common battlefield terrain features are detailed below; some of the scripted war encounters in the Adventure Path feature other, specific terrain features.\n\n **Darkness or Heavy Fog**: All armies become concealed, and distant armies become undetected. Armies in these conditions take a 4 circumstance penalty on Scouting checks. Armies with [darkvision](/KMWarTactics.aspx?ID=4) ignore the terrain effects of darkness.\n\n **Difficult Terrain**: A war encounter that takes place in rugged mountains, swampland, or dense forests are examples of difficult battlefield terrain. Armies take a 2 circumstance penalty on Maneuver checks in difficult terrain.\n\n **Dim Light, Light Fog, or Rain**: Armies in these conditions gain a +1 circumstance bonus on Maneuver checks and take a 2 circumstance penalty on Scouting checks. Distant armies become concealed. Armies with [low-light vision](/KMWarTactics.aspx?ID=16) or darkvision ignore the terrain effects of dim light.\n\n **Wind**: Ranged Strikes take a 1 circumstance penalty in strong wind, or a 2 circumstance penalty in windstorms. The penalty for a ranged Strike on a distant army is doubled to 10 (this penalty stacks with the standard penalty to ranged Strikes in wind).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Battlefield Terrain Features","next_link":{"label":"Fortifications","url":"/Rules.aspx?ID=1868"},"previous_link":{"label":"Player Characters in Battles","url":"/Rules.aspx?ID=1865"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\nAppendix 3: Warfare / War Encounters / The Battlefield\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 578"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>","speed":{},"text":" Battlefield Terrain Features Source Kingmaker Adventure Path pg. 578 While some battles take place in open terrain, some battlefields contain additional terrain features. Relatively common battlefield terrain features are detailed below; some of the scripted war encounters in the Adventure Path feature other, specific terrain features. Darkness or Heavy Fog : All armies become concealed, and distant armies become undetected. Armies in these conditions take a 4 circumstance penalty on Scouting checks. Armies with darkvision ignore the terrain effects of darkness. Difficult Terrain : A war encounter that takes place in rugged mountains, swampland, or dense forests are examples of difficult battlefield terrain. Armies take a 2 circumstance penalty on Maneuver checks in difficult terrain. Dim Light, Light Fog, or Rain : Armies in these conditions gain a +1 circumstance bonus on Maneuver checks and take a 2 circumstance penalty on Scouting checks. Distant armies become concealed. Armies with low-light vision or darkvision ignore the terrain effects of dim light. Wind : Ranged Strikes take a 1 circumstance penalty in strong wind, or a 2 circumstance penalty in windstorms. The penalty for a ranged Strike on a distant army is doubled to 10 (this penalty stacks with the standard penalty to ranged Strikes in wind). ","type":"Rules","url":"/Rules.aspx?ID=1867","weakness":{}}},{"_index":"aon18","_id":"rules-1868","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","War Encounters","The Battlefield"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1868","markdown":"<title level=\"1\" right=\"Rules\">[Fortifications](/Rules.aspx?ID=1868)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome battlefields include a fortification (such as a keep, castle, wall, or trench) that can house one or more armies. An army can't seek defense in a fortification once a battle begins; it must prepare itself and its defenses in advance during a Kingdom turn via the [Garrison Army](/Actions.aspx?ID=1415) activity. Once an army is successfully garrisoned, it gains the [fortified](/Conditions.aspx?ID=49) condition as long as it avoids using Maneuver war actions.\n\n It's possible to destroy a fortification, but only with the use of siege armies. If a fortification is destroyed, all armies that were fortified within lose that condition and increase their shaken condition value by 1. Typical AC and HP values for fortifications against siege army attacks are listed below, along with how many armies each can contain.\n\n## Fortification Statistics\n<row gap=\"tiny\">\n<table> <tr><td>Fortification Type</td><td>AC</td><td>HP</td><td>Max. Armies</td></tr> <tr><td>Castle</td><td>30</td><td>8</td><td>6</td></tr> <tr><td>Keep</td><td>25</td><td>5</td><td>4</td></tr> <tr><td>Tower</td><td>20</td><td>2</td><td>1</td></tr> <tr><td>Trench</td><td>15</td><td>1</td><td>1</td></tr> <tr><td>Wall, stone</td><td>20</td><td>3</td><td>2</td></tr> <tr><td>Wall, wooden</td><td>15</td><td>2</td><td>2</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Fortifications","next_link":{"label":"War Encounter Structure","url":"/Rules.aspx?ID=1869"},"previous_link":{"label":"Battlefield Terrain Features","url":"/Rules.aspx?ID=1867"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\nAppendix 3: Warfare / War Encounters / The Battlefield\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 578"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>","speed":{},"text":" Fortifications Source Kingmaker Adventure Path pg. 578 Some battlefields include a fortification (such as a keep, castle, wall, or trench) that can house one or more armies. An army can't seek defense in a fortification once a battle begins; it must prepare itself and its defenses in advance during a Kingdom turn via the Garrison Army activity. Once an army is successfully garrisoned, it gains the fortified condition as long as it avoids using Maneuver war actions. It's possible to destroy a fortification, but only with the use of siege armies. If a fortification is destroyed, all armies that were fortified within lose that condition and increase their shaken condition value by 1. Typical AC and HP values for fortifications against siege army attacks are listed below, along with how many armies each can contain. ## Fortification Statistics Fortification Type AC HP Max. Armies Castle 30 8 6 Keep 25 5 4 Tower 20 2 1 Trench 15 1 1 Wall, stone 20 3 2 Wall, wooden 15 2 2 ","type":"Rules","url":"/Rules.aspx?ID=1868","weakness":{}}},{"_index":"aon18","_id":"rules-1869","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","War Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1869","markdown":"<title level=\"1\" right=\"Rules\">[War Encounter Structure](/Rules.aspx?ID=1869)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA war encounter takes place over the course of several rounds, with each round representing an hour of battle. The battle continues until all armies on one side are [defeated](/Conditions.aspx?ID=45) (reduced to 0 HP) or [routed](/Conditions.aspx?ID=55).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1870\" />\r\n\r\n<document level=\"2\" id=\"rules-1871\" />\r\n\r\n<document level=\"2\" id=\"rules-1872\" />\r\n\r\n<document level=\"2\" id=\"rules-1873\" />\r\n\r\n<document level=\"2\" id=\"rules-1874\" />","name":"War Encounter Structure","next_link":{"label":"Victory or Defeat","url":"/Rules.aspx?ID=1875"},"previous_link":{"label":"The Battlefield","url":"/Rules.aspx?ID=1866"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\nAppendix 3: Warfare / War Encounters\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 578"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>","speed":{},"text":" War Encounter Structure Source Kingmaker Adventure Path pg. 578 A war encounter takes place over the course of several rounds, with each round representing an hour of battle. The battle continues until all armies on one side are defeated (reduced to 0 HP) or routed. ","type":"Rules","url":"/Rules.aspx?ID=1869","weakness":{}}},{"_index":"aon18","_id":"rules-1870","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","War Encounters","War Encounter Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1870","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Roll Initiative](/Rules.aspx?ID=1870)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach army in the battle makes a Scouting check to determine its initiative. On the first round of a war encounter, armies are usually [near](/Rules.aspx?ID=1866). (Armies that have the [Ambush](/KMWarTactics.aspx?ID=1) tactic may be able to begin a war encounter [engaged](/Conditions.aspx?ID=48); armies that have the [Opening Salvo](/KMWarTactics.aspx?ID=18) tactic may be able to begin a war encounter [distant](/Conditions.aspx?ID=52).)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1: Roll Initiative","next_link":{"label":"Step 2: Play a Round","url":"/Rules.aspx?ID=1871"},"previous_link":{"label":"The Battlefield","url":"/Rules.aspx?ID=1866"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\nAppendix 3: Warfare / War Encounters / War Encounter Structure\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 578"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>","speed":{},"text":" Step 1: Roll Initiative Source Kingmaker Adventure Path pg. 578 Each army in the battle makes a Scouting check to determine its initiative. On the first round of a war encounter, armies are usually near. (Armies that have the Ambush tactic may be able to begin a war encounter engaged; armies that have the Opening Salvo tactic may be able to begin a war encounter distant.) ","type":"Rules","url":"/Rules.aspx?ID=1870","weakness":{}}},{"_index":"aon18","_id":"rules-1871","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","War Encounters","War Encounter Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1871","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Play a Round](/Rules.aspx?ID=1871)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach army takes three war actions on its turn, chosen from [Basic War Actions](/kingmaker/war-actions) or from any other war actions the army may have access to.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2: Play a Round","next_link":{"label":"Step 3: Check for Routs","url":"/Rules.aspx?ID=1872"},"previous_link":{"label":"Step 1: Roll Initiative","url":"/Rules.aspx?ID=1870"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\nAppendix 3: Warfare / War Encounters / War Encounter Structure\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 578"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>","speed":{},"text":" Step 2: Play a Round Source Kingmaker Adventure Path pg. 578 Each army takes three war actions on its turn, chosen from Basic War Actions or from any other war actions the army may have access to. ","type":"Rules","url":"/Rules.aspx?ID=1871","weakness":{}}},{"_index":"aon18","_id":"rules-1872","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","War Encounters","War Encounter Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1872","markdown":"<title level=\"1\" right=\"Rules\">[Step 3: Check for Routs](/Rules.aspx?ID=1872)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAt the end of the round, after every army has acted, there's a chance that armies might rout. An army whose HP is at or below its Rout Threshold must attempt a Morale check; the DC is equal to the highest Morale DC among the remaining enemy armies. On a critical success, that army no longer has to check for routs at this step for the remainder of the encounter (but it can still become routed from other effects). On a failure, the army increases the value of its [shaken](/Conditions.aspx?ID=56) condition by 1. On a critical failure, the army becomes [routed](/Conditions.aspx?ID=55).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 3: Check for Routs","next_link":{"label":"Step 4: Begin the Next Round","url":"/Rules.aspx?ID=1873"},"previous_link":{"label":"Step 2: Play a Round","url":"/Rules.aspx?ID=1871"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\nAppendix 3: Warfare / War Encounters / War Encounter Structure\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 578"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>","speed":{},"text":" Step 3: Check for Routs Source Kingmaker Adventure Path pg. 578 At the end of the round, after every army has acted, there's a chance that armies might rout. An army whose HP is at or below its Rout Threshold must attempt a Morale check; the DC is equal to the highest Morale DC among the remaining enemy armies. On a critical success, that army no longer has to check for routs at this step for the remainder of the encounter (but it can still become routed from other effects). On a failure, the army increases the value of its shaken condition by 1. On a critical failure, the army becomes routed. ","type":"Rules","url":"/Rules.aspx?ID=1872","weakness":{}}},{"_index":"aon18","_id":"rules-1873","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","War Encounters","War Encounter Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1873","markdown":"<title level=\"1\" right=\"Rules\">[Step 4: Begin the Next Round](/Rules.aspx?ID=1873)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAfter checking for routs, the round is over and the next one begins.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 4: Begin the Next Round","next_link":{"label":"Step 5: End the Encounter","url":"/Rules.aspx?ID=1874"},"previous_link":{"label":"Step 3: Check for Routs","url":"/Rules.aspx?ID=1872"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\nAppendix 3: Warfare / War Encounters / War Encounter Structure\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 578"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>","speed":{},"text":" Step 4: Begin the Next Round Source Kingmaker Adventure Path pg. 578 After checking for routs, the round is over and the next one begins. ","type":"Rules","url":"/Rules.aspx?ID=1873","weakness":{}}},{"_index":"aon18","_id":"rules-1874","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","War Encounters","War Encounter Structure"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1874","markdown":"<title level=\"1\" right=\"Rules\">[Step 5: End the Encounter](/Rules.aspx?ID=1874)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce all armies on a side are routed or destroyed, the encounter ends; see [Victory or Defeat](/Rules.aspx?ID=1875) to determine the final results of the encounter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 5: End the Encounter","next_link":{"label":"Victory or Defeat","url":"/Rules.aspx?ID=1875"},"previous_link":{"label":"Step 4: Begin the Next Round","url":"/Rules.aspx?ID=1873"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\nAppendix 3: Warfare / War Encounters / War Encounter Structure\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 578"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>","speed":{},"text":" Step 5: End the Encounter Source Kingmaker Adventure Path pg. 578 Once all armies on a side are routed or destroyed, the encounter ends; see Victory or Defeat to determine the final results of the encounter. ","type":"Rules","url":"/Rules.aspx?ID=1874","weakness":{}}},{"_index":"aon18","_id":"rules-1875","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","War Encounters"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1875","markdown":"<title level=\"1\" right=\"Rules\">[Victory or Defeat](/Rules.aspx?ID=1875)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf all of the enemy armies were routed or defeated, the PCs won the battle; see Determining Victory below. If all of the PCs' armies were routed or defeated, the PCs lost the battle; see Determining Loss below. In either case, your kingdom gains experience: each army you defeated provides the same amount of XP as defeating an adversary of the same level in encounter mode, but in this case, the rewards are in kingdom XP. \n\n### Determining Victory\n The PCs won the battle! Roll a basic Warfare check to determine the repercussions for the kingdom.\n\n**Critical Success** The damage suffered in the battle was relatively minor. Restore 1 HP to every damaged army, and at the start of your next Kingdom turn, gain one bonus Fame or Infamy point and reduce Unrest by 1.<br />\n**Success** The damage wasn't as bad as it seemed. Restore 1 HP to every damaged army.<br />\n**Failure** The battle was hard fought, but your armies bore the results of the clash as well as could be expected.<br />\n**Critical Failure** Although you won the battle, it took its toll on some of your armies. Any army that was damaged in the battle increases its [shaken](/Conditions.aspx?ID=56) or [weary](/Conditions.aspx?ID=57) condition value (the party chooses which) by 1. \n\n### Determining Loss\n The PCs lost the battle! Roll a basic Defense check to try to minimize damage and to determine repercussions.\n\n**Critical Success** Many soldiers survived the lost battle. All [defeated](/Conditions.aspx?ID=45) armies are restored to 1 HP, and one damaged army of your choice heals 1 HP.<br />\n**Success** One damaged army of your choice escaped the brunt of the loss—that army heals 1 HP. Gain 1 Unrest.<br />\n**Failure** The battle was a loss. Gain 1 Unrest.<br />\n**Critical Failure** The loss has crushed your armies' spirits. Each army that participated in the battle increases its shaken or weary condition (the party chooses which) by 2. Gain 1d4 Unrest.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Victory or Defeat","next_link":{"label":"Basic War Actions","url":"/Rules.aspx?ID=1876"},"previous_link":{"label":"War Encounter Structure","url":"/Rules.aspx?ID=1869"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>\r\n\r\nAppendix 3: Warfare / War Encounters\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 578"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 578</row>","speed":{},"text":" Victory or Defeat Source Kingmaker Adventure Path pg. 578 If all of the enemy armies were routed or defeated, the PCs won the battle; see Determining Victory below. If all of the PCs' armies were routed or defeated, the PCs lost the battle; see Determining Loss below. In either case, your kingdom gains experience: each army you defeated provides the same amount of XP as defeating an adversary of the same level in encounter mode, but in this case, the rewards are in kingdom XP. ### Determining Victory The PCs won the battle! Roll a basic Warfare check to determine the repercussions for the kingdom. Critical Success The damage suffered in the battle was relatively minor. Restore 1 HP to every damaged army, and at the start of your next Kingdom turn, gain one bonus Fame or Infamy point and reduce Unrest by 1. Success The damage wasn't as bad as it seemed. Restore 1 HP to every damaged army. Failure The battle was hard fought, but your armies bore the results of the clash as well as could be expected. Critical Failure Although you won the battle, it took its toll on some of your armies. Any army that was damaged in the battle increases its shaken or weary condition value (the party chooses which) by 1. ### Determining Loss The PCs lost the battle! Roll a basic Defense check to try to minimize damage and to determine repercussions. Critical Success Many soldiers survived the lost battle. All defeated armies are restored to 1 HP, and one damaged army of your choice heals 1 HP. Success One damaged army of your choice escaped the brunt of the loss—that army heals 1 HP. Gain 1 Unrest. Failure The battle was a loss. Gain 1 Unrest. Critical Failure The loss has crushed your armies' spirits. Each army that participated in the battle increases its shaken or weary condition (the party chooses which) by 2. Gain 1d4 Unrest. ","type":"Rules","url":"/Rules.aspx?ID=1875","weakness":{}}},{"_index":"aon18","_id":"rules-1876","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1876","markdown":"<title level=\"1\" right=\"Rules\">[Basic War Actions](/Rules.aspx?ID=1876)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 579</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBasic war actions are available to all armies.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Key Terms</title>\r\n\r\nYou'll see the following traits in some war actions.\n\n Army Type Trait: A war action that lists an army type trait ([Infantry](/Traits.aspx?ID=455), [Cavalry](/Traits.aspx?ID=458), [Skirmisher](/Traits.aspx?ID=456), or [Siege](/Traits.aspx?ID=457)) can be used only by army units that have that trait.\n\n **Attack**: An attack war action functions as any other attack action. They resolve against an enemy unit's AC, and each attack action made in a round increases the army's [multiple attack penalty](/Rules.aspx?ID=332).\n\n **Maneuver**: This war action pits one army's mobility against another's. When an army attempts such an action, it must attempt a Maneuver check against the opposing army's Maneuver DC.\n\n **Morale**: This war action pits one army's conviction and bravery against another's. When an army attempts such an action, it must attempt a Morale check against the opposing army's Morale DC.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1877\" />","name":"Basic War Actions","next_link":{"label":"Army Conditions","url":"/Rules.aspx?ID=1878"},"previous_link":{"label":"War Encounters","url":"/Rules.aspx?ID=1864"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 579</row>\r\n\r\nAppendix 3: Warfare\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 579"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 579</row>","speed":{},"text":" Basic War Actions Source Kingmaker Adventure Path pg. 579 Basic war actions are available to all armies. Key Terms You'll see the following traits in some war actions. Army Type Trait: A war action that lists an army type trait (Infantry, Cavalry, Skirmisher, or Siege) can be used only by army units that have that trait. Attack : An attack war action functions as any other attack action. They resolve against an enemy unit's AC, and each attack action made in a round increases the army's multiple attack penalty. Maneuver : This war action pits one army's mobility against another's. When an army attempts such an action, it must attempt a Maneuver check against the opposing army's Maneuver DC. Morale : This war action pits one army's conviction and bravery against another's. When an army attempts such an action, it must attempt a Morale check against the opposing army's Morale DC. ","type":"Rules","url":"/Rules.aspx?ID=1876","weakness":{}}},{"_index":"aon18","_id":"rules-1877","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare","Basic War Actions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1877","markdown":"<title level=\"1\" right=\"Rules\">[Tactical War Actions](/Rules.aspx?ID=1877)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 580</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following war actions are available only to armies with the appropriate tactic.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Tactical War Actions","next_link":{"label":"Army Conditions","url":"/Rules.aspx?ID=1878"},"previous_link":{"label":"War Encounters","url":"/Rules.aspx?ID=1864"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 580</row>\r\n\r\nAppendix 3: Warfare / Basic War Actions\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 580"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 580</row>","speed":{},"text":" Tactical War Actions Source Kingmaker Adventure Path pg. 580 The following war actions are available only to armies with the appropriate tactic. ","type":"Rules","url":"/Rules.aspx?ID=1877","weakness":{}}},{"_index":"aon18","_id":"rules-1878","_score":2.3741803,"_source":{"breadcrumbs":["Appendix 3: Warfare"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1878","markdown":"<title level=\"1\" right=\"Rules\">[Army Conditions](/Rules.aspx?ID=1878)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 581</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen an army becomes affected by a condition, that condition's effects last until the condition's stated duration ends or the condition is removed. As with character conditions, some army conditions [override others](/Rules.aspx?ID=774).\n\n Some army conditions have a numerical condition value. This value conveys the severity of a condition, and such conditions often give a bonus or penalty equal to their value. These values can often be reduced by taking the Recover Army activity or simply by waiting, as described in the condition itself. If a condition value is ever reduced to 0, the condition ends.\n\n [Concealed-KM](/Conditions.aspx?ID=44): A concealed army is tougher to target, and gains a +2 circumstance bonus on its Maneuver checks. Attacks against it take a 2 circumstance penalty. This condition lasts as long as the event granting the concealment persists.\n\n [Defeated](/Conditions.aspx?ID=45): When an army has zero Hit Points, it becomes defeated. A defeated army cannot take war actions. A defeated army can be restored to 1 Hit Point with the [Recover Army](/Actions.aspx?ID=1418) activity (although the basic DC is increased by 5 for this check). Any effect that restores a defeated army to at least 1 Hit Point removes the defeated condition. A defeated army can only be moved one hex at a time with the [Deploy Army](/Actions.aspx?ID=1413) activity. A defeated army can be [Disbanded](/Actions.aspx?ID=1414) normally. It can't be used for any other Army activity as long as it remains defeated.\n\n If a defeated army takes damage, it must succeed at a DC 16 flat check or be destroyed. If all armies on a side are defeated, those armies are destroyed.\n\n **[Destroyed](/Conditions.aspx?ID=46)**: The army has been completely devastated, and it cannot be restored—it can only be replaced by a new army. Any gear the army had is ruined.\n\n **[Efficient](/Conditions.aspx?ID=47)**: The army has performed an Army activity with such speed that it can be used to attempt a second Army activity immediately, but doing so causes it to lose the efficient condition. The second Army activity suffers a 5 penalty on its check, and the result of this second Army activity check cannot grant the efficient condition. If the army doesn't attempt a second Army activity, it instead loses the efficient condition and reduces the value of one condition of its choice by 1.\n\n **[Engaged](/Conditions.aspx?ID=48)**: An army that is in close combat with one or more enemy armies becomes engaged. An army must be engaged in order to attempt melee Strikes. If an army is engaged and attempts a maneuver war action that would cause it to disengage, it provokes reactions from any enemy armies they were engaged with.\n\n **[Fortified](/Conditions.aspx?ID=49)**: The army is in a defensive position as the result of a [Garrison Army](/Actions.aspx?ID=1415) activity. While fortified, enemy armies cannot engage the army and the army cannot engage enemy armies. A fortified army gains a +4 item bonus to its AC and to Morale checks made to [rally](/Actions.aspx?ID=1425). A fortified army that uses a maneuver war action immediately loses its fortified condition.\n\n **[Lost](/Conditions.aspx?ID=50)**: When an army's attempt to deploy to a new location fails, it can become lost. A lost army can take no Army activity other than [Recover](/Actions.aspx?ID=1418), and that only in an attempt to remove the lost condition. When an army recovers from the lost condition, the GM decides what the army's new location is (typically this is at an approximate midpoint between the army's starting point and its intended destination).\n\n **[Mired](/Conditions.aspx?ID=51)**: The army's movement is severely impaired. It may be bogged down in mud, snow, underbrush, rubble, or similar terrain, encumbered by carrying heavy burdens, or any other reason. Mired always has a value. A mired army takes a circumstance penalty on all maneuvers equal to its mired value and to [Deploy Army](/Actions.aspx?ID=1413) checks. If an army ever becomes mired 4, it becomes [pinned](/Conditions.aspx?ID=54).\n\n **[Distant](/Conditions.aspx?ID=52)**: An army that has the distant condition has managed to retreat a fair range away from enemy armies, and is potentially poised to make an escape from the field of battle. Armies can attempt ranged Strikes against distant armies, but they take a 5 penalty on that Strike.\n\n **[Outflanked](/Conditions.aspx?ID=53)**: The army has enemies coming at it from many directions and must split its forces to deal with threats on every side. The army takes a 2 circumstance penalty to its AC.\n\n **[Pinned](/Conditions.aspx?ID=54)**: The army and cannot move freely. It has the [outflanked](/Conditions.aspx?ID=53) condition and cannot use any maneuver war actions. A pinned army cannot be [deployed](/Actions.aspx?ID=1413).\n\n **[Routed](/Conditions.aspx?ID=55)**: The army retreats, whether due to magical compulsion or simply broken morale. On its turn, a routed army must use the [Retreat](/Actions.aspx?ID=1426) war action. While routed, the army takes a 2 circumstance penalty to Morale checks. This condition ends automatically once a war encounter is resolved, but the routed army increases its [shaken](/Conditions.aspx?ID=56) value by 1 in this case. If all armies on one side of a battle are routed simultaneously, the battle ends and the other army is victorious.\n\n **[Shaken](/Conditions.aspx?ID=56)**: The army's morale has begun to falter, be it fear in the face of a powerful enemy, a supernatural effect such as a dragon's [frightful presence](/MonsterAbilities.aspx?ID=17), or simply the result of ill fortune in the tide of battle. Shaken always has a numerical value. The army's Morale checks take a circumstance penalty equal to its shaken value, and whenever the army takes damage, it must succeed on a DC 11 flat check or its shaken value increases by 1. An army that becomes shaken 4 is automatically [routed](/Conditions.aspx?ID=55). An army reduces the value of this condition by 1 each Kingdom turn that passes during which it does not attempt an Army activity or engage in a war encounter.\n\n **[Weary](/Conditions.aspx?ID=57)**: The army is exhausted. Weary always has a numerical value. A weary army takes a circumstance penalty equal to its weary value to its AC, to its Maneuver checks, and to its Army activity checks; it takes double this circumstance penalty on [Deploy Army](/Actions.aspx?ID=1413) checks. An army reduces the value of this condition by 1 each Kingdom turn that passes during which it does not attempt an Army activity or engage in a war encounter.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Army Conditions","next_link":{"label":"Wild Magic","url":"/Rules.aspx?ID=1879"},"previous_link":{"label":"Basic War Actions","url":"/Rules.aspx?ID=1876"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 581</row>\r\n\r\nAppendix 3: Warfare\r\n</additional-info>","source":["Kingmaker Adventure Path"],"source_raw":["Kingmaker Adventure Path pg. 581"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 581</row>","speed":{},"text":" Army Conditions Source Kingmaker Adventure Path pg. 581 When an army becomes affected by a condition, that condition's effects last until the condition's stated duration ends or the condition is removed. As with character conditions, some army conditions override others. Some army conditions have a numerical condition value. This value conveys the severity of a condition, and such conditions often give a bonus or penalty equal to their value. These values can often be reduced by taking the Recover Army activity or simply by waiting, as described in the condition itself. If a condition value is ever reduced to 0, the condition ends. Concealed-KM: A concealed army is tougher to target, and gains a +2 circumstance bonus on its Maneuver checks. Attacks against it take a 2 circumstance penalty. This condition lasts as long as the event granting the concealment persists. Defeated: When an army has zero Hit Points, it becomes defeated. A defeated army cannot take war actions. A defeated army can be restored to 1 Hit Point with the Recover Army activity (although the basic DC is increased by 5 for this check). Any effect that restores a defeated army to at least 1 Hit Point removes the defeated condition. A defeated army can only be moved one hex at a time with the Deploy Army activity. A defeated army can be Disbanded normally. It can't be used for any other Army activity as long as it remains defeated. If a defeated army takes damage, it must succeed at a DC 16 flat check or be destroyed. If all armies on a side are defeated, those armies are destroyed. Destroyed : The army has been completely devastated, and it cannot be restored—it can only be replaced by a new army. Any gear the army had is ruined. Efficient : The army has performed an Army activity with such speed that it can be used to attempt a second Army activity immediately, but doing so causes it to lose the efficient condition. The second Army activity suffers a 5 penalty on its check, and the result of this second Army activity check cannot grant the efficient condition. If the army doesn't attempt a second Army activity, it instead loses the efficient condition and reduces the value of one condition of its choice by 1. Engaged : An army that is in close combat with one or more enemy armies becomes engaged. An army must be engaged in order to attempt melee Strikes. If an army is engaged and attempts a maneuver war action that would cause it to disengage, it provokes reactions from any enemy armies they were engaged with. Fortified : The army is in a defensive position as the result of a Garrison Army activity. While fortified, enemy armies cannot engage the army and the army cannot engage enemy armies. A fortified army gains a +4 item bonus to its AC and to Morale checks made to rally. A fortified army that uses a maneuver war action immediately loses its fortified condition. Lost : When an army's attempt to deploy to a new location fails, it can become lost. A lost army can take no Army activity other than Recover, and that only in an attempt to remove the lost condition. When an army recovers from the lost condition, the GM decides what the army's new location is (typically this is at an approximate midpoint between the army's starting point and its intended destination). Mired : The army's movement is severely impaired. It may be bogged down in mud, snow, underbrush, rubble, or similar terrain, encumbered by carrying heavy burdens, or any other reason. Mired always has a value. A mired army takes a circumstance penalty on all maneuvers equal to its mired value and to Deploy Army checks. If an army ever becomes mired 4, it becomes pinned. Distant : An army that has the distant condition has managed to retreat a fair range away from enemy armies, and is potentially poised to make an escape from the field of battle. Armies can attempt ranged Strikes against distant armies, but they take a 5 penalty on that Strike. Outflanked : The army has enemies coming at it from many directions and must split its forces to deal with threats on every side. The army takes a 2 circumstance penalty to its AC. Pinned : The army and cannot move freely. It has the outflanked condition and cannot use any maneuver war actions. A pinned army cannot be deployed. Routed : The army retreats, whether due to magical compulsion or simply broken morale. On its turn, a routed army must use the Retreat war action. While routed, the army takes a 2 circumstance penalty to Morale checks. This condition ends automatically once a war encounter is resolved, but the routed army increases its shaken value by 1 in this case. If all armies on one side of a battle are routed simultaneously, the battle ends and the other army is victorious. Shaken : The army's morale has begun to falter, be it fear in the face of a powerful enemy, a supernatural effect such as a dragon's frightful presence, or simply the result of ill fortune in the tide of battle. Shaken always has a numerical value. The army's Morale checks take a circumstance penalty equal to its shaken value, and whenever the army takes damage, it must succeed on a DC 11 flat check or its shaken value increases by 1. An army that becomes shaken 4 is automatically routed. An army reduces the value of this condition by 1 each Kingdom turn that passes during which it does not attempt an Army activity or engage in a war encounter. Weary : The army is exhausted. Weary always has a numerical value. A weary army takes a circumstance penalty equal to its weary value to its AC, to its Maneuver checks, and to its Army activity checks; it takes double this circumstance penalty on Deploy Army checks. An army reduces the value of this condition by 1 each Kingdom turn that passes during which it does not attempt an Army activity or engage in a war encounter. ","type":"Rules","url":"/Rules.aspx?ID=1878","weakness":{}}},{"_index":"aon18","_id":"rules-1879","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1879","markdown":"<title level=\"1\" right=\"Rules\">[Wild Magic](/Rules.aspx?ID=1879)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 232</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMagic cast within and near the Wastes can be extremely unpredictable, sometimes even volatile, if not performed with extreme care. Due to the lingering fractures left by the war between Geb and Nex—and their extensive use of metamagic, wellsprings, and other destabilizing amplifiers—the Mana Wastes act as a massive but broken wellspring for any who attempt to use magic within its confines, causing magic to surge into wild and uncontrolled effects.\n\n Normally, when magic is cast, it gently tugs upon everything around it, pulling on the network of magic that lays invisibly across Golarion to gain the energy to make the spell possible. When casting a cantrip, little within the environment changes, but much larger spells might rattle trees or lower water levels. Even those changes are barely perceptible save under the most extraordinary conditions. The war between Geb and Nex met and exceeded those conditions significantly, and spellcasting within the Mana Wastes began to pull on the underlying network of magic directly. This constant tugging eventually frayed that network, cutting off swathes of the region and starting a slow process of “flooding” others. This flooding, and the boost in spellcasting power it created, was used and drained in turn, beginning the process again, resulting in the fractured lattice of magic in the Mana Wastes today.\n\n Any spell cast within the Wastes has a chance of causing a wellspring surge for the user, if magic even functions in the area at all. These surges are unpredictable and their effects even more so. Anecdotal evidence suggests that particularly well-placed spells, even if they are simpler in nature, can cause surges that far outpace their effects under normal circumstances. Anyone casting a spell within the Mana Wastes must attempt a flat check, losing their spell and creating a wellspring surge instead on a failure. The table below is a guideline, but GMs should feel free to raise the DC for a surge, such as when a satiated but not stabilized mana whorl is close by, or lower it, especially if there have already been surges nearby. For more on wellspring surges, see [Wellspring Magic](/Rules.aspx?ID=1576). A critical failure on the flat check has the listed effect on the wellspring surge generated.\n\n## Wellspring Surge Chances\n<row gap=\"tiny\">\n<table><tr><td>**Location**</td><td>**Surge Flat Check** DC</td><td>**Critical Failure Effect**</td></tr> <tr><td>Outskirts</td><td>DC 4</td><td>Roll twice on the [Wellspring Surges](/Rules.aspx?ID=1580) table and the GM chooses one.</td></tr> <tr><td>Open Land</td><td>DC 7</td><td>The damage or effect is doubled.</td></tr> <tr><td>Near &amp; In Cities</td><td>DC 5</td><td>Add one die or 5-foot range to the effect.</td></tr> <tr><td>Near Miasmas</td><td>DC 9</td><td>Roll twice on the Wellspring Surges table and use both.</td></tr> <tr><td>Near Samsara Oasis</td><td>DC 4</td><td>The damage or range of the effect is halved.</td></tr> <tr><td>In Samsara Oasis</td><td>DC 2</td><td>The damage and range of the effect is halved.</td></tr> </table></row>With the unstable and uncertain nature of magic in the Wastes, all areas are prone to mana droughts: stretches of time where little to no magic is capable of functioning. While those who have made a home for themselves in the Wastes are prepared for this sudden loss of spellcasting, adventurers and newcomers are often caught off guard. At the GM's discretion, a mana drought could occur at any time. During a mana drought, either no spells are available for use, or only those spells within a certain level range are available. For example, only cantrips and spells beneath 3rd level might be available for days at a time, with bursts of time ranging from a few seconds to minutes when no one can cast any spells. Alternately, sometimes a mage can only cast the strongest spells they have available, but those spells have double the normal flat check DC for wellspring surges.\n\n People of the Mana Wastes find ways to work around the unpredictable nature of magic. Gnolls and hill giants often raid the workshops of Alkenstar for firearms, keeping the most reliable for themselves and trading the more unpredictable pieces for alchemical concoctions that can be used within their encampments when magic cannot. Similarly, iruxis of Gitna contract the aid of adventurers and those who frequent their city to supplement their own guards in times when magic is nullified by a mana drought and a threat is imminent. The Sixfold Repentance has chosen to imbue weapons and leave them stored for when they're absolutely needed, an outward sign of their continued penance. Others simply make sure their abilities in other forms of combat are honed enough to survive or eschew magic entirely.\n\n In extreme contrast are those who see the erratic patterns of magic within the Wastes as an opportunity. To the combat mages of the nomadic wizard gang led by Velasco Cueto, a dearth of magic is a chance to prove oneself in other arenas, such as alchemical crafting and more conventional forms of combat. For members of Los Aterradores, it's also one of the most strenuous tests for their strange, eldritch creations. One such innovation is condensed mana: powerful and unstable magical miasmas collected into a throwable form. Some, like Velasco and the Sixfold Repentance, have banned this creation, as they understand the creation process and its immense dangers to both creators and the already fragile ecosystem of the Wastes. Only the wizards of Los Aterradores create condensed mana, and only the most daring deploy them in combat.\n\n Still others brave the Wastes for more esoteric reasons. The Hermit Lakshmi is following in the footsteps of their god, [Nethys](/Deities.aspx?ID=12), and sees a deep investigation of the nature, creation, and restoration efforts of the Mana Wastes as the key to understanding the inner workings of magic. It also serves as an isolated place should the worst come to pass and their pursuit robs them of agency for any stretch of time. Other mages and scholars also roam the Wastes in study, though few have goals quite as lofty, and most see it as a means to better utilize wellsprings elsewhere.\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Wild Magic","next_link":{"label":"Chapter 1: Companions","url":"/Rules.aspx?ID=1880"},"previous_link":{"label":"Appendix 3: Warfare","url":"/Rules.aspx?ID=1845"},"rarity":"common","release_date":"2022-11-16","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Impossible Lands](/Sources.aspx?ID=146) pg. 232</row>\n\n</additional-info>","source":["Impossible Lands"],"source_raw":["Impossible Lands pg. 232"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Impossible Lands](/Sources.aspx?ID=146) pg. 232</row>","speed":{},"text":" Wild Magic Source Impossible Lands pg. 232 Magic cast within and near the Wastes can be extremely unpredictable, sometimes even volatile, if not performed with extreme care. Due to the lingering fractures left by the war between Geb and Nex—and their extensive use of metamagic, wellsprings, and other destabilizing amplifiers—the Mana Wastes act as a massive but broken wellspring for any who attempt to use magic within its confines, causing magic to surge into wild and uncontrolled effects. Normally, when magic is cast, it gently tugs upon everything around it, pulling on the network of magic that lays invisibly across Golarion to gain the energy to make the spell possible. When casting a cantrip, little within the environment changes, but much larger spells might rattle trees or lower water levels. Even those changes are barely perceptible save under the most extraordinary conditions. The war between Geb and Nex met and exceeded those conditions significantly, and spellcasting within the Mana Wastes began to pull on the underlying network of magic directly. This constant tugging eventually frayed that network, cutting off swathes of the region and starting a slow process of “flooding” others. This flooding, and the boost in spellcasting power it created, was used and drained in turn, beginning the process again, resulting in the fractured lattice of magic in the Mana Wastes today. Any spell cast within the Wastes has a chance of causing a wellspring surge for the user, if magic even functions in the area at all. These surges are unpredictable and their effects even more so. Anecdotal evidence suggests that particularly well-placed spells, even if they are simpler in nature, can cause surges that far outpace their effects under normal circumstances. Anyone casting a spell within the Mana Wastes must attempt a flat check, losing their spell and creating a wellspring surge instead on a failure. The table below is a guideline, but GMs should feel free to raise the DC for a surge, such as when a satiated but not stabilized mana whorl is close by, or lower it, especially if there have already been surges nearby. For more on wellspring surges, see Wellspring Magic. A critical failure on the flat check has the listed effect on the wellspring surge generated. ## Wellspring Surge Chances Location Surge Flat Check DC Critical Failure Effect Outskirts DC 4 Roll twice on the Wellspring Surges table and the GM chooses one. Open Land DC 7 The damage or effect is doubled. Near &amp; In Cities DC 5 Add one die or 5-foot range to the effect. Near Miasmas DC 9 Roll twice on the Wellspring Surges table and use both. Near Samsara Oasis DC 4 The damage or range of the effect is halved. In Samsara Oasis DC 2 The damage and range of the effect is halved. With the unstable and uncertain nature of magic in the Wastes, all areas are prone to mana droughts: stretches of time where little to no magic is capable of functioning. While those who have made a home for themselves in the Wastes are prepared for this sudden loss of spellcasting, adventurers and newcomers are often caught off guard. At the GM's discretion, a mana drought could occur at any time. During a mana drought, either no spells are available for use, or only those spells within a certain level range are available. For example, only cantrips and spells beneath 3rd level might be available for days at a time, with bursts of time ranging from a few seconds to minutes when no one can cast any spells. Alternately, sometimes a mage can only cast the strongest spells they have available, but those spells have double the normal flat check DC for wellspring surges. People of the Mana Wastes find ways to work around the unpredictable nature of magic. Gnolls and hill giants often raid the workshops of Alkenstar for firearms, keeping the most reliable for themselves and trading the more unpredictable pieces for alchemical concoctions that can be used within their encampments when magic cannot. Similarly, iruxis of Gitna contract the aid of adventurers and those who frequent their city to supplement their own guards in times when magic is nullified by a mana drought and a threat is imminent. The Sixfold Repentance has chosen to imbue weapons and leave them stored for when they're absolutely needed, an outward sign of their continued penance. Others simply make sure their abilities in other forms of combat are honed enough to survive or eschew magic entirely. In extreme contrast are those who see the erratic patterns of magic within the Wastes as an opportunity. To the combat mages of the nomadic wizard gang led by Velasco Cueto, a dearth of magic is a chance to prove oneself in other arenas, such as alchemical crafting and more conventional forms of combat. For members of Los Aterradores, it's also one of the most strenuous tests for their strange, eldritch creations. One such innovation is condensed mana: powerful and unstable magical miasmas collected into a throwable form. Some, like Velasco and the Sixfold Repentance, have banned this creation, as they understand the creation process and its immense dangers to both creators and the already fragile ecosystem of the Wastes. Only the wizards of Los Aterradores create condensed mana, and only the most daring deploy them in combat. Still others brave the Wastes for more esoteric reasons. The Hermit Lakshmi is following in the footsteps of their god, Nethys, and sees a deep investigation of the nature, creation, and restoration efforts of the Mana Wastes as the key to understanding the inner workings of magic. It also serves as an isolated place should the worst come to pass and their pursuit robs them of agency for any stretch of time. Other mages and scholars also roam the Wastes in study, though few have goals quite as lofty, and most see it as a means to better utilize wellsprings elsewhere. ","type":"Rules","url":"/Rules.aspx?ID=1879","weakness":{}}},{"_index":"aon18","_id":"rules-1880","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1880","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 1: Companions](/Rules.aspx?ID=1880)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn the _Kingmaker Adventure Path_, a band of adventurers become the unlikely rulers of a brand-new kingdom. Set in the so-called Stolen Lands of the River Kingdoms, this campaign presents the players with a vast wilderness to explore—one infested by bandits, monsters, and worse. But not all of those the PCs meet during this campaign are destined to be enemies—some will be allies, some will become friends, and a rare few will become true companions. The timing for each of these characters' first encounters with the PCs varies; in some cases, their introduction is included in the text of the Adventure Path, while in others it's left largely to the GM. Companions can also be encountered in the PCs' throne room once they've established their kingdom, leading potential allies to seek out the rulers of this new land to present their cases in person.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1881\" />","name":"Chapter 1: Companions","next_link":{"label":"Chapter 2: Camping","url":"/Rules.aspx?ID=1885"},"previous_link":{"label":"Wild Magic","url":"/Rules.aspx?ID=1879"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>\n\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 5"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>","speed":{},"text":" Chapter 1: Companions Source Kingmaker Companion Guide pg. 5 In the Kingmaker Adventure Path , a band of adventurers become the unlikely rulers of a brand-new kingdom. Set in the so-called Stolen Lands of the River Kingdoms, this campaign presents the players with a vast wilderness to explore—one infested by bandits, monsters, and worse. But not all of those the PCs meet during this campaign are destined to be enemies—some will be allies, some will become friends, and a rare few will become true companions. The timing for each of these characters' first encounters with the PCs varies; in some cases, their introduction is included in the text of the Adventure Path, while in others it's left largely to the GM. Companions can also be encountered in the PCs' throne room once they've established their kingdom, leading potential allies to seek out the rulers of this new land to present their cases in person. ","type":"Rules","url":"/Rules.aspx?ID=1880","weakness":{}}},{"_index":"aon18","_id":"rules-1881","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1881","markdown":"<title level=\"1\" right=\"Rules\">[Using Companions](/Rules.aspx?ID=1881)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSeven primary companions—the [barbarian](/Classes.aspx?ID=2) Amiri, the [ranger](/Classes.aspx?ID=9) Ekundayo, the [alchemist](/Classes.aspx?ID=1) Jubilost, the [bard](/Classes.aspx?ID=3) Linzi, the [rogue](/Classes.aspx?ID=10) Nok-Nok, the [cleric](/Classes.aspx?ID=6) Tristian, and the [fighter](/Classes.aspx?ID=7) Valerie—are presented on the following pages in full detail. Each has two sets of statistics—one for use when the companion first encounters the PCs, and one at a higher level for use during that companion's personal quest. These statistics were built using the rules for character creation, not for NPCs. As such, if your group takes a shine to a companion, that NPC can level up alongside the party as if they were a PC. In such a case, the choices you and your players make for that NPC take precedence over the higher level stats given for a companion.\n\n No statistics are presented for the five secondary companions, as their roles in the _Kingmaker Adventure Path_ are limited to downtime activities and kingdom management roles.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1882\" />\r\n\r\n<document level=\"2\" id=\"rules-1883\" />\r\n\r\n<document level=\"2\" id=\"rules-1884\" />","name":"Using Companions","next_link":{"label":"Chapter 2: Camping","url":"/Rules.aspx?ID=1885"},"previous_link":{"label":"Wild Magic","url":"/Rules.aspx?ID=1879"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>\r\n\r\nChapter 1: Companions\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 5"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>","speed":{},"text":" Using Companions Source Kingmaker Companion Guide pg. 5 Seven primary companions—the barbarian Amiri, the ranger Ekundayo, the alchemist Jubilost, the bard Linzi, the rogue Nok-Nok, the cleric Tristian, and the fighter Valerie—are presented on the following pages in full detail. Each has two sets of statistics—one for use when the companion first encounters the PCs, and one at a higher level for use during that companion's personal quest. These statistics were built using the rules for character creation, not for NPCs. As such, if your group takes a shine to a companion, that NPC can level up alongside the party as if they were a PC. In such a case, the choices you and your players make for that NPC take precedence over the higher level stats given for a companion. No statistics are presented for the five secondary companions, as their roles in the Kingmaker Adventure Path are limited to downtime activities and kingdom management roles. ","type":"Rules","url":"/Rules.aspx?ID=1881","weakness":{}}},{"_index":"aon18","_id":"rules-1882","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Companions","Using Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1882","markdown":"<title level=\"1\" right=\"Rules\">[Befriending Companions](/Rules.aspx?ID=1882)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCompanions won't necessarily trust the PCs when they first meet. They never start their initial encounter hostile, but they need to be influenced to friendly before they'll be comfortable allying with the PCs. Each companion is presented with a brief [influence](/Rules.aspx?ID=1201) encounter.\n\n Each companion includes several character options that have the uncommon or rare trait; once the PCs have befriended a companion, these options become available and the PCs gain access to them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Befriending Companions","next_link":{"label":"Adventuring with Companions","url":"/Rules.aspx?ID=1883"},"previous_link":{"label":"Wild Magic","url":"/Rules.aspx?ID=1879"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>\r\n\r\nChapter 1: Companions / Using Companions\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 5"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>","speed":{},"text":" Befriending Companions Source Kingmaker Companion Guide pg. 5 Companions won't necessarily trust the PCs when they first meet. They never start their initial encounter hostile, but they need to be influenced to friendly before they'll be comfortable allying with the PCs. Each companion is presented with a brief influence encounter. Each companion includes several character options that have the uncommon or rare trait; once the PCs have befriended a companion, these options become available and the PCs gain access to them. ","type":"Rules","url":"/Rules.aspx?ID=1882","weakness":{}}},{"_index":"aon18","_id":"rules-1883","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Companions","Using Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1883","markdown":"<title level=\"1\" right=\"Rules\">[Adventuring with Companions](/Rules.aspx?ID=1883)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCompanions that have joined the PCs don't need to accompany them on every encounter. They can be held back in reserve to guard a campsite, left to perform downtime activities, serve as leaders in the kingdom, and so on. But at times, it may make sense for one or more companions to accompany the PCs on their adventures. If you allow this, you'll want to adjust encounters to account for the [increased number of characters in the party](/Rules.aspx?ID=500).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adventuring with Companions","next_link":{"label":"Personal Quests","url":"/Rules.aspx?ID=1884"},"previous_link":{"label":"Befriending Companions","url":"/Rules.aspx?ID=1882"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>\r\n\r\nChapter 1: Companions / Using Companions\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 5"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>","speed":{},"text":" Adventuring with Companions Source Kingmaker Companion Guide pg. 5 Companions that have joined the PCs don't need to accompany them on every encounter. They can be held back in reserve to guard a campsite, left to perform downtime activities, serve as leaders in the kingdom, and so on. But at times, it may make sense for one or more companions to accompany the PCs on their adventures. If you allow this, you'll want to adjust encounters to account for the increased number of characters in the party. ","type":"Rules","url":"/Rules.aspx?ID=1883","weakness":{}}},{"_index":"aon18","_id":"rules-1884","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 1: Companions","Using Companions"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1884","markdown":"<title level=\"1\" right=\"Rules\">[Personal Quests](/Rules.aspx?ID=1884)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe seven primary companions each have a personal quest as part of their storyline. Though some companions provide foreshadowing to the PCs beforehand, each quest formally begins with a specific event timed to coincide with particular developments in the _Kingmaker Adventure Path_ and also to a specific character level for the companion. (In order to avoid the party becoming distracted with multiple personal quests at the same time, each quest triggers at a different character level.)\n\n Whether the PCs decide to accompany the companion on their quest is left to the players to decide. However, this book assumes that the PCs join the companion, who takes a full role in the PCs' party through the events and encounters of the short adventure. These companion quests are therefore designed for a party of 5 characters rather than the standard 4, so encounters in these quests are slightly more dangerous than comparable encounters in the _Kingmaker Adventure Path_.\n\n If the PCs choose not to accompany a companion on their personal quest, it's up to you to determine the ramifications. A companion might to try to tackle their quest on their own (in which case, that companion's disappearance might serve as an additional hook to lure the PCs into that quest), they might choose to let the quest slide and not pursue it, or they might even abandon the PCs to seek help elsewhere—such as from potential rival settlements like Drelev or Pitax. In such a case, a former companion could well show up as an antagonist working against the PCs later in the campaign!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Personal Quests","next_link":{"label":"Chapter 2: Camping","url":"/Rules.aspx?ID=1885"},"previous_link":{"label":"Adventuring with Companions","url":"/Rules.aspx?ID=1883"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>\r\n\r\nChapter 1: Companions / Using Companions\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 5"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 5</row>","speed":{},"text":" Personal Quests Source Kingmaker Companion Guide pg. 5 The seven primary companions each have a personal quest as part of their storyline. Though some companions provide foreshadowing to the PCs beforehand, each quest formally begins with a specific event timed to coincide with particular developments in the Kingmaker Adventure Path and also to a specific character level for the companion. (In order to avoid the party becoming distracted with multiple personal quests at the same time, each quest triggers at a different character level.) Whether the PCs decide to accompany the companion on their quest is left to the players to decide. However, this book assumes that the PCs join the companion, who takes a full role in the PCs' party through the events and encounters of the short adventure. These companion quests are therefore designed for a party of 5 characters rather than the standard 4, so encounters in these quests are slightly more dangerous than comparable encounters in the Kingmaker Adventure Path . If the PCs choose not to accompany a companion on their personal quest, it's up to you to determine the ramifications. A companion might to try to tackle their quest on their own (in which case, that companion's disappearance might serve as an additional hook to lure the PCs into that quest), they might choose to let the quest slide and not pursue it, or they might even abandon the PCs to seek help elsewhere—such as from potential rival settlements like Drelev or Pitax. In such a case, a former companion could well show up as an antagonist working against the PCs later in the campaign! ","type":"Rules","url":"/Rules.aspx?ID=1884","weakness":{}}},{"_index":"aon18","_id":"rules-1885","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1885","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 2: Camping](/Rules.aspx?ID=1885)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 107</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs the PCs explore the Stolen Lands, they'll eventually reach a point where the adventuring day is over and it's time to rest—but the closest bed is miles and miles away! In this case, they'll need to make camp and sleep under the stars. At this point, you have a few options as the GM. You can simply assume the PCs know what they're doing and let them rest the night away in peace. You can ask them to attempt a Survival check to Subsist with a DC based on the relative dangers in the area. Or you can use the rules presented in this chapter to make the experience of camping more rewarding, entertaining, and even dangerous!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1886\" />\r\n\r\n<document level=\"2\" id=\"rules-1892\" />\r\n\r\n<document level=\"2\" id=\"rules-1894\" />","name":"Chapter 2: Camping","next_link":{"label":"Chapter 3: Weather","url":"/Rules.aspx?ID=1897"},"previous_link":{"label":"Chapter 1: Companions","url":"/Rules.aspx?ID=1880"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 107</row>\n\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 107"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 107</row>","speed":{},"text":" Chapter 2: Camping Source Kingmaker Companion Guide pg. 107 As the PCs explore the Stolen Lands, they'll eventually reach a point where the adventuring day is over and it's time to rest—but the closest bed is miles and miles away! In this case, they'll need to make camp and sleep under the stars. At this point, you have a few options as the GM. You can simply assume the PCs know what they're doing and let them rest the night away in peace. You can ask them to attempt a Survival check to Subsist with a DC based on the relative dangers in the area. Or you can use the rules presented in this chapter to make the experience of camping more rewarding, entertaining, and even dangerous! ","type":"Rules","url":"/Rules.aspx?ID=1885","weakness":{}}},{"_index":"aon18","_id":"rules-1886","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Camping"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1886","markdown":"<title level=\"1\" right=\"Rules\">[Campsites](/Rules.aspx?ID=1886)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 107</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCamping isn't just a matter of lying on the ground wherever and falling asleep. You need to locate a site for the camp, set it up, prepare and eat food, and address any other basic needs, including allowing some time for relaxation before sleep!\n\n The dangers facing campers in the Stolen Lands vary greatly depending on where the camp is set. To quantify these dangers, each zone of the Stolen Lands (as defined in Chapter 2 of the _Kingmaker Adventure Path_) has its own values. The table below lists all 20 zones of the Stolen Lands, organized by level from 0 to 19. The Zone DC is the base DC required for success at any skill check involved with securing the campsite or performing most campsite activities; these DCs closely follow the [expected DCs by level](/Rules.aspx?ID=554) but some of them have been adjusted upward or downward to account for that zone's additional dangers (or lack thereof). The Encounter DC indicates the flat check DC of a random encounter occurring during the camping session. And the number listed under the Encounter Chart column lists the _Kingmaker Adventure Path_ page number for that zone's random encounter table.\n\n## Camping Zones\n<row gap=\"tiny\">\n<table><tr><td>**Zone**</td><td>**Name**</td><td>**Zone DC**</td><td>**Encounter DC**</td><td>**Page**</td></tr> <tr><td>0</td><td>Brevoy</td><td>14</td><td>12</td><td>50</td></tr> <tr><td>1</td><td>Rostland Hinterlands</td><td>15</td><td>12</td><td>51</td></tr> <tr><td>2</td><td>Greenbelt</td><td>16</td><td>14</td><td>58</td></tr> <tr><td>3</td><td>Tuskwater</td><td>18</td><td>12</td><td>69</td></tr> <tr><td>4</td><td>Kamelands</td><td>19</td><td>12</td><td>78</td></tr> <tr><td>5</td><td>Narlmarches</td><td>20</td><td>14</td><td>82</td></tr> <tr><td>6</td><td>Sellen Hills</td><td>20</td><td>12</td><td>84</td></tr> <tr><td>7</td><td>Dunsward</td><td>18</td><td>12</td><td>87</td></tr> <tr><td>8</td><td>Nomen Heights</td><td>24</td><td>12</td><td>90</td></tr> <tr><td>9</td><td>Tors of Levenies</td><td>28</td><td>16</td><td>91</td></tr> <tr><td>10</td><td>Hooktongue</td><td>32</td><td>14</td><td>94</td></tr> <tr><td>11</td><td>Drelev</td><td>28</td><td>12</td><td>103</td></tr> <tr><td>12</td><td>Tiger Lords</td><td>28</td><td>12</td><td>105</td></tr> <tr><td>13</td><td>Rushlight</td><td>26</td><td>12</td><td>108</td></tr> <tr><td>14</td><td>Glenebon Lowlands</td><td>30</td><td>12</td><td>108</td></tr> <tr><td>15</td><td>Pitax</td><td>29</td><td>12</td><td>109</td></tr> <tr><td>16</td><td>Glenebon Uplands</td><td>35</td><td>12</td><td>110</td></tr> <tr><td>17</td><td>Numeria</td><td>36</td><td>12</td><td>112</td></tr> <tr><td>18</td><td>Thousand Voices</td><td>43</td><td>14</td><td>115</td></tr> <tr><td>19</td><td>Branthlend Mountains</td><td>41</td><td>16</td><td>117</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1887\" />\r\n\r\n<document level=\"2\" id=\"rules-1888\" />\r\n\r\n<document level=\"2\" id=\"rules-1889\" />\r\n\r\n<document level=\"2\" id=\"rules-1890\" />\r\n\r\n<document level=\"2\" id=\"rules-1891\" />","name":"Campsites","next_link":{"label":"Camping Activities","url":"/Rules.aspx?ID=1892"},"previous_link":{"label":"Chapter 1: Companions","url":"/Rules.aspx?ID=1880"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 107</row>\r\n\r\nChapter 2: Camping\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 107"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 107</row>","speed":{},"text":" Campsites Source Kingmaker Companion Guide pg. 107 Camping isn't just a matter of lying on the ground wherever and falling asleep. You need to locate a site for the camp, set it up, prepare and eat food, and address any other basic needs, including allowing some time for relaxation before sleep! The dangers facing campers in the Stolen Lands vary greatly depending on where the camp is set. To quantify these dangers, each zone of the Stolen Lands (as defined in Chapter 2 of the Kingmaker Adventure Path ) has its own values. The table below lists all 20 zones of the Stolen Lands, organized by level from 0 to 19. The Zone DC is the base DC required for success at any skill check involved with securing the campsite or performing most campsite activities; these DCs closely follow the expected DCs by level but some of them have been adjusted upward or downward to account for that zone's additional dangers (or lack thereof). The Encounter DC indicates the flat check DC of a random encounter occurring during the camping session. And the number listed under the Encounter Chart column lists the Kingmaker Adventure Path page number for that zone's random encounter table. ## Camping Zones Zone Name Zone DC Encounter DC Page 0 Brevoy 14 12 50 1 Rostland Hinterlands 15 12 51 2 Greenbelt 16 14 58 3 Tuskwater 18 12 69 4 Kamelands 19 12 78 5 Narlmarches 20 14 82 6 Sellen Hills 20 12 84 7 Dunsward 18 12 87 8 Nomen Heights 24 12 90 9 Tors of Levenies 28 16 91 10 Hooktongue 32 14 94 11 Drelev 28 12 103 12 Tiger Lords 28 12 105 13 Rushlight 26 12 108 14 Glenebon Lowlands 30 12 108 15 Pitax 29 12 109 16 Glenebon Uplands 35 12 110 17 Numeria 36 12 112 18 Thousand Voices 43 14 115 19 Branthlend Mountains 41 16 117 ","type":"Rules","url":"/Rules.aspx?ID=1886","weakness":{}}},{"_index":"aon18","_id":"rules-1887","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Camping","Campsites"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1887","markdown":"<title level=\"1\" right=\"Rules\">[Step 1: Prepare a Campsite](/Rules.aspx?ID=1887)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 107</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn order to locate a safe place to set up a campsite while hexploring the Stolen Lands, the PCs must perform the [Prepare Campsite](/Actions.aspx?ID=1471) exploration activity. While one PC performs this activity, others can attempt the following Exploration activities: [Decipher Writing](/Actions.aspx?ID=22), [Identify Alchemy](/Actions.aspx?ID=44), [Identify Magic](/Actions.aspx?ID=24), [Repair](/Actions.aspx?ID=42), or [Treat Wounds](/Actions.aspx?ID=57). They can also attempt to [Influence](/Actions.aspx?ID=480) an NPC companion or attempt to [Aid](/Actions.aspx?ID=75) the PC Preparing the Campsite.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 1: Prepare a Campsite","next_link":{"label":"Step 2: Camping Activities","url":"/Rules.aspx?ID=1888"},"previous_link":{"label":"Chapter 1: Companions","url":"/Rules.aspx?ID=1880"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 107</row>\r\n\r\nChapter 2: Camping / Campsites\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 107"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 107</row>","speed":{},"text":" Step 1: Prepare a Campsite Source Kingmaker Companion Guide pg. 107 In order to locate a safe place to set up a campsite while hexploring the Stolen Lands, the PCs must perform the Prepare Campsite exploration activity. While one PC performs this activity, others can attempt the following Exploration activities: Decipher Writing, Identify Alchemy, Identify Magic, Repair, or Treat Wounds. They can also attempt to Influence an NPC companion or attempt to Aid the PC Preparing the Campsite. ","type":"Rules","url":"/Rules.aspx?ID=1887","weakness":{}}},{"_index":"aon18","_id":"rules-1888","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Camping","Campsites"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1888","markdown":"<title level=\"1\" right=\"Rules\">[Step 2: Camping Activities](/Rules.aspx?ID=1888)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 108</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce the PCs finish preparing their campsite, they can simply head to bed immediately, consuming rations and skipping straight on to Step 3, or if the check to Prepare the Campsite wasn't a critical failure, they can spend time attempting [Camping](/Traits.aspx?ID=465) activities. These activities can help to bolster them for the coming day, strengthen their campsite against possible attacks, build bonds between themselves or their NPC companions, allow time to craft while in the wild, and so on. Camping activities are each undertaken by a single PC, and each takes 2 hours to complete. Multiple PCs can perform their chosen Camping activity simultaneously, but no two PCs may attempt the same Camping activity at the same time. Once any PC has achieved at least a success on a particular Camping activity, that activity cannot be attempted again by any PC until the next camping session. The PCs can take up to four Camping activities each day as long as they aren't [fatigued](/Conditions.aspx?ID=15) and as long as there's enough time in the day before watches begin.\n\n Other Exploration activities (such as [Identify Magic](/Actions.aspx?ID=24), [Repair](/Actions.aspx?ID=42), or [Treat Wounds](/Actions.aspx?ID=57)) can also be performed during this time; these are not limited to one success per camping session and take the normal amount of time that activity takes to perform. PCs can also attempt to use the [Influence](/Actions.aspx?ID=480) or [Discover](/Actions.aspx?ID=481) activities to learn more about their NPC companions who are at the camp; each such attempt to Influence or Discover takes an hour and isn't limited to one success per camping session.\n\n Camping activities increase the risk of attracting a random encounter, as someone or something comes to investigate all of the activity. At the end of each hour that anyone in the party undertakes a Camping activity, attempt a flat check against the zone's Encounter DC (see the [Camping Zones table](/Rules.aspx?ID=1886)); on a success, a random encounter occurs. (If the check to Prepare the Campsite was a critical success, skip it for the first hour.) Each successive hour you attempt this check, the Encounter DC decreases by 1; once the PCs finish their daily preparations, or once an encounter occurs, the Encounter DC resets to its original value.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 2: Camping Activities","next_link":{"label":"Step 3: Eating","url":"/Rules.aspx?ID=1889"},"previous_link":{"label":"Step 1: Prepare a Campsite","url":"/Rules.aspx?ID=1887"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 108</row>\r\n\r\nChapter 2: Camping / Campsites\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 108"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 108</row>","speed":{},"text":" Step 2: Camping Activities Source Kingmaker Companion Guide pg. 108 Once the PCs finish preparing their campsite, they can simply head to bed immediately, consuming rations and skipping straight on to Step 3, or if the check to Prepare the Campsite wasn't a critical failure, they can spend time attempting Camping activities. These activities can help to bolster them for the coming day, strengthen their campsite against possible attacks, build bonds between themselves or their NPC companions, allow time to craft while in the wild, and so on. Camping activities are each undertaken by a single PC, and each takes 2 hours to complete. Multiple PCs can perform their chosen Camping activity simultaneously, but no two PCs may attempt the same Camping activity at the same time. Once any PC has achieved at least a success on a particular Camping activity, that activity cannot be attempted again by any PC until the next camping session. The PCs can take up to four Camping activities each day as long as they aren't fatigued and as long as there's enough time in the day before watches begin. Other Exploration activities (such as Identify Magic, Repair, or Treat Wounds) can also be performed during this time; these are not limited to one success per camping session and take the normal amount of time that activity takes to perform. PCs can also attempt to use the Influence or Discover activities to learn more about their NPC companions who are at the camp; each such attempt to Influence or Discover takes an hour and isn't limited to one success per camping session. Camping activities increase the risk of attracting a random encounter, as someone or something comes to investigate all of the activity. At the end of each hour that anyone in the party undertakes a Camping activity, attempt a flat check against the zone's Encounter DC (see the Camping Zones table); on a success, a random encounter occurs. (If the check to Prepare the Campsite was a critical success, skip it for the first hour.) Each successive hour you attempt this check, the Encounter DC decreases by 1; once the PCs finish their daily preparations, or once an encounter occurs, the Encounter DC resets to its original value. ","type":"Rules","url":"/Rules.aspx?ID=1888","weakness":{}}},{"_index":"aon18","_id":"rules-1889","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Camping","Campsites"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1889","markdown":"<title level=\"1\" right=\"Rules\">[Step 3: Eating](/Rules.aspx?ID=1889)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 108</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce all Camping activities have been resolved, the PCs eat their meals. Each PC chooses their own meal, and the party collectively chooses the meals for any companion NPCs camping with them.\n\n If anyone performed the [Cook Basic Meal](/Actions.aspx?ID=1473) or [Cook Special Meal](/Actions.aspx?ID=1474) [Camping](/Traits.aspx?ID=465) activity, those servings are available meal choices; after all characters have selected their meals, those performing the Cook Meal activities roll checks to determine the effect of the meal they cooked.\n\n Characters may instead choose to consume their own [rations](/Equipment.aspx?ID=40), use the [Subsist](/Actions.aspx?ID=27) downtime activity for food, or receive magical sustenance (such as a [_create food_](/Spells.aspx?ID=52) spell, a [_heroes' feast_](/Rituals.aspx?ID=34) ritual, a [_ring of sustenance_](/Equipment.aspx?ID=459), and so on). A PC gains the effects of the only first meal they eat at this time; they cannot gain additional effects from additional meals during the same camping session.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 3: Eating","next_link":{"label":"Step 4: Resting","url":"/Rules.aspx?ID=1890"},"previous_link":{"label":"Step 2: Camping Activities","url":"/Rules.aspx?ID=1888"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 108</row>\r\n\r\nChapter 2: Camping / Campsites\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 108"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 108</row>","speed":{},"text":" Step 3: Eating Source Kingmaker Companion Guide pg. 108 Once all Camping activities have been resolved, the PCs eat their meals. Each PC chooses their own meal, and the party collectively chooses the meals for any companion NPCs camping with them. If anyone performed the Cook Basic Meal or Cook Special Meal Camping activity, those servings are available meal choices; after all characters have selected their meals, those performing the Cook Meal activities roll checks to determine the effect of the meal they cooked. Characters may instead choose to consume their own rations, use the Subsist downtime activity for food, or receive magical sustenance (such as a create food spell, a heroes' feast ritual, a ring of sustenance , and so on). A PC gains the effects of the only first meal they eat at this time; they cannot gain additional effects from additional meals during the same camping session. ","type":"Rules","url":"/Rules.aspx?ID=1889","weakness":{}}},{"_index":"aon18","_id":"rules-1890","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Camping","Campsites"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1890","markdown":"<title level=\"1\" right=\"Rules\">[Step 4: Resting](/Rules.aspx?ID=1890)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 108</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce the party has eaten, it's time to rest, as detailed under [Resting](/Rules.aspx?ID=534). The table above summarizes how long the group needs to set aside for rest, assuming rotating watch assignments of equal length. This table reprints and expands on [Table 10-3](/Rules.aspx?ID=535) from the _Core Rulebook_, as the PCs' campsite in a Kingmaker campaign can include a number of NPC companions as well.\n\n During this period, check for random encounters once every 4 hours by attempting a flat check against the zone's Encounter DC (see the [Camping Zones table](/Rules.aspx?ID=1886)). Any adjustments made to this DC from additional hours spent pursuing Camping activities persist. After an encounter occurs, the Encounter DC resets to its original value.\n\n## Watches and Rest\n<row gap=\"tiny\">\n<table> <tr><td>**Group Size**</td><td>**Total Time**</td><td>**Duration of Each Watch**</td></tr> <tr><td>2</td><td>16 hours</td><td>8 hours</td></tr> <tr><td>3</td><td>12 hours</td><td>4 hours</td></tr> <tr><td>4</td><td>10 hours, 40 minutes</td><td>2 hours, 40 minutes</td></tr> <tr><td>5</td><td>10 hours</td><td>2 hours</td></tr> <tr><td>6</td><td>9 hours, 36 minutes</td><td>1 hour, 36 minutes</td></tr> <tr><td>7</td><td>9 hours, 20 minutes</td><td>1 hour, 20 minutes</td></tr> <tr><td>8</td><td>9 hours, 9 minutes</td><td>1 hour, 9 minutes</td></tr> <tr><td>9+</td><td>9 hours</td><td>1 hour</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 4: Resting","next_link":{"label":"Step 5: Daily Preparations","url":"/Rules.aspx?ID=1891"},"previous_link":{"label":"Step 3: Eating","url":"/Rules.aspx?ID=1889"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 108</row>\r\n\r\nChapter 2: Camping / Campsites\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 108"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 108</row>","speed":{},"text":" Step 4: Resting Source Kingmaker Companion Guide pg. 108 Once the party has eaten, it's time to rest, as detailed under Resting. The table above summarizes how long the group needs to set aside for rest, assuming rotating watch assignments of equal length. This table reprints and expands on Table 10-3 from the Core Rulebook , as the PCs' campsite in a Kingmaker campaign can include a number of NPC companions as well. During this period, check for random encounters once every 4 hours by attempting a flat check against the zone's Encounter DC (see the Camping Zones table). Any adjustments made to this DC from additional hours spent pursuing Camping activities persist. After an encounter occurs, the Encounter DC resets to its original value. ## Watches and Rest Group Size Total Time Duration of Each Watch 2 16 hours 8 hours 3 12 hours 4 hours 4 10 hours, 40 minutes 2 hours, 40 minutes 5 10 hours 2 hours 6 9 hours, 36 minutes 1 hour, 36 minutes 7 9 hours, 20 minutes 1 hour, 20 minutes 8 9 hours, 9 minutes 1 hour, 9 minutes 9+ 9 hours 1 hour ","type":"Rules","url":"/Rules.aspx?ID=1890","weakness":{}}},{"_index":"aon18","_id":"rules-1891","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Camping","Campsites"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1891","markdown":"<title level=\"1\" right=\"Rules\">[Step 5: Daily Preparations](/Rules.aspx?ID=1891)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 109</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis final step includes time spent to prepare for the adventuring day, as detailed under [Daily Preparations](/Rules.aspx?ID=536). You can assume menial tasks like breaking down the campsite are included in this step without impacting how long it takes for the PCs to prepare for the day. Daily preparations take 30 minutes to complete. The zone's Encounter DC returns to its original DC. If the PCs wish to continue camping at this same location, they must use the [Prepare Campsite](/Actions.aspx?ID=1471) activity again (though it takes only 1 hour to Prepare a Campsite that has been used before).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Step 5: Daily Preparations","next_link":{"label":"Camping Activities","url":"/Rules.aspx?ID=1892"},"previous_link":{"label":"Step 4: Resting","url":"/Rules.aspx?ID=1890"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 109</row>\r\n\r\nChapter 2: Camping / Campsites\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 109"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 109</row>","speed":{},"text":" Step 5: Daily Preparations Source Kingmaker Companion Guide pg. 109 This final step includes time spent to prepare for the adventuring day, as detailed under Daily Preparations. You can assume menial tasks like breaking down the campsite are included in this step without impacting how long it takes for the PCs to prepare for the day. Daily preparations take 30 minutes to complete. The zone's Encounter DC returns to its original DC. If the PCs wish to continue camping at this same location, they must use the Prepare Campsite activity again (though it takes only 1 hour to Prepare a Campsite that has been used before). ","type":"Rules","url":"/Rules.aspx?ID=1891","weakness":{}}},{"_index":"aon18","_id":"rules-1892","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Camping"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1892","markdown":"<title level=\"1\" right=\"Rules\">[Camping Activities](/Rules.aspx?ID=1892)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 109</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen camping in the wilderness, the PCs may perform a number of different Camping activities; see [Step 2: Camping Activities](/Rules.aspx?ID=1888) for detailed rules. Many of them require checks against the Zone DC for the area the party is camping in; see the [Camping Zones table](/Rules.aspx?ID=1886).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1893\" />","name":"Camping Activities","next_link":{"label":"Special Campsite Meals","url":"/Rules.aspx?ID=1894"},"previous_link":{"label":"Campsites","url":"/Rules.aspx?ID=1886"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 109</row>\r\n\r\nChapter 2: Camping\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 109"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 109</row>","speed":{},"text":" Camping Activities Source Kingmaker Companion Guide pg. 109 When camping in the wilderness, the PCs may perform a number of different Camping activities; see Step 2: Camping Activities for detailed rules. Many of them require checks against the Zone DC for the area the party is camping in; see the Camping Zones table. ","type":"Rules","url":"/Rules.aspx?ID=1892","weakness":{}}},{"_index":"aon18","_id":"rules-1893","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Camping","Camping Activities"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1893","markdown":"<title level=\"1\" right=\"Rules\">[Ingredients](/Rules.aspx?ID=1893)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 109</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe two cooking activities presented here—[Cook Basic Meal](/Actions.aspx?ID=1473) and [Cook Special Meal](/Actions.aspx?ID=1474)—require the use of ingredients in addition to [rations](/Equipment.aspx?ID=40), or provisions you gain by [Subsisting](/Actions.aspx?ID=27). Both basic and special meals always use basic ingredients; special meals sometimes also require special ingredients.\n\n Basic ingredients and rations are relatively easy to come by, and generally won't need to be tracked. If the PCs wish to stock up on basic ingredients, they can procure them by attempting the [Hunt and Gather](/Actions.aspx?ID=1476) Camping activity—even a critical failure finds some, and they can buy rations at the regular price.\n\n Special ingredients are exceptionally rare or dangerous to gather, and so should be tracked as regular consumable items—a single special ingredient is level 3 and Bulk L. Special ingredients are normally acquired only by succeeding at the Hunt and Gather Camping activity; optionally, you may allow the PCs to obtain a number of special ingredients equal to the party's level once per month as part of the perks of ruling a kingdom.\n\n While specific ingredients aren't called out in recipes, at your discretion you can allow the PCs to harvest such ingredients after encounters with appropriate creatures. Since this requires players to track individual ingredients, the additional paperwork may not be to the taste of all groups. To harvest ingredients from a creature, a character must succeed at a [Survival](/Skills.aspx?ID=16) check against the [standard DC set by the creature's level](/Rules.aspx?ID=554). A success generates 1 special ingredient usable for that specific recipe (or 2 special ingredients on a critical success). Only one attempt can be made per creature; each attempt takes 10 minutes of work.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ingredients","next_link":{"label":"Special Campsite Meals","url":"/Rules.aspx?ID=1894"},"previous_link":{"label":"Campsites","url":"/Rules.aspx?ID=1886"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 109</row>\r\n\r\nChapter 2: Camping / Camping Activities\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 109"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 109</row>","speed":{},"text":" Ingredients Source Kingmaker Companion Guide pg. 109 The two cooking activities presented here—Cook Basic Meal and Cook Special Meal—require the use of ingredients in addition to rations, or provisions you gain by Subsisting. Both basic and special meals always use basic ingredients; special meals sometimes also require special ingredients. Basic ingredients and rations are relatively easy to come by, and generally won't need to be tracked. If the PCs wish to stock up on basic ingredients, they can procure them by attempting the Hunt and Gather Camping activity—even a critical failure finds some, and they can buy rations at the regular price. Special ingredients are exceptionally rare or dangerous to gather, and so should be tracked as regular consumable items—a single special ingredient is level 3 and Bulk L. Special ingredients are normally acquired only by succeeding at the Hunt and Gather Camping activity; optionally, you may allow the PCs to obtain a number of special ingredients equal to the party's level once per month as part of the perks of ruling a kingdom. While specific ingredients aren't called out in recipes, at your discretion you can allow the PCs to harvest such ingredients after encounters with appropriate creatures. Since this requires players to track individual ingredients, the additional paperwork may not be to the taste of all groups. To harvest ingredients from a creature, a character must succeed at a Survival check against the standard DC set by the creature's level. A success generates 1 special ingredient usable for that specific recipe (or 2 special ingredients on a critical success). Only one attempt can be made per creature; each attempt takes 10 minutes of work. ","type":"Rules","url":"/Rules.aspx?ID=1893","weakness":{}}},{"_index":"aon18","_id":"rules-1894","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Camping"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1894","markdown":"<title level=\"1\" right=\"Rules\">[Special Campsite Meals](/Rules.aspx?ID=1894)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 113</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWith the [Cook Special Meal](/Actions.aspx?ID=1474) activity, a character can prepare servings of a wide range of meals that have longer-lasting and more significant effects than simple nourishment. These special campsite meals must be eaten during the same camping session that they are prepared, as the benefits one gains from them are as much from the morale-boosting effect of enjoying a delicious meal in the wild as they are from the food itself. A character can only be under the effect of one special campsite meal at a time—that of the first one they eat during a camping session. The effects of the meal itself are determined by a skill check rolled by the cook when the meal is eaten, and they apply equally to all characters who eat servings of that particular meal.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1895\" />\r\n\r\n<document level=\"2\" id=\"rules-1896\" />","name":"Special Campsite Meals","next_link":{"label":"Chapter 3: Weather","url":"/Rules.aspx?ID=1897"},"previous_link":{"label":"Camping Activities","url":"/Rules.aspx?ID=1892"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 113</row>\r\n\r\nChapter 2: Camping\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 113"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 113</row>","speed":{},"text":" Special Campsite Meals Source Kingmaker Companion Guide pg. 113 With the Cook Special Meal activity, a character can prepare servings of a wide range of meals that have longer-lasting and more significant effects than simple nourishment. These special campsite meals must be eaten during the same camping session that they are prepared, as the benefits one gains from them are as much from the morale-boosting effect of enjoying a delicious meal in the wild as they are from the food itself. A character can only be under the effect of one special campsite meal at a time—that of the first one they eat during a camping session. The effects of the meal itself are determined by a skill check rolled by the cook when the meal is eaten, and they apply equally to all characters who eat servings of that particular meal. ","type":"Rules","url":"/Rules.aspx?ID=1894","weakness":{}}},{"_index":"aon18","_id":"rules-1895","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Camping","Special Campsite Meals"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1895","markdown":"<title level=\"1\" right=\"Rules\">[Favorite Meals](/Rules.aspx?ID=1895)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 113</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach character may designate a favorite meal. Whenever they consume that meal and gain either its success or critical success benefit, they also gain its favorite meal benefit. Unless the meal's description says otherwise, the favorite meal benefit lasts as long as the meal's usual benefit.\n\n PCs may declare a favorite meal after experiencing that meal's success effect twice or its critical success once; they can then gain its favorite meal benefit starting the next time they consume that meal. A character can only ever have one favorite meal. They may change their favorite meal to a new meal, but they must first experience the new meal's critical success effect twice.\n\n Each NPC companion has a favorite meal, listed on the following table. NPC companions never change their favorite meal.\n\n## Favorite Meals\n<row gap=\"tiny\">\n<table> <tr><td>**Companion**</td><td>**Favorite Meal**</td></tr> <tr><td>Amiri</td><td>Monster casserole</td></tr> <tr><td>Ekundayo</td><td>Hunter's roast</td></tr> <tr><td>Harrim</td><td>Haggis</td></tr> <tr><td>Jaethal</td><td>Jeweled rice</td></tr> <tr><td>Jubilost</td><td>Onion soup</td></tr> <tr><td>Kalikke</td><td>Chocolate ice cream</td></tr> <tr><td>Kanerah</td><td>Seasoned wings and thighs</td></tr> <tr><td>Linzi</td><td>Sweet pancakes</td></tr> <tr><td>Nok-Nok</td><td>Baked spider legs</td></tr> <tr><td>Octavia</td><td>Rice-n-nut pudding</td></tr> <tr><td>Regongar</td><td>Succulent sausages</td></tr> <tr><td>Tristian</td><td>Kameberry pie</td></tr> <tr><td>Valerie</td><td>Whiterose oysters</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Favorite Meals","next_link":{"label":"Meal Recipes","url":"/Rules.aspx?ID=1896"},"previous_link":{"label":"Camping Activities","url":"/Rules.aspx?ID=1892"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 113</row>\r\n\r\nChapter 2: Camping / Special Campsite Meals\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 113"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 113</row>","speed":{},"text":" Favorite Meals Source Kingmaker Companion Guide pg. 113 Each character may designate a favorite meal. Whenever they consume that meal and gain either its success or critical success benefit, they also gain its favorite meal benefit. Unless the meal's description says otherwise, the favorite meal benefit lasts as long as the meal's usual benefit. PCs may declare a favorite meal after experiencing that meal's success effect twice or its critical success once; they can then gain its favorite meal benefit starting the next time they consume that meal. A character can only ever have one favorite meal. They may change their favorite meal to a new meal, but they must first experience the new meal's critical success effect twice. Each NPC companion has a favorite meal, listed on the following table. NPC companions never change their favorite meal. ## Favorite Meals Companion Favorite Meal Amiri Monster casserole Ekundayo Hunter's roast Harrim Haggis Jaethal Jeweled rice Jubilost Onion soup Kalikke Chocolate ice cream Kanerah Seasoned wings and thighs Linzi Sweet pancakes Nok-Nok Baked spider legs Octavia Rice-n-nut pudding Regongar Succulent sausages Tristian Kameberry pie Valerie Whiterose oysters ","type":"Rules","url":"/Rules.aspx?ID=1895","weakness":{}}},{"_index":"aon18","_id":"rules-1896","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 2: Camping","Special Campsite Meals"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1896","markdown":"<title level=\"1\" right=\"Rules\">[Meal Recipes](/Rules.aspx?ID=1896)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 113</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA wide range of unique and special meals are available to those camping in the Stolen Lands, but before a character can attempt to cook one of them, they must find or purchase the meal's recipe or discover it using the [Discover Special Meal](/Actions.aspx?ID=1475) activity. You can augment treasures found throughout the Stolen Lands with meal recipes if you wish, dropping them into rewards in the form of scrolls or books, or you can even have them taught by friendly allies.\n\n Common recipes (those without either the [uncommon](/Traits.aspx?ID=159) or [rare](/Traits.aspx?ID=137) trait) can be purchased in any settlement in the same way other formulas can be purchased. Uncommon recipes are available for purchase in most settlements of Town or larger size. Rare recipes should be given out as quest rewards, discovered (be it via the Discover Special Meal activity or by finding the recipe on a scroll or in a book), taught from rescued or allied NPCs, or something equivalent. At your discretion, a rare recipe must still be purchased after the PCs discover someone who knows it.\n\n The stat block for the following meals are presented in the following format. \n\n<title level=\"3\" right=\"Meal [Level]\">Meal Name</title><traits><trait label=\"Traits\" /> </traits>**Recipe Price** The price to purchase the meal's recipe.<br /> **Ingredients** This entry lists the quantity of basic ingredients and special ingredients (if any) required to cook a single serving of the meal.<br /> **Preparation** A special meal can be cooked with a [Survival](/Skills.aspx?ID=16) check or a [Cooking Lore](/Skills.aspx?ID=8) check, and its recipe can be discovered with a Cooking Lore check. The DCs to Cook or Discover the Special Meal are presented here.<br /> **Requirements** If a meal has any other special requirements for its preparation (such as the cook's ability to cast [divine](/Traits.aspx?ID=48) spells or a proficiency rank in a specific skill), that requirement is listed here. This entry is omitted if the meal has no additional requirements. **Favorite Meal** The additional benefit a character can gain from the meal being their favorite meal is presented here.\n\n---\n\n A description of the meal, including notes on how it is prepared, is followed by the meal's effects on a [Cook Special Meal](/Actions.aspx?ID=1474) activity's critical success, success, or critical failure. A special meal that has a failure grants no additional benefits or penalties, but still prevents starvation.<br /> Many special meal effects persist for a full 24 hours, but a character can only benefit from one special meal effect at a time. If the PCs are camping daily, you can rule that existing special meal effects end once the party takes step 3 of camping (Eating), even if technically 24 hours hasn't passed since the last time they gained bonuses from special meals, so that new effects from new meals can take their place going forward.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Meal Recipes","next_link":{"label":"Chapter 3: Weather","url":"/Rules.aspx?ID=1897"},"previous_link":{"label":"Favorite Meals","url":"/Rules.aspx?ID=1895"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 113</row>\r\n\r\nChapter 2: Camping / Special Campsite Meals\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 113"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 113</row>","speed":{},"text":" Meal Recipes Source Kingmaker Companion Guide pg. 113 A wide range of unique and special meals are available to those camping in the Stolen Lands, but before a character can attempt to cook one of them, they must find or purchase the meal's recipe or discover it using the Discover Special Meal activity. You can augment treasures found throughout the Stolen Lands with meal recipes if you wish, dropping them into rewards in the form of scrolls or books, or you can even have them taught by friendly allies. Common recipes (those without either the uncommon or rare trait) can be purchased in any settlement in the same way other formulas can be purchased. Uncommon recipes are available for purchase in most settlements of Town or larger size. Rare recipes should be given out as quest rewards, discovered (be it via the Discover Special Meal activity or by finding the recipe on a scroll or in a book), taught from rescued or allied NPCs, or something equivalent. At your discretion, a rare recipe must still be purchased after the PCs discover someone who knows it. The stat block for the following meals are presented in the following format. Meal Name Recipe Price The price to purchase the meal's recipe. Ingredients This entry lists the quantity of basic ingredients and special ingredients (if any) required to cook a single serving of the meal. Preparation A special meal can be cooked with a [Survival check or a Cooking Lore check, and its recipe can be discovered with a Cooking Lore check. The DCs to Cook or Discover the Special Meal are presented here. Requirements If a meal has any other special requirements for its preparation (such as the cook's ability to cast divine spells or a proficiency rank in a specific skill), that requirement is listed here. This entry is omitted if the meal has no additional requirements. Favorite Meal The additional benefit a character can gain from the meal being their favorite meal is presented here. --- A description of the meal, including notes on how it is prepared, is followed by the meal's effects on a Cook Special Meal activity's critical success, success, or critical failure. A special meal that has a failure grants no additional benefits or penalties, but still prevents starvation. Many special meal effects persist for a full 24 hours, but a character can only benefit from one special meal effect at a time. If the PCs are camping daily, you can rule that existing special meal effects end once the party takes step 3 of camping (Eating), even if technically 24 hours hasn't passed since the last time they gained bonuses from special meals, so that new effects from new meals can take their place going forward. ","type":"Rules","url":"/Rules.aspx?ID=1896","weakness":{}}},{"_index":"aon18","_id":"rules-1897","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1897","markdown":"<title level=\"1\" right=\"Rules\">[Chapter 3: Weather](/Rules.aspx?ID=1897)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile those who explore the wilderness of the Stolen Lands regularly face the dangers of bandits, wild animals, and monsters, environmental hazards—be they natural or supernatural— lie in wait to challenge those who dare the wilds.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1898\" />","name":"Chapter 3: Weather","next_link":{"label":"Alchemy Unleashed","url":"/Rules.aspx?ID=1904"},"previous_link":{"label":"Chapter 2: Camping","url":"/Rules.aspx?ID=1885"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>\n\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 121"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>","speed":{},"text":" Chapter 3: Weather Source Kingmaker Companion Guide pg. 121 While those who explore the wilderness of the Stolen Lands regularly face the dangers of bandits, wild animals, and monsters, environmental hazards—be they natural or supernatural— lie in wait to challenge those who dare the wilds. ","type":"Rules","url":"/Rules.aspx?ID=1897","weakness":{}}},{"_index":"aon18","_id":"rules-1898","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Weather"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1898","markdown":"<title level=\"1\" right=\"Rules\">[Stolen Lands Weather](/Rules.aspx?ID=1898)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIt's easy to dismiss the impact of weather from the comfort of one's own home, but to wilderness explorers, severe weather can be life-threatening.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1899\" />\r\n\r\n<document level=\"2\" id=\"rules-1900\" />\r\n\r\n<document level=\"2\" id=\"rules-1901\" />\r\n\r\n<document level=\"2\" id=\"rules-1902\" />\r\n\r\n<document level=\"2\" id=\"rules-1903\" />","name":"Stolen Lands Weather","next_link":{"label":"Alchemy Unleashed","url":"/Rules.aspx?ID=1904"},"previous_link":{"label":"Chapter 2: Camping","url":"/Rules.aspx?ID=1885"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>\r\n\r\nChapter 3: Weather\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 121"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>","speed":{},"text":" Stolen Lands Weather Source Kingmaker Companion Guide pg. 121 It's easy to dismiss the impact of weather from the comfort of one's own home, but to wilderness explorers, severe weather can be life-threatening. ","type":"Rules","url":"/Rules.aspx?ID=1898","weakness":{}}},{"_index":"aon18","_id":"rules-1899","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Weather","Stolen Lands Weather"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1899","markdown":"<title level=\"1\" right=\"Rules\">[Predicting the Weather](/Rules.aspx?ID=1899)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you wish to include more robust weather in your game, consider introducing the following skill feat: [Predict Weather](/Feats.aspx?ID=3907).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Predicting the Weather","next_link":{"label":"Precipitation","url":"/Rules.aspx?ID=1900"},"previous_link":{"label":"Chapter 2: Camping","url":"/Rules.aspx?ID=1885"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>\r\n\r\nChapter 3: Weather / Stolen Lands Weather\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 121"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>","speed":{},"text":" Predicting the Weather Source Kingmaker Companion Guide pg. 121 If you wish to include more robust weather in your game, consider introducing the following skill feat: Predict Weather. ","type":"Rules","url":"/Rules.aspx?ID=1899","weakness":{}}},{"_index":"aon18","_id":"rules-1900","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Weather","Stolen Lands Weather"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1900","markdown":"<title level=\"1\" right=\"Rules\">[Precipitation](/Rules.aspx?ID=1900)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPrecipitation in the Stolen Lands comes largely in the form of rainfall, although snow does occur during the winter. The chance of light precipitation on any given day in the Stolen Lands varies according to the season. As the PCs make their daily preparations, check to see if light precipitation will occur that day by attempting a flat check. The DC of this check is 20 during summer, 15 during spring or autumn, and 8 during winter. On a success, the bulk of the day is rainy (or snowy if it's cold enough; see [Temperature](/Rules.aspx?ID=1901) below). Light precipitation reduces the time it takes for characters to become [fatigued](/Conditions.aspx?ID=15) from overland travel to only 4 hours and imposes a 1 circumstance penalty to [visual](/Traits.aspx?ID=163) Perception checks. (This flat check determines only whether there's light rain or snow. Heavier precipitation, including [heavy downpours](/WeatherHazards.aspx?ID=6), [blizzards](/WeatherHazards.aspx?ID=1), and [hailstorms](/WeatherHazards.aspx?ID=5), occurs as weather events)\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Precipitation","next_link":{"label":"Temperature","url":"/Rules.aspx?ID=1901"},"previous_link":{"label":"Predicting the Weather","url":"/Rules.aspx?ID=1899"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>\r\n\r\nChapter 3: Weather / Stolen Lands Weather\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 121"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>","speed":{},"text":" Precipitation Source Kingmaker Companion Guide pg. 121 Precipitation in the Stolen Lands comes largely in the form of rainfall, although snow does occur during the winter. The chance of light precipitation on any given day in the Stolen Lands varies according to the season. As the PCs make their daily preparations, check to see if light precipitation will occur that day by attempting a flat check. The DC of this check is 20 during summer, 15 during spring or autumn, and 8 during winter. On a success, the bulk of the day is rainy (or snowy if it's cold enough; see Temperature below). Light precipitation reduces the time it takes for characters to become fatigued from overland travel to only 4 hours and imposes a 1 circumstance penalty to visual Perception checks. (This flat check determines only whether there's light rain or snow. Heavier precipitation, including heavy downpours, blizzards, and hailstorms, occurs as weather events) ","type":"Rules","url":"/Rules.aspx?ID=1900","weakness":{}}},{"_index":"aon18","_id":"rules-1901","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Weather","Stolen Lands Weather"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1901","markdown":"<title level=\"1\" right=\"Rules\">[Temperature](/Rules.aspx?ID=1901)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nTemperatures in the Stolen Lands tend to be mild in the spring and autumn. Summer days can be hot, but only very rarely fall into Mild Heat as detailed on [Table 1013](/Rules.aspx?ID=642). For most of these seasons, temperatures remain in the Normal category and don't particularly impact game play. Winter days, on the other hand, can get cold, and snowfall isn't unheard of (although full-on blizzards are rare). As the PCs make their daily preparations, check to see if the day falls into the category of Mild Cold by attempting a DC 18 flat check (during the months of Kuthona or Calistril) or a DC 16 flat check (during the month of Abadius). On a success, the day ahead is particularly chilly, resulting in characters growing [fatigued](/Conditions.aspx?ID=15) after only 4 hours of daily activity rather than the normal 8 hours, and if there's light precipitation (see [Precipitation](/Rules.aspx?ID=1900) above), it includes snow.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Temperature","next_link":{"label":"Weather Events","url":"/Rules.aspx?ID=1902"},"previous_link":{"label":"Precipitation","url":"/Rules.aspx?ID=1900"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>\r\n\r\nChapter 3: Weather / Stolen Lands Weather\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 121"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 121</row>","speed":{},"text":" Temperature Source Kingmaker Companion Guide pg. 121 Temperatures in the Stolen Lands tend to be mild in the spring and autumn. Summer days can be hot, but only very rarely fall into Mild Heat as detailed on Table 1013. For most of these seasons, temperatures remain in the Normal category and don't particularly impact game play. Winter days, on the other hand, can get cold, and snowfall isn't unheard of (although full-on blizzards are rare). As the PCs make their daily preparations, check to see if the day falls into the category of Mild Cold by attempting a DC 18 flat check (during the months of Kuthona or Calistril) or a DC 16 flat check (during the month of Abadius). On a success, the day ahead is particularly chilly, resulting in characters growing fatigued after only 4 hours of daily activity rather than the normal 8 hours, and if there's light precipitation (see Precipitation above), it includes snow. ","type":"Rules","url":"/Rules.aspx?ID=1901","weakness":{}}},{"_index":"aon18","_id":"rules-1902","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Weather","Stolen Lands Weather"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1902","markdown":"<title level=\"1\" right=\"Rules\">[Weather Events](/Rules.aspx?ID=1902)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 122</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen determining the weather as the PCs make their daily preparations, attempt a DC 17 flat check to determine if a weather event will occur. On a success, determine the event that occurs by rolling a d20 on the Random Weather Events table below, then decide when during the day the event will occur.\n\n If you roll a natural 20 on the flat check to determine if a weather event occurs, there's a chance a secondary event takes place as well—roll the DC 17 flat check again to find out if the day's going to bring a double event. If it does, don't roll on the table for the secondary event—instead, choose one that's thematically linked to the first event. Likewise, it's best to choose the timing for the secondary event so that it plays out as either foreshadowing to the primary event, a simultaneous complication to it, or an “aftershock” to keep the players on their toes.\n\n Each weather event has a hazard level associated with it. If you roll a hazard that's more than 4 levels higher than the party's level, reroll the event.\n\n## Random Weather Events\n<row gap=\"tiny\">\n<table><tr><td>**d20 Roll**</td><td>**Weather Event**</td><td>**Level**</td></tr> <tr><td>13</td><td>Fog</td><td>0</td></tr> <tr><td>47</td><td>Heavy downpour</td><td>0</td></tr> <tr><td>89</td><td>Cold snap</td><td>1</td></tr> <tr><td>1012</td><td>Windstorm</td><td>1</td></tr> <tr><td>13</td><td>Hailstorm, severe</td><td>2</td></tr> <tr><td>14</td><td>Blizzard</td><td>6</td></tr> <tr><td>15</td><td>Supernatural storm</td><td>6+</td></tr> <tr><td>16</td><td>Flash flood</td><td>7</td></tr> <tr><td>17</td><td>Wildfire</td><td>4 or 10</td></tr> <tr><td>18</td><td>Subsidence</td><td>5 or 12</td></tr> <tr><td>19</td><td>Thunderstorm</td><td>7 or 13</td></tr> <tr><td>20</td><td>Tornado</td><td>12 or 17</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Weather Events","next_link":{"label":"Weather Experience","url":"/Rules.aspx?ID=1903"},"previous_link":{"label":"Temperature","url":"/Rules.aspx?ID=1901"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 122</row>\r\n\r\nChapter 3: Weather / Stolen Lands Weather\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 122"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 122</row>","speed":{},"text":" Weather Events Source Kingmaker Companion Guide pg. 122 When determining the weather as the PCs make their daily preparations, attempt a DC 17 flat check to determine if a weather event will occur. On a success, determine the event that occurs by rolling a d20 on the Random Weather Events table below, then decide when during the day the event will occur. If you roll a natural 20 on the flat check to determine if a weather event occurs, there's a chance a secondary event takes place as well—roll the DC 17 flat check again to find out if the day's going to bring a double event. If it does, don't roll on the table for the secondary event—instead, choose one that's thematically linked to the first event. Likewise, it's best to choose the timing for the secondary event so that it plays out as either foreshadowing to the primary event, a simultaneous complication to it, or an “aftershock” to keep the players on their toes. Each weather event has a hazard level associated with it. If you roll a hazard that's more than 4 levels higher than the party's level, reroll the event. ## Random Weather Events d20 Roll Weather Event Level 13 Fog 0 47 Heavy downpour 0 89 Cold snap 1 1012 Windstorm 1 13 Hailstorm, severe 2 14 Blizzard 6 15 Supernatural storm 6+ 16 Flash flood 7 17 Wildfire 4 or 10 18 Subsidence 5 or 12 19 Thunderstorm 7 or 13 20 Tornado 12 or 17 ","type":"Rules","url":"/Rules.aspx?ID=1902","weakness":{}}},{"_index":"aon18","_id":"rules-1903","_score":2.3741803,"_source":{"breadcrumbs":["Chapter 3: Weather","Stolen Lands Weather"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1903","markdown":"<title level=\"1\" right=\"Rules\">[Weather Experience](/Rules.aspx?ID=1903)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 122</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters usually gain Experience Points for experiencing a weather event in the course of their regular adventures, whether they prepare for it, avoid it, or simply endure its effects. A character who shelters in a structure that provides total protection from a weather event gains no experience from it, though. The XP values for weather events are equal to those earned for overcoming [simple hazards](/Rules.aspx?ID=679). \n\n<title level=\"3\" right=\"Hazard [Level]\">Weather Event Name </title><traits><trait label=\"Traits\" /></traits> **Survival** This entry lists the [Survival](/Skills.aspx?ID=16) DC for a character in the zone to realize the weather event is starting within an hour or less. Any character who meets the proficiency rank listed in parentheses can automatically attempt this Survival check to receive this warning about the upcoming event. Characters who fail to meet this requirement can attempt this Survival check before the event begins only if they're performing the [Investigate](/Actions.aspx?ID=516) or [Scout](/Actions.aspx?ID=518) exploration activities or are on watch during resting periods. Success on the check allows the character to warn the rest of the party in time for everyone to attempt to prepare for the event. A critical success on the check grants everyone a +4 circumstance bonus to their checks to prepare. Failure indicates that the event takes place without the PCs having a chance to prepare—in this case, proceed immediately with the weather's effects.<br /> **Requirements** This entry lists any conditions, such as terrain or season, that are required for the event to take place. If you roll an event that doesn't meet the requirements, then no weather event occurs instead. This entry is omitted if the event can take place anywhere in the Stolen Lands at any time.<br /> **Description** This explains what the event looks like and might include special rules.\n\n---\n\n **Prepare** The party can only attempt to prepare for the weather if they realize the upcoming danger. The DCs of any skill checks required to prepare for the hazard are here. In some cases, preparation allows the PCs to avoid the event entirely, while in others, it merely reduces the event's effects. With success on the check, the party has time to seek shelter from the event. Shelter grants full protection from the event unless otherwise detailed in the text of the weather event itself. Just as PCs earn experience points for hazards detected and disarmed, they earn full experience points for weather events that they manage to shelter from while traveling in the wild. If no shelter is immediately apparent, the party can attempt a Survival check (using the same DC as the previous Survival check in this entry) to quickly build a shelter capable of protecting against the event. At the GM's option, the PCs can avoid the event through powerful magic capable of altering weather or by quickly traveling out of the zone via flight, teleportation, or other forms of exceptionally swift travel. This entry is omitted when preparation offers no advantage against the weather event.<br /> **Routine** This section describes what the weather event does, how long it lasts, and what the PCs can do to deal with the event. The duration of the event is listed in parentheses. A duration with a “+” listed indicates the event can continue; once its duration ends, attempt a DC 11 flat check. On a success, the event's duration continues, repeating its routine for the same period of time. Continue attempting the DC 11 flat check at the end of each interval until you roll a failure and the event ends.<br /> **Action** If the event takes any actions during its routine, they are detailed here.\n\n---\n\n **Escalation** Some weather events can escalate to a higher level, in which case adjustments to the baseline hazard for those higher level versions are given here. The hazard level of the escalation is listed in parentheses.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Weather Experience","next_link":{"label":"Alchemy Unleashed","url":"/Rules.aspx?ID=1904"},"previous_link":{"label":"Weather Events","url":"/Rules.aspx?ID=1902"},"rarity":"common","release_date":"2022-10-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 122</row>\r\n\r\nChapter 3: Weather / Stolen Lands Weather\r\n</additional-info>","source":["Kingmaker Companion Guide"],"source_raw":["Kingmaker Companion Guide pg. 122"],"source_category":"Adventure Paths","source_group":"Kingmaker","source_markdown":"<row gap=\"tiny\">[Kingmaker Companion Guide](/Sources.aspx?ID=151) pg. 122</row>","speed":{},"text":" Weather Experience Source Kingmaker Companion Guide pg. 122 Characters usually gain Experience Points for experiencing a weather event in the course of their regular adventures, whether they prepare for it, avoid it, or simply endure its effects. A character who shelters in a structure that provides total protection from a weather event gains no experience from it, though. The XP values for weather events are equal to those earned for overcoming simple hazards. Weather Event Name Survival This entry lists the [Survival DC for a character in the zone to realize the weather event is starting within an hour or less. Any character who meets the proficiency rank listed in parentheses can automatically attempt this Survival check to receive this warning about the upcoming event. Characters who fail to meet this requirement can attempt this Survival check before the event begins only if they're performing the Investigate or Scout exploration activities or are on watch during resting periods. Success on the check allows the character to warn the rest of the party in time for everyone to attempt to prepare for the event. A critical success on the check grants everyone a +4 circumstance bonus to their checks to prepare. Failure indicates that the event takes place without the PCs having a chance to prepare—in this case, proceed immediately with the weather's effects. Requirements This entry lists any conditions, such as terrain or season, that are required for the event to take place. If you roll an event that doesn't meet the requirements, then no weather event occurs instead. This entry is omitted if the event can take place anywhere in the Stolen Lands at any time. Description This explains what the event looks like and might include special rules. --- Prepare The party can only attempt to prepare for the weather if they realize the upcoming danger. The DCs of any skill checks required to prepare for the hazard are here. In some cases, preparation allows the PCs to avoid the event entirely, while in others, it merely reduces the event's effects. With success on the check, the party has time to seek shelter from the event. Shelter grants full protection from the event unless otherwise detailed in the text of the weather event itself. Just as PCs earn experience points for hazards detected and disarmed, they earn full experience points for weather events that they manage to shelter from while traveling in the wild. If no shelter is immediately apparent, the party can attempt a Survival check (using the same DC as the previous Survival check in this entry) to quickly build a shelter capable of protecting against the event. At the GM's option, the PCs can avoid the event through powerful magic capable of altering weather or by quickly traveling out of the zone via flight, teleportation, or other forms of exceptionally swift travel. This entry is omitted when preparation offers no advantage against the weather event. Routine This section describes what the weather event does, how long it lasts, and what the PCs can do to deal with the event. The duration of the event is listed in parentheses. A duration with a “+” listed indicates the event can continue; once its duration ends, attempt a DC 11 flat check. On a success, the event's duration continues, repeating its routine for the same period of time. Continue attempting the DC 11 flat check at the end of each interval until you roll a failure and the event ends. Action If the event takes any actions during its routine, they are detailed here. --- Escalation Some weather events can escalate to a higher level, in which case adjustments to the baseline hazard for those higher level versions are given here. The hazard level of the escalation is listed in parentheses. ","type":"Rules","url":"/Rules.aspx?ID=1903","weakness":{}}},{"_index":"aon18","_id":"rules-1904","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1904","markdown":"<title level=\"1\" right=\"Rules\">[Alchemy Unleashed](/Rules.aspx?ID=1904)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 41 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAlchemical items are a deep tool set that can be leveraged by nearly any adventuring party. However, they're particularly effective in the hands of an [alchemist](/Classes.aspx?ID=1), or other alchemical specialists like [herbalists](/Archetypes.aspx?ID=62), [munitions crafters](/Feats.aspx?ID=3158), [fireworks technicians](/Archetypes.aspx?ID=119), and others who specialize in various fields of the alchemical sciences.\n\n This chapter introduces an array of new alchemical items. [Bottled monstrosities](/equipment/alchemical-items/bottled-monstrosities) in particular bear special mention, as most include a line like, “**Craft Requirements** Supply the corpse of a [roc](/Monsters.aspx?ID=352).” While these crafting requirements can be ignored for the sake of the story being told, they can also be a potent storytelling tool, enabling your players to directly convert their triumphs on the battlefield into new tools for adventuring. For more information on integrating items from this book into the stories you tell at the table, see Nature Crafting and Story-Based Crafting in Chapter 5. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1905\" />\r\n\r\n<document level=\"2\" id=\"rules-1906\" />","name":"Alchemy Unleashed","next_link":{"label":"Momentary Magic","url":"/Rules.aspx?ID=1907"},"previous_link":{"label":"Chapter 3: Weather","url":"/Rules.aspx?ID=1897"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 41 <sup>1.1</sup></row>\n\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 41"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 41 <sup>1.1</sup></row>","speed":{},"text":" Alchemy Unleashed Source Treasure Vault pg. 41 1.1 Alchemical items are a deep tool set that can be leveraged by nearly any adventuring party. However, they're particularly effective in the hands of an alchemist, or other alchemical specialists like herbalists, munitions crafters, fireworks technicians, and others who specialize in various fields of the alchemical sciences. This chapter introduces an array of new alchemical items. Bottled monstrosities in particular bear special mention, as most include a line like, “ Craft Requirements Supply the corpse of a roc.” While these crafting requirements can be ignored for the sake of the story being told, they can also be a potent storytelling tool, enabling your players to directly convert their triumphs on the battlefield into new tools for adventuring. For more information on integrating items from this book into the stories you tell at the table, see Nature Crafting and Story-Based Crafting in Chapter 5. ","type":"Rules","url":"/Rules.aspx?ID=1904","weakness":{}}},{"_index":"aon18","_id":"rules-1905","_score":2.3741803,"_source":{"breadcrumbs":["Alchemy Unleashed"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1905","markdown":"<title level=\"1\" right=\"Rules\">[Alchemical Foods](/Rules.aspx?ID=1905)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 46 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following new traits are used for items presented in this section.\n\n**Lozenge**: You Activate an alchemical lozenge by putting it in your mouth. It stays there, slowly dissolving and releasing its ingredients over time. You can bite a lozenge for a secondary effect. The action this takes is noted in the item. As soon as this secondary effect is over, the lozenge is used up and its benefits for you end. You can drink [elixirs](/Traits.aspx?ID=59), [potions](/Traits.aspx?ID=130), and beverages with a lozenge in your mouth, but you can't benefit from more than one lozenge at a time. If you have two lozenges in your mouth at the same time, both become inert. You can also spit out a lozenge as a single action to end its effect and make it inert. A lozenge dissolves due to its alchemical ingredients, so it typically still works even if you don't have saliva. \n\n**Processed**: An alchemical consumable with the processed trait can be created with [Quick Alchemy](/Feats.aspx?ID=667) but is too complex to create in a single action. Using Quick Alchemy to create a processed item takes 1 minute. If the item would take more than 3 actions to Activate, the time the item remains potent after you create it is equal to its activation time. For instance, a processed item that takes 10 minutes to Activate would remain potent for 10 minutes when created with Quick Alchemy instead of remaining potent only until the start of your next turn. This trait doesn't change other specifics of Quick Alchemy. You could, for example, use double brew to create two of the same processed item over the course of 1 minute.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">New Alchemical Items</title>\r\n\r\nThe new alchemical options appearing in this chapter represent some notable expansions of the abilities available to anyone who uses alchemy, but the [alchemist](/Classes.aspx?ID=1) class in particular. Its important to consider the impact these options can have on the play experience, not from a balance perspective, but from a story perspective. Characters specializing in [alchemical foods](/equipment/alchemical-items/alchemical-food) will want an adventure that gives them time to prepare alchemical foods with the [processed](/Traits.aspx?ID=487) trait, like the new [cooperative waffles](/Equipment.aspx?ID=1911). Be sure that your players choosing these options have the opportunity to take full advantage of them, or warn them if that option wont be available.\r\n</aside>","name":"Alchemical Foods","next_link":{"label":"Bottled Monstrosities","url":"/Rules.aspx?ID=1906"},"previous_link":{"label":"Chapter 3: Weather","url":"/Rules.aspx?ID=1897"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 46 <sup>1.1</sup></row>\r\n\r\nAlchemy Unleashed\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 46"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 46 <sup>1.1</sup></row>","speed":{},"text":" Alchemical Foods Source Treasure Vault pg. 46 1.1 The following new traits are used for items presented in this section. Lozenge : You Activate an alchemical lozenge by putting it in your mouth. It stays there, slowly dissolving and releasing its ingredients over time. You can bite a lozenge for a secondary effect. The action this takes is noted in the item. As soon as this secondary effect is over, the lozenge is used up and its benefits for you end. You can drink elixirs, potions, and beverages with a lozenge in your mouth, but you can't benefit from more than one lozenge at a time. If you have two lozenges in your mouth at the same time, both become inert. You can also spit out a lozenge as a single action to end its effect and make it inert. A lozenge dissolves due to its alchemical ingredients, so it typically still works even if you don't have saliva. Processed : An alchemical consumable with the processed trait can be created with Quick Alchemy but is too complex to create in a single action. Using Quick Alchemy to create a processed item takes 1 minute. If the item would take more than 3 actions to Activate, the time the item remains potent after you create it is equal to its activation time. For instance, a processed item that takes 10 minutes to Activate would remain potent for 10 minutes when created with Quick Alchemy instead of remaining potent only until the start of your next turn. This trait doesn't change other specifics of Quick Alchemy. You could, for example, use double brew to create two of the same processed item over the course of 1 minute. New Alchemical Items The new alchemical options appearing in this chapter represent some notable expansions of the abilities available to anyone who uses alchemy, but the alchemist class in particular. Its important to consider the impact these options can have on the play experience, not from a balance perspective, but from a story perspective. Characters specializing in alchemical foods will want an adventure that gives them time to prepare alchemical foods with the processed trait, like the new cooperative waffles. Be sure that your players choosing these options have the opportunity to take full advantage of them, or warn them if that option wont be available. ","type":"Rules","url":"/Rules.aspx?ID=1905","weakness":{}}},{"_index":"aon18","_id":"rules-1906","_score":2.3741803,"_source":{"breadcrumbs":["Alchemy Unleashed"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1906","markdown":"<title level=\"1\" right=\"Rules\">[Bottled Monstrosities](/Rules.aspx?ID=1906)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 56 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn item with the [expandable](/Traits.aspx?ID=475) trait increases to a specific size when activated. Unless otherwise noted, this space must be adjacent to you and on the ground, and the item needs to have enough open space to expand into or else the activation has no effect. When the effect ends, the expanded item disintegrates if it's a [consumable](/Traits.aspx?ID=36) or shrinks back to its normal size if it's not a consumable.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bottled Monstrosities","next_link":{"label":"Momentary Magic","url":"/Rules.aspx?ID=1907"},"previous_link":{"label":"Alchemical Foods","url":"/Rules.aspx?ID=1905"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 56 <sup>1.1</sup></row>\r\n\r\nAlchemy Unleashed\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 56"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 56 <sup>1.1</sup></row>","speed":{},"text":" Bottled Monstrosities Source Treasure Vault pg. 56 1.1 An item with the expandable trait increases to a specific size when activated. Unless otherwise noted, this space must be adjacent to you and on the ground, and the item needs to have enough open space to expand into or else the activation has no effect. When the effect ends, the expanded item disintegrates if it's a consumable or shrinks back to its normal size if it's not a consumable. ","type":"Rules","url":"/Rules.aspx?ID=1906","weakness":{}}},{"_index":"aon18","_id":"rules-1907","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1907","markdown":"<title level=\"1\" right=\"Rules\">[Momentary Magic](/Rules.aspx?ID=1907)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 73 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile many magical items in an adventurer's toolkit might be carried over the course of their entire career, like a sword they ensorcell with ever more powerful runes, other magical items exist for a particular moment in time, meant to be used and then replaced. [Talismans](/equipment/consumables/talismans) that attach to armor until their magic is used to avert disaster, [catalysts](/equipment/consumables/spell-catalysts) whose only purpose is to be consumed during the casting of a spell to transform its effects, and many more types of magical items all fit within this broad category.\n\n This chapter expands upon the existing types of magical consumables available within the game and introduces new types of consumables and consumable functions. Catalysts and [fulus](/equipment/consumables/fulu), originally introduced in _Pathfinder Secrets of Magic_, are expanded with new options. Magical [missives](/equipment/consumables/missive) are a new category of items comprised of letters, musical compositions, and drawings that have a variety of effects based on the content the user inscribes onto the page.\n\n [Wondrous consumables](/equipment/consumables/other-consumables) make up a diverse category of new magic items that come in a wide array of shapes, sizes, and functions. From simple point-and-fire [spellguns](/Traits.aspx?ID=491) that act as a hybrid of a wand and firearm to launch a single magical effect, to magical instruments inscribed with a one-time spell to summon an extraplanar creature into a musical battle, wondrous consumables can perform almost any function, though typically no more than once.\n\n GMs seeking to get the most out of this section for their tables might have players look at a particular section of this chapter and suggest some items that suit their character's story or desired play style. While part of the fun of using consumables can be having a quirky or unusual effect come into play in an unexpected way, it can also be fun for players to get their hands on items that will allow them pull off a particular cinematic scene or trick that creates a memorable table event.\n\n A GM might also drop magical consumables into an adventure to serve as solutions to a cunning puzzle or enemy whose nature is one the party is not particularly suited for. Whether a [potion](/equipment/consumables/potions) to help a bard remember a tricky piece of information or an [oil](/equipment/consumables/oils) to help a fighter battle a [rust monster](/Monsters.aspx?ID=354) without having it devour their precious weapons and armor, consumables can be a fun and effective way to allow characters to engage with a story in a way that their normal skill set might not be fully suited for.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Creating the Moment</title>\r\n\r\nGetting the opportunity to use a consumable is often one of the most exciting parts of an encounter, but if the right opportunity to use a consumable never arises, it ends up in the “sell pile” and becomes just another well-described piece of treasure. Watch for moments in your campaign where you can create exciting opportunities for your players to use the consumables youve given them, and try to choose consumables that players will get a chance to use!\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1908\" />\r\n\r\n<document level=\"2\" id=\"rules-1911\" />","name":"Momentary Magic","next_link":{"label":"Trappings of Power","url":"/Rules.aspx?ID=1912"},"previous_link":{"label":"Alchemy Unleashed","url":"/Rules.aspx?ID=1904"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 73 <sup>1.1</sup></row>\n\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 73"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 73 <sup>1.1</sup></row>","speed":{},"text":" Momentary Magic Source Treasure Vault pg. 73 1.1 While many magical items in an adventurer's toolkit might be carried over the course of their entire career, like a sword they ensorcell with ever more powerful runes, other magical items exist for a particular moment in time, meant to be used and then replaced. Talismans that attach to armor until their magic is used to avert disaster, catalysts whose only purpose is to be consumed during the casting of a spell to transform its effects, and many more types of magical items all fit within this broad category. This chapter expands upon the existing types of magical consumables available within the game and introduces new types of consumables and consumable functions. Catalysts and fulus, originally introduced in Pathfinder Secrets of Magic , are expanded with new options. Magical missives are a new category of items comprised of letters, musical compositions, and drawings that have a variety of effects based on the content the user inscribes onto the page. Wondrous consumables make up a diverse category of new magic items that come in a wide array of shapes, sizes, and functions. From simple point-and-fire spellguns that act as a hybrid of a wand and firearm to launch a single magical effect, to magical instruments inscribed with a one-time spell to summon an extraplanar creature into a musical battle, wondrous consumables can perform almost any function, though typically no more than once. GMs seeking to get the most out of this section for their tables might have players look at a particular section of this chapter and suggest some items that suit their character's story or desired play style. While part of the fun of using consumables can be having a quirky or unusual effect come into play in an unexpected way, it can also be fun for players to get their hands on items that will allow them pull off a particular cinematic scene or trick that creates a memorable table event. A GM might also drop magical consumables into an adventure to serve as solutions to a cunning puzzle or enemy whose nature is one the party is not particularly suited for. Whether a potion to help a bard remember a tricky piece of information or an oil to help a fighter battle a rust monster without having it devour their precious weapons and armor, consumables can be a fun and effective way to allow characters to engage with a story in a way that their normal skill set might not be fully suited for. Creating the Moment Getting the opportunity to use a consumable is often one of the most exciting parts of an encounter, but if the right opportunity to use a consumable never arises, it ends up in the “sell pile” and becomes just another well-described piece of treasure. Watch for moments in your campaign where you can create exciting opportunities for your players to use the consumables youve given them, and try to choose consumables that players will get a chance to use! ","type":"Rules","url":"/Rules.aspx?ID=1907","weakness":{}}},{"_index":"aon18","_id":"rules-1908","_score":2.3741803,"_source":{"breadcrumbs":["Momentary Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1908","markdown":"<title level=\"1\" right=\"Rules\">[Missive](/Rules.aspx?ID=1908)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 84 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA [missive](/equipment/consumables/missive) is a piece of magical stationery that must be crafted and composed before it can be activated. All missives have the [missive](/Traits.aspx?ID=485) and [consumable](/Traits.aspx?ID=36) traits. Missives are often constructed of paper, parchment, or vellum, but any other thin, portable material that can hold writing or embossing upon it can be crafted into missives. After being crafted, the missive is a blank sheet until a message is composed upon it, completing its magic.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1909\" />\r\n\r\n<document level=\"2\" id=\"rules-1910\" />","name":"Missive","next_link":{"label":"Spellguns","url":"/Rules.aspx?ID=1911"},"previous_link":{"label":"Alchemy Unleashed","url":"/Rules.aspx?ID=1904"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 84 <sup>1.1</sup></row>\r\n\r\nMomentary Magic\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 84 <sup>1.1</sup></row>","speed":{},"text":" Missive Source Treasure Vault pg. 84 1.1 A missive is a piece of magical stationery that must be crafted and composed before it can be activated. All missives have the missive and consumable traits. Missives are often constructed of paper, parchment, or vellum, but any other thin, portable material that can hold writing or embossing upon it can be crafted into missives. After being crafted, the missive is a blank sheet until a message is composed upon it, completing its magic. ","type":"Rules","url":"/Rules.aspx?ID=1908","weakness":{}}},{"_index":"aon18","_id":"rules-1909","_score":2.3741803,"_source":{"breadcrumbs":["Momentary Magic","Missive"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1909","markdown":"<title level=\"1\" right=\"Rules\">[Composing Missives](/Rules.aspx?ID=1909)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 84 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBefore a missive can be activated, it must be composed. Composing a missive means preparing the missive's contents—visual, tactile, or both. Then, the missive Activates when it's examined. Missive contents can include anything that might be written or embossed on writing material. Contents change the missive's effects only if the missive's description says they do. Composing a missive requires using the Compose Missive activity.\n\n<document level=\"2\" id=\"action-1591\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Composing Missives","next_link":{"label":"Activating Missives","url":"/Rules.aspx?ID=1910"},"previous_link":{"label":"Alchemy Unleashed","url":"/Rules.aspx?ID=1904"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 84 <sup>1.1</sup></row>\r\n\r\nMomentary Magic / Missive\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 84 <sup>1.1</sup></row>","speed":{},"text":" Composing Missives Source Treasure Vault pg. 84 1.1 Before a missive can be activated, it must be composed. Composing a missive means preparing the missive's contents—visual, tactile, or both. Then, the missive Activates when it's examined. Missive contents can include anything that might be written or embossed on writing material. Contents change the missive's effects only if the missive's description says they do. Composing a missive requires using the Compose Missive activity.\n","type":"Rules","url":"/Rules.aspx?ID=1909","weakness":{}}},{"_index":"aon18","_id":"rules-1910","_score":2.3741803,"_source":{"breadcrumbs":["Momentary Magic","Missive"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1910","markdown":"<title level=\"1\" right=\"Rules\">[Activating Missives](/Rules.aspx?ID=1910)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 84 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUnless otherwise stated in a missive's description, a missive is activated automatically when a creature holding or touching the missive reads or examines the missive's contents. Doing so requires an amount of time noted in the missive's description, but is typically 2 actions—one to open the missive or arrange it in their hands (Interact) and the other to absorb part of the contents (envision). A missive doesn't have to be read or examined in its entirety to be activated, nor does a creature need to know the missive is magical to Activate it. One can Activate missives unintentionally! The creature does need to be able to understand the missive to Activate it, however—a creature who speaks only [Undercommon](/Languages.aspx?ID=11) couldn't Activate a missive in [Common](/Languages.aspx?ID=1). Someone who knows they hold a missive can avoid Activating it by not examining it, and possibly by Interacting to close it, if it's open.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Activating Missives","next_link":{"label":"Spellguns","url":"/Rules.aspx?ID=1911"},"previous_link":{"label":"Composing Missives","url":"/Rules.aspx?ID=1909"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 84 <sup>1.1</sup></row>\r\n\r\nMomentary Magic / Missive\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 84"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 84 <sup>1.1</sup></row>","speed":{},"text":" Activating Missives Source Treasure Vault pg. 84 1.1 Unless otherwise stated in a missive's description, a missive is activated automatically when a creature holding or touching the missive reads or examines the missive's contents. Doing so requires an amount of time noted in the missive's description, but is typically 2 actions—one to open the missive or arrange it in their hands (Interact) and the other to absorb part of the contents (envision). A missive doesn't have to be read or examined in its entirety to be activated, nor does a creature need to know the missive is magical to Activate it. One can Activate missives unintentionally! The creature does need to be able to understand the missive to Activate it, however—a creature who speaks only Undercommon couldn't Activate a missive in Common. Someone who knows they hold a missive can avoid Activating it by not examining it, and possibly by Interacting to close it, if it's open. ","type":"Rules","url":"/Rules.aspx?ID=1910","weakness":{}}},{"_index":"aon18","_id":"rules-1911","_score":2.3741803,"_source":{"breadcrumbs":["Momentary Magic"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1911","markdown":"<title level=\"1\" right=\"Rules\">[Spellguns](/Rules.aspx?ID=1911)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 96 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe [spellgun](/Traits.aspx?ID=491) trait appears on items that can generate a magical effect that flies out like a bullet. You can make either a spell attack roll with a spellgun or a ranged attack roll using your proficiency with simple firearms. Spellguns have a range increment, which applies regardless of which type of attack roll you make. Though you can use your modifier for simple firearms, a spellgun isn't actually a firearm. You don't get the damage of a firearm Strike, nor other benefits like critical specialization. Similarly, you can't load or reload a spellgun, affix [talismans](/equipment/consumables/talismans) to one, attach scopes, affix [attached](/Traits.aspx?ID=171) weapons like [bayonets](/Weapons.aspx?ID=186) or [reinforced stocks](/Weapons.aspx?ID=187), and so on.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Spellguns","next_link":{"label":"Trappings of Power","url":"/Rules.aspx?ID=1912"},"previous_link":{"label":"Missive","url":"/Rules.aspx?ID=1908"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 96 <sup>1.1</sup></row>\r\n\r\nMomentary Magic\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 96"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 96 <sup>1.1</sup></row>","speed":{},"text":" Spellguns Source Treasure Vault pg. 96 1.1 The spellgun trait appears on items that can generate a magical effect that flies out like a bullet. You can make either a spell attack roll with a spellgun or a ranged attack roll using your proficiency with simple firearms. Spellguns have a range increment, which applies regardless of which type of attack roll you make. Though you can use your modifier for simple firearms, a spellgun isn't actually a firearm. You don't get the damage of a firearm Strike, nor other benefits like critical specialization. Similarly, you can't load or reload a spellgun, affix talismans to one, attach scopes, affix attached weapons like bayonets or reinforced stocks, and so on. ","type":"Rules","url":"/Rules.aspx?ID=1911","weakness":{}}},{"_index":"aon18","_id":"rules-1912","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1912","markdown":"<title level=\"1\" right=\"Rules\">[Trappings of Power](/Rules.aspx?ID=1912)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 101 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nContained within this chapter's pages are items and equipment whose magic and effects are intended to serve a character over the course of an entire adventure or even an extended campaign. Robes, [staves](/equipment/staves), [wands](/equipment/wands), [grimoires](/equipment/grimoires), and much, much more can be found here to ensure your adventurers are fully equipped for whatever trials await them!\n\n This chapter expands upon the existing types of permanent magic items first introduced in the _Core Rulebook_, particularly [apex items](/equipment/worn-items/apex-items), staves, wands, and [worn items](/equipment/worn-items). This section also includes expansions to the [assistive items](/equipment/assistive-items) presented in _Pathfinder Guns &amp; Gears_, with both expansions of existing prosthetic and mobility aid categories as well as entirely new types of assistive aids. The grimoires, [magical tattoos](/equipment/tattoos), and [spellhearts](/equipment/spellhearts) introduced in _Pathfinder Secrets of Magic_ are also expanded upon here.\n\n Among the new assistive items presented in this chapter are a variety of options tailored for companion creatures. Just like in real life, an adventurer's trusted companion may suffer an injury that would impede their ability to continue exploring the world alongside their master, or a character might choose to adopt a companion who would otherwise struggle with the demands of an adventuring career. These items help ensure that whatever difficulties you face, your animal ally can always be by your side to help you along the way.\n\n Characters who cast spells using Focus Points will also find the Worn Items section particularly helpful, as it includes a variety of new [focus items](/Traits.aspx?ID=74) similar to the [_druid's vestments_](/Equipment.aspx?ID=434) but tailored to a wider array of classes and roles.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Am I Playing?</title>\r\n\r\nMany instruments in this chapter, as well as some presented in [Wondrous Consumables](/equipment/consumables/other-consumables), give you a bonus or effect while youre playing the instrument, sometimes improving you in ways not directly related to your performance, such as getting a bonus to Perception checks. Usually, the GM can easily determine whether youre playing the instrument. If you need concrete rules, youre considered to be playing an instrument as long as you spend at least 1 action each round playing it. This includes playing the instrument for [Performance](/Skills.aspx?ID=12) checks, playing it for material or somatic components of spells, or just spending a single action to play it. If you just want to play just to keep up the benefit, you can usually take the [Perform](/Actions.aspx?ID=59) action for this purpose and forgo your roll.\r\n</aside>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Assistive Items</title>\r\n\r\nFantasy gaming is for everyone. Its incredibly important for all people, regardless of what unique circumstances they may face in life, to be able to see reflections of themselves inside the world of the game. You can find [assistive items](/equipment/assistive-items) for a variety of disabilities here, in _Guns &amp; Gears_, and in _Pathfinder Lost Omens Grand Bazaar_. Representation in gaming is essential to creating open and welcoming communities, so respectful use of assistive items has a place in all games and stories.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1913\" />\r\n\r\n<document level=\"2\" id=\"rules-1958\" />\r\n\r\n<document level=\"2\" id=\"rules-1959\" />","name":"Trappings of Power","next_link":{"label":"Secrets of Crafting","url":"/Rules.aspx?ID=1914"},"previous_link":{"label":"Momentary Magic","url":"/Rules.aspx?ID=1907"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 101 <sup>1.1</sup></row>\n\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 101"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 101 <sup>1.1</sup></row>","speed":{},"text":" Trappings of Power Source Treasure Vault pg. 101 1.1 Contained within this chapter's pages are items and equipment whose magic and effects are intended to serve a character over the course of an entire adventure or even an extended campaign. Robes, staves, wands, grimoires, and much, much more can be found here to ensure your adventurers are fully equipped for whatever trials await them! This chapter expands upon the existing types of permanent magic items first introduced in the Core Rulebook , particularly apex items, staves, wands, and worn items. This section also includes expansions to the assistive items presented in Pathfinder Guns &amp; Gears , with both expansions of existing prosthetic and mobility aid categories as well as entirely new types of assistive aids. The grimoires, magical tattoos, and spellhearts introduced in Pathfinder Secrets of Magic are also expanded upon here. Among the new assistive items presented in this chapter are a variety of options tailored for companion creatures. Just like in real life, an adventurer's trusted companion may suffer an injury that would impede their ability to continue exploring the world alongside their master, or a character might choose to adopt a companion who would otherwise struggle with the demands of an adventuring career. These items help ensure that whatever difficulties you face, your animal ally can always be by your side to help you along the way. Characters who cast spells using Focus Points will also find the Worn Items section particularly helpful, as it includes a variety of new focus items similar to the druid's vestments but tailored to a wider array of classes and roles. Am I Playing? Many instruments in this chapter, as well as some presented in Wondrous Consumables, give you a bonus or effect while youre playing the instrument, sometimes improving you in ways not directly related to your performance, such as getting a bonus to Perception checks. Usually, the GM can easily determine whether youre playing the instrument. If you need concrete rules, youre considered to be playing an instrument as long as you spend at least 1 action each round playing it. This includes playing the instrument for Performance checks, playing it for material or somatic components of spells, or just spending a single action to play it. If you just want to play just to keep up the benefit, you can usually take the Perform action for this purpose and forgo your roll. Assistive Items Fantasy gaming is for everyone. Its incredibly important for all people, regardless of what unique circumstances they may face in life, to be able to see reflections of themselves inside the world of the game. You can find assistive items for a variety of disabilities here, in Guns &amp; Gears , and in Pathfinder Lost Omens Grand Bazaar . Representation in gaming is essential to creating open and welcoming communities, so respectful use of assistive items has a place in all games and stories. ","type":"Rules","url":"/Rules.aspx?ID=1912","weakness":{}}},{"_index":"aon18","_id":"rules-1913","_score":2.3741803,"_source":{"breadcrumbs":["Trappings of Power"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1913","markdown":"<title level=\"1\" right=\"Rules\">[Coda Instruments](/Rules.aspx?ID=1913)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 136 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile many spellcasters prefer standard magic staves, [bards](/Classes.aspx?ID=3) often quest to find or create magical instruments to help supplement their songs. Instruments with the [coda](/Traits.aspx?ID=472) trait work mostly like [staves](/equipment/staves), and have the [staff](/Traits.aspx?ID=151) trait. There are two differences: Coda instruments are in the form of [musical instruments](/Equipment.aspx?ID=37), and they can be prepared only by bards. Because they're not physically staves, you can't attack with a coda instrument nor can you etch it with weapon runes.\n\n The process of preparing a coda instrument involves playing significant portions of songs related to the spells within the instrument—either old standards or ones of your own creation. This leaves magical reverberations within the instrument that allow you to complete the songs by playing their coda later in the day.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Coda Instruments","next_link":{"label":"Animal Companion Mobility Aids","url":"/Rules.aspx?ID=1958"},"previous_link":{"label":"Momentary Magic","url":"/Rules.aspx?ID=1907"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 136 <sup>1.1</sup></row>\r\n\r\nTrappings of Power\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 136"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 136 <sup>1.1</sup></row>","speed":{},"text":" Coda Instruments Source Treasure Vault pg. 136 1.1 While many spellcasters prefer standard magic staves, bards often quest to find or create magical instruments to help supplement their songs. Instruments with the coda trait work mostly like staves, and have the staff trait. There are two differences: Coda instruments are in the form of musical instruments, and they can be prepared only by bards. Because they're not physically staves, you can't attack with a coda instrument nor can you etch it with weapon runes. The process of preparing a coda instrument involves playing significant portions of songs related to the spells within the instrument—either old standards or ones of your own creation. This leaves magical reverberations within the instrument that allow you to complete the songs by playing their coda later in the day. ","type":"Rules","url":"/Rules.aspx?ID=1913","weakness":{}}},{"_index":"aon18","_id":"rules-1914","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1914","markdown":"<title level=\"1\" right=\"Rules\">[Secrets of Crafting](/Rules.aspx?ID=1914)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 157 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis chapter includes several new subsystems and options to enhance or replace the [rules for crafting new items](/Actions.aspx?ID=43) presented in the _Pathfinder Core Rulebook_.\n\n The [Crafting Alternate Rules](/Rules.aspx?ID=1955) section presents complex crafting rules, which can make crafting more complicated but also more nuanced. These rules allow for more distinctions between the time required to craft a permanent item versus a [consumable](/Traits.aspx?ID=36), and include adjustments for decreasing the time required to craft an item by increasing the difficulty of the crafting process. This section also includes downtime events to make the story of crafting items more interesting and varied, and rules for deconstructing and repurposing items the party has for use in crafting new items.\n\n The [Nature Crafting](/Rules.aspx?ID=1956) section presents options for a world in which druids and creatures of the wild might be the primary intercessors and power sources for crafting items. This section presents the [Grow](/Actions.aspx?ID=1905) activity, an alternative to the [Craft](/Actions.aspx?ID=43) activity for items that can be grown from the natural world. These bestowed gifts represent magical items as creations awarded to the PCs in acknowledgment of their heroic services to powerful magic creatures. Gardens represent a type of renewable resource that can provide temporary consumables for the group and allow characters to create places in the setting wherein they can readily acquire or requisition items they want for their adventures.\n\n The [Story-Based Crafting](/Rules.aspx?ID=1957) section offers a system where every notable magic item the player characters acquire is part of an epic story and adventure. The players work with you, the GM, to determine what items they want to acquire and what kind of adventures they might have to assemble the necessary pieces. These variant rules work best in campaigns where player input and direction on the story are desirable, and where the core story of the campaign is primarily a “sandbox” or open world whose events are dictated by player choice.\n\n Story-based crafting and nature crafting can be used together in the same campaign with little issue, though it's still recommended that you try out each subsystem one at a time. A [garden](/Rules.aspx?ID=1932) for consumables can nicely compliment permanent items gained via [bestowed gifts](/Rules.aspx?ID=1929) and [crafting quests](/Rules.aspx?ID=1943). The crafting alternate rules, especially complex crafting, are meant to interact with the core crafting rules and may have unintended and undesirable consequences that can either confuse the crafting process or affect the game disproportionately when used in conjunction with either of the new variant systems.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">New Crafting Rules</title>\r\n\r\nSome of the new options presented in this section can be used to enhance or adjust the core crafting rules, while others can serve as partial or complete replacements. Each of the individual subsections of this chapter represents a different way to adjust or modify how player characters interact with item creation and acquisition in the game world. Its recommended that you think carefully about which of these options you add to your game, adding only one subsection to your game at a time, at least until youve gotten a feel for the tone and impact they each have on your game and your players enjoyment. The crafting alternate rules are best used as adjustments, while nature crafting and story-based crafting can speak to the nature of the game itself.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1955\" />\r\n\r\n<document level=\"2\" id=\"rules-1956\" />\r\n\r\n<document level=\"2\" id=\"rules-1957\" />","name":"Secrets of Crafting","next_link":{"label":"Game Master's Trove","url":"/Rules.aspx?ID=1960"},"previous_link":{"label":"Trappings of Power","url":"/Rules.aspx?ID=1912"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 157 <sup>1.1</sup></row>\n\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 157"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 157 <sup>1.1</sup></row>","speed":{},"text":" Secrets of Crafting Source Treasure Vault pg. 157 1.1 This chapter includes several new subsystems and options to enhance or replace the rules for crafting new items presented in the Pathfinder Core Rulebook . The Crafting Alternate Rules section presents complex crafting rules, which can make crafting more complicated but also more nuanced. These rules allow for more distinctions between the time required to craft a permanent item versus a consumable, and include adjustments for decreasing the time required to craft an item by increasing the difficulty of the crafting process. This section also includes downtime events to make the story of crafting items more interesting and varied, and rules for deconstructing and repurposing items the party has for use in crafting new items. The Nature Crafting section presents options for a world in which druids and creatures of the wild might be the primary intercessors and power sources for crafting items. This section presents the Grow activity, an alternative to the Craft activity for items that can be grown from the natural world. These bestowed gifts represent magical items as creations awarded to the PCs in acknowledgment of their heroic services to powerful magic creatures. Gardens represent a type of renewable resource that can provide temporary consumables for the group and allow characters to create places in the setting wherein they can readily acquire or requisition items they want for their adventures. The Story-Based Crafting section offers a system where every notable magic item the player characters acquire is part of an epic story and adventure. The players work with you, the GM, to determine what items they want to acquire and what kind of adventures they might have to assemble the necessary pieces. These variant rules work best in campaigns where player input and direction on the story are desirable, and where the core story of the campaign is primarily a “sandbox” or open world whose events are dictated by player choice. Story-based crafting and nature crafting can be used together in the same campaign with little issue, though it's still recommended that you try out each subsystem one at a time. A garden for consumables can nicely compliment permanent items gained via bestowed gifts and crafting quests. The crafting alternate rules, especially complex crafting, are meant to interact with the core crafting rules and may have unintended and undesirable consequences that can either confuse the crafting process or affect the game disproportionately when used in conjunction with either of the new variant systems. New Crafting Rules Some of the new options presented in this section can be used to enhance or adjust the core crafting rules, while others can serve as partial or complete replacements. Each of the individual subsections of this chapter represents a different way to adjust or modify how player characters interact with item creation and acquisition in the game world. Its recommended that you think carefully about which of these options you add to your game, adding only one subsection to your game at a time, at least until youve gotten a feel for the tone and impact they each have on your game and your players enjoyment. The crafting alternate rules are best used as adjustments, while nature crafting and story-based crafting can speak to the nature of the game itself. ","type":"Rules","url":"/Rules.aspx?ID=1914","weakness":{}}},{"_index":"aon18","_id":"rules-1916","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Crafting Alternate Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1916","markdown":"<title level=\"1\" right=\"Rules\">[Complex Crafting](/Rules.aspx?ID=1916)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 158 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe [Craft](/Actions.aspx?ID=43) action as presented in the _Core Rulebook_ works at a simple rate: you can Craft any item, regardless of the item level, in exactly 4 days, spending additional time for a discount on the item's final cost. While easy to implement at the table, this system focuses on simplicity and leaves some avenues unexplored. For example, items of the highest possible level (your own level) provide you far more value for those 4 days than lower-level items. In addition, the system provides few options for players to attempt to craft an item quickly, even if doing so comes with risk of failure. This complex crafting variant is suitable for groups who view crafting items as a central part of their play experience. For most groups, the simpler crafting system is probably sufficient to complete the occasional item.\n\n This variant adds a choice to the system of crafting, allowing characters to decide how they want to approach a job, taking a slow and methodical approach or rushing the process and risking loss of material or even the creation of a cursed item! This system also incorporates changes in time based on the item's level and whether it's a consumable item or a permanent item.\n\n To begin, you must meet all of the requirements listed in the Craft action of the [Crafting](/Skills.aspx?ID=4) skill. At the start of the process, you must determine the setup time based on the type of item and its level compared to yours, then decide on your approach to the job, which is limited by your proficiency. The GM determines the base DC as normal based on the item's level, rarity, and other circumstances.\n\n To determine setup time, check the item's level and whether it's a consumable or permanent item. Compare the item's level to your own and look for the number of days on Table 51. This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach, you spend that number of days, and then attempt the Crafting check to determine your success (see [Finishing the Item](/Rules.aspx?ID=1917)).\n\n You can instead rush the process, taking days off the time needed to setup the item while introducing a greater risk of failure. If you're at least an Expert in Crafting, you can reduce the setup time by 1 day by increasing the DC by 5. If you're at least a Master in Crafting, you can reduce the setup time by 2 days by increasing the DC by 10. If you're Legendary in Crafting, you can reduce the setup time by 3 days by increasing the DC by 15. If you're crafting a consumable, and this reduction would bring the number of days to 0 or less, the crafting time is instead reduced to 4 hours.\n\n## Table 5-1: Days of Setup\n<row gap=\"tiny\">\n<table><tr><td>Item's Relative Level</td><td>Consumable </td><td>Permanent</td></tr><tr><td>Equal to your level </td><td>4 </td><td>6</td></tr><tr><td>Your level 1 or 2 </td><td>3 </td><td>5</td></tr><tr><td>Your level 3 or lower </td><td>2 </td><td>4</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1917\" />","name":"Complex Crafting","next_link":{"label":"Crafting Downtime Events","url":"/Rules.aspx?ID=1920"},"previous_link":{"label":"Trappings of Power","url":"/Rules.aspx?ID=1912"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 158 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Crafting Alternate Rules\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 158"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 158 <sup>1.1</sup></row>","speed":{},"text":" Complex Crafting Source Treasure Vault pg. 158 1.1 The Craft action as presented in the Core Rulebook works at a simple rate: you can Craft any item, regardless of the item level, in exactly 4 days, spending additional time for a discount on the item's final cost. While easy to implement at the table, this system focuses on simplicity and leaves some avenues unexplored. For example, items of the highest possible level (your own level) provide you far more value for those 4 days than lower-level items. In addition, the system provides few options for players to attempt to craft an item quickly, even if doing so comes with risk of failure. This complex crafting variant is suitable for groups who view crafting items as a central part of their play experience. For most groups, the simpler crafting system is probably sufficient to complete the occasional item. This variant adds a choice to the system of crafting, allowing characters to decide how they want to approach a job, taking a slow and methodical approach or rushing the process and risking loss of material or even the creation of a cursed item! This system also incorporates changes in time based on the item's level and whether it's a consumable item or a permanent item. To begin, you must meet all of the requirements listed in the Craft action of the Crafting skill. At the start of the process, you must determine the setup time based on the type of item and its level compared to yours, then decide on your approach to the job, which is limited by your proficiency. The GM determines the base DC as normal based on the item's level, rarity, and other circumstances. To determine setup time, check the item's level and whether it's a consumable or permanent item. Compare the item's level to your own and look for the number of days on Table 51. This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach, you spend that number of days, and then attempt the Crafting check to determine your success (see Finishing the Item). You can instead rush the process, taking days off the time needed to setup the item while introducing a greater risk of failure. If you're at least an Expert in Crafting, you can reduce the setup time by 1 day by increasing the DC by 5. If you're at least a Master in Crafting, you can reduce the setup time by 2 days by increasing the DC by 10. If you're Legendary in Crafting, you can reduce the setup time by 3 days by increasing the DC by 15. If you're crafting a consumable, and this reduction would bring the number of days to 0 or less, the crafting time is instead reduced to 4 hours. ## Table 5-1: Days of Setup Item's Relative Level Consumable Permanent Equal to your level 4 6 Your level 1 or 2 3 5 Your level 3 or lower 2 4 ","type":"Rules","url":"/Rules.aspx?ID=1916","weakness":{}}},{"_index":"aon18","_id":"rules-1917","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Crafting Alternate Rules","Complex Crafting"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1917","markdown":"<title level=\"1\" right=\"Rules\">[Finishing the Item](/Rules.aspx?ID=1917)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 158 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAfter the setup time is complete, you must attempt a [Crafting](/Skills.aspx?ID=4) check to determine the overall success of your creation. If your check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item's Price in materials. Alternatively, you can spend additional downtime days working on the item.\n\n For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This value reduction is determined using [Table 42: Income Earned](/Actions.aspx?ID=43), based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the time is interrupted, you can return to finish the item later, continuing where you left off.\n\n You can decide to speed up this process as well. If you are at least an Expert in Crafting, you can rush the finishing process, reducing the value of the materials you must expend to complete the item by twice the amount listed in Table 42: Income Earned. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a flat check. The DC of this flat check is equal to 10 + the item's level your Crafting proficiency bonus. If the check is a success or critical success, the item is complete and works perfectly. If the check is a failure, the item is still completed, but it gains a [quirk](/Rules.aspx?ID=1083). If the check is a critical failure, the item is ruined or might become a [cursed item](/Rules.aspx?ID=1094) attached to you (GM's discretion).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1918\" />\r\n\r\n<document level=\"2\" id=\"rules-1919\" />","name":"Finishing the Item","next_link":{"label":"Crafting Downtime Events","url":"/Rules.aspx?ID=1920"},"previous_link":{"label":"Trappings of Power","url":"/Rules.aspx?ID=1912"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 158 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Crafting Alternate Rules / Complex Crafting\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 158"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 158 <sup>1.1</sup></row>","speed":{},"text":" Finishing the Item Source Treasure Vault pg. 158 1.1 After the setup time is complete, you must attempt a Crafting check to determine the overall success of your creation. If your check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item's Price in materials. Alternatively, you can spend additional downtime days working on the item. For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This value reduction is determined using Table 42: Income Earned, based on your proficiency rank in Crafting and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the time is interrupted, you can return to finish the item later, continuing where you left off. You can decide to speed up this process as well. If you are at least an Expert in Crafting, you can rush the finishing process, reducing the value of the materials you must expend to complete the item by twice the amount listed in Table 42: Income Earned. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a flat check. The DC of this flat check is equal to 10 + the item's level your Crafting proficiency bonus. If the check is a success or critical success, the item is complete and works perfectly. If the check is a failure, the item is still completed, but it gains a quirk. If the check is a critical failure, the item is ruined or might become a cursed item attached to you (GM's discretion). ","type":"Rules","url":"/Rules.aspx?ID=1917","weakness":{}}},{"_index":"aon18","_id":"rules-1918","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Crafting Alternate Rules","Complex Crafting","Finishing the Item"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1918","markdown":"<title level=\"1\" right=\"Rules\">[Crafting Items with Adjustments](/Rules.aspx?ID=1918)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 159 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Adjustments](/equipment/adjustments) are item modifications that can provide specific special abilities to a particular type of equipment. Instead of crafting adjustments separately from a suit of armor, you can simply craft the armor with the adjustment already in place by adding the price of the adjustment to the total crafting cost of the base armor and calculating the rest of the crafting process as normal.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Crafting Items with Adjustments","next_link":{"label":"Skill Feats","url":"/Rules.aspx?ID=1919"},"previous_link":{"label":"Trappings of Power","url":"/Rules.aspx?ID=1912"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 159 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Crafting Alternate Rules / Complex Crafting / Finishing the Item\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 159"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 159 <sup>1.1</sup></row>","speed":{},"text":" Crafting Items with Adjustments Source Treasure Vault pg. 159 1.1 Adjustments are item modifications that can provide specific special abilities to a particular type of equipment. Instead of crafting adjustments separately from a suit of armor, you can simply craft the armor with the adjustment already in place by adding the price of the adjustment to the total crafting cost of the base armor and calculating the rest of the crafting process as normal. ","type":"Rules","url":"/Rules.aspx?ID=1918","weakness":{}}},{"_index":"aon18","_id":"rules-1919","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Crafting Alternate Rules","Complex Crafting","Finishing the Item"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1919","markdown":"<title level=\"1\" right=\"Rules\">[Skill Feats](/Rules.aspx?ID=1919)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 159 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen using this variant, consider allowing the [Quick Setup](/Feats.aspx?ID=4085) skill feat to enable characters to Craft exceptionally low-level items even more quickly. This skill feat is listed as [rare](/Traits.aspx?ID=137) and is never available to a character except when using this variant. This rapid form of crafting could cause your players to end up with higher treasure values or more items than an adventure expects them to have, so be careful about allowing this feat in campaigns that already provide significant amounts of downtime.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Skill Feats","next_link":{"label":"Crafting Downtime Events","url":"/Rules.aspx?ID=1920"},"previous_link":{"label":"Crafting Items with Adjustments","url":"/Rules.aspx?ID=1918"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 159 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Crafting Alternate Rules / Complex Crafting / Finishing the Item\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 159"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 159 <sup>1.1</sup></row>","speed":{},"text":" Skill Feats Source Treasure Vault pg. 159 1.1 When using this variant, consider allowing the Quick Setup skill feat to enable characters to Craft exceptionally low-level items even more quickly. This skill feat is listed as rare and is never available to a character except when using this variant. This rapid form of crafting could cause your players to end up with higher treasure values or more items than an adventure expects them to have, so be careful about allowing this feat in campaigns that already provide significant amounts of downtime. ","type":"Rules","url":"/Rules.aspx?ID=1919","weakness":{}}},{"_index":"aon18","_id":"rules-1920","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Crafting Alternate Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1920","markdown":"<title level=\"1\" right=\"Rules\">[Crafting Downtime Events](/Rules.aspx?ID=1920)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 159 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nPlenty of things can happen during downtime that might derail your efforts or complicate your plans. When crafting, it might be easy enough to put down the creation and deal with a problem, but sometimes these events can threaten the project itself. The _Gamemastery Guide_ provides [three examples of downtime events](/Rules.aspx?ID=877) related to crafting: a delayed shipment of materials, a superlative work drawing attention from collectors, or the discovery of a new and efficient crafting technique. Even adding these to the events around earning income (which are generally applicable), a group that spends a great deal of time crafting might find these to be repetitive. The following downtime events are tied directly to the crafting process and should be used to supplement those found in the _Gamemastery Guide_.\n\n## Table 52: Crafting Downtime Events\n<row gap=\"tiny\">\n<table> <tr><td>d20</td><td>Event</td></tr> <tr><td>13</td><td>Select an event from the Gamemastery Guide</td></tr> <tr><td>4 </td><td>Annoying interloper</td></tr> <tr><td>5 </td><td>Banned ingredient</td></tr> <tr><td>6 </td><td>Delicate components</td></tr> <tr><td>7 </td><td>Formula contradiction</td></tr> <tr><td>8 </td><td>Infestation</td></tr> <tr><td>9 </td><td>Instability within</td></tr> <tr><td>10 </td><td>Mutation</td></tr> <tr><td>11 </td><td>Name dependence</td></tr> <tr><td>12 </td><td>Natural disaster</td></tr> <tr><td>13 </td><td>Otherworldly interference</td></tr> <tr><td>14 </td><td>Overwhelming energy</td></tr> <tr><td>15 </td><td>Planar convergence</td></tr> <tr><td>16 </td><td>Resonant magic</td></tr> <tr><td>17 </td><td>Spirit magnet</td></tr> <tr><td>18 </td><td>Suspicious offer</td></tr> <tr><td>19 </td><td>Technical challenge</td></tr> <tr><td>20 </td><td>Unexpected flaw</td></tr></table>\r\n</row><br /> **Annoying Interloper**: Whether it's a nosy relative, gossipy friend, finicky safety inspector, or any other sort of guest, the crafter's workshop has attracted the attention of an annoying interloper. It's someone the crafter can't just kick out unceremoniously, either. The situation might require roleplaying, as well as [Diplomacy](/Skills.aspx?ID=6), [Intimidation](/Skills.aspx?ID=7), or other skills, before the crafter can get back to work.\n\n **Banned Ingredient**: The crafter realizes that one of the ingredients they need for the items they're crafting is banned or heavily restricted in the local area. If they've already crafted the same item here without a problem before, maybe it's a new ban or they had to refill their stores of a tricky ingredient—or you can just reroll this event and save it for when they build something new. To deal with the banned ingredient, the crafter might have to engage in shady dealings on the black market, lobby for the ingredient's ban to be lifted (especially if the ban is suspicious or prevents the general public from crafting an important item like healing potions), travel abroad where the restriction doesn't exist, or try to devise a substitution.\n\n **Delicate Components**: Whether it's just the nature of one or more components that make up this item, or the crafter just received a fragile batch, the components the crafter is dealing with are incredibly delicate. The crafter might need to use [Thievery](/Skills.aspx?ID=17) (or find someone who can) to handle the sensitive components gently, or else find some way to reinforce the ingredient or the equipment in which it is stored for later use.\n\n **Formula Contradiction**: The crafter runs into an issue in their [formula book](/Equipment.aspx?ID=22). The formula includes two (or more) contradictory instructions, and as a result, they must pause their work while they try to figure out the contradiction. Which one is correct? Is neither right? Are they both functional and the crafter must refine their understanding of the process? This event might involve research or dangerous experimentation.\n\n **Infestation**: Some sort of infestation of vermin, spores, or other troublesome contaminants threatens the crafting project and perhaps other portions of the crafter's workshop. On top of protecting their in-process project from being damaged by the infestation, they'll eventually also need to find the infestation's source and put a stop to it. Was it a coincidence, or did someone use mundane or magical means to bring it here on purpose?\n\n **Instability Within**: The magic or mechanics inside the item have grown increasingly powerful and unstable, and the crafter isn't sure why. The cause could be a simple mistake, an instability in the crafter's own magic, or even just a coincidence. Whatever the case, the crafter must investigate the source of the instability to fix and, potentially, take advantage of it.\n\n **Mutation**: The item has undergone a mutation and is now on its way to becoming a different item—maybe even an item of a higher level than the crafter can normally craft or that is [uncommon](/Traits.aspx?ID=159), [rare](/Traits.aspx?ID=137), [intelligent](/Traits.aspx?ID=280), or otherwise outside of the crafter's normal ability to create. Be very careful when choosing this as an event; ideally, you as the GM want the mutated item to be something you specifically chose to be interesting, rather than an item at random, since presumably the crafter was choosing to create the best item they could think of. That said, the crafter can either find a way to halt the mutation process or lean into it and see what the item becomes!\n\n **Name Dependence**: The item's progress is stalled due to the fact that its magic requires it to gain a name— and not just any random nickname that pops into the crafter's head! The crafter must engage in serious contemplation to select a name that suits the item, as it will be attached to it forevermore. Once chosen, if the item accepts the name, the crafting process can continue. The choice of the name might have other implications as well; for instance, if the item has a command activation, it might require shouting the item's name.\n\n **Natural Disaster**: A huge natural disaster is about to hit the workshop. Whether it's a tsunami, a tornado, an earthquake, a volcanic eruption, or something else, it represents a huge danger to the crafting process, and potentially the crafter's life. On the other hand, it could also be an opportunity to harness the power of the natural disaster into the item! Consider allowing the crafter to attempt a [Recall Knowledge](/Actions.aspx?ID=26) check to remember some formulas that discuss special benefits for harnessing a disaster and offer them a reward (extra progress on the item, an improved item, or something else) to tempt them into staying in the path of danger.\n\n **Otherworldly Interference**: Be they deities, [celestial](/Traits.aspx?ID=23), [fiends](/Traits.aspx?ID=70), [monitors](/Traits.aspx?ID=111), or other extraplanar entities, Golarion is full of a surprising number of beings from other worlds that attempt to sow mischief, cause mayhem, or offer assistance to its inhabitants. The crafter is one such lucky or unlucky mortal who now has to deal with this otherworldly interference. Even if the otherworldly creature is trying to help, it might not understand mortals well enough to do so effectively. This could possibly create even more trouble than an entity who was trying to sabotage the process, since a crafter can at least root out such a perpetrator and stop them decisively.\n\n **Overwhelming Energy**: There's just too much magical or mechanical energy building up in the item. That could be a good thing, as it could eventually grant the item more power or provide additional progress, but it's also extremely dangerous, as the energy threatens to overload and cause the item to explode, wasting the crafter's initial investment. They'll have to carefully figure out a way to use the energy (or at least discharge it harmlessly) to protect the item.\n\n **Planar Convergence**: Many planes of existence overlap with the [Material Plane](/Planes.aspx?ID=1) at certain points. Sometimes, those points drift as the planes move and shift, leading to planar convergences where the veil between two planes draws especially thin. Unfortunately (or perhaps fortunately) for the crafter, one such planar convergence passes over their workshop. If they're crafting a related item, they might be able to take advantage of the convergence, but otherwise, they'll need to insulate the item from the convergence or pack up and move far enough away to avoid it. Leaching out the energy from the convergence might even require them to find a location with a convergence to an opposing plane.\n\n **Resonant Magic**: When multiple sources of magic cluster together, for good or ill, magical resonance builds up between them. The crafting process is interrupted by magical resonances in the workshop between the in-process item and other magic items or spells. The crafter can try to clear out or rearrange the sources of magic that led to the resonance, or they can explore the resonance to try to unlock a new power in the item that only appears when the item is affected by the other items or spells that caused the resonance; in this case, consider using the rules for [item sets](/Rules.aspx?ID=1970) or something similar.\n\n **Spirit Magnet**: The item has become a magnet for minor disembodied beings, either spirits (beings formed of spiritual essence) or vitae (beings formed of nature's life force, sometimes called “spirits of nature”). That's not necessarily a bad thing, but it's certainly distracting, as the spirits interfere with the work and might wind up possessing or otherwise merging with the item. The crafter needs to find a way to communicate with the spirits and warn them off or work with them to make the item an even better conductor for spirits. In the worst case this could ruin the item's creation, but in the best case, the spirits could grant the item special powers or intelligence.\n\n **Suspicious Offer**: A questionable figure offers the crafter special ingredients or techniques that supposedly will shave time off the item's crafting process while providing a steep discount on the necessary materials. But something about the offer—no, maybe everything about it—seems too good to be true. The crafter might dismiss or accept the offer outright, but they also might try to determine the truth of the figure's claims, either by understanding their motives or performing a test. Either way, if the crafter decides to use the mysterious figure's offer, you can decide what sorts of effects it might have. Who knows? Maybe it was genuine.\n\n **Technical Challenge**: An unusual interaction during the item's creation provides a significant technical challenge. The crafter will have to pause and determine how to proceed before continuing. There might be several possible approaches to the problem, each with different benefits or drawbacks.\n\n **Unexpected Flaw**: Something within the item isn't functioning properly, and the crafter needs to first figure out what went wrong and why. Were some of the components faulty? Did someone tamper with the item? Did the crafter make a small error that cascaded? Once they can hunt down the flaw and figure out how to prevent it in the future, they need to determine the most expedient way to fix it and bring the item back on track.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Crafting Downtime Events","next_link":{"label":"Critical Crafting","url":"/Rules.aspx?ID=1921"},"previous_link":{"label":"Complex Crafting","url":"/Rules.aspx?ID=1916"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 159 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Crafting Alternate Rules\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 159"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 159 <sup>1.1</sup></row>","speed":{},"text":" Crafting Downtime Events Source Treasure Vault pg. 159 1.1 Plenty of things can happen during downtime that might derail your efforts or complicate your plans. When crafting, it might be easy enough to put down the creation and deal with a problem, but sometimes these events can threaten the project itself. The Gamemastery Guide provides three examples of downtime events related to crafting: a delayed shipment of materials, a superlative work drawing attention from collectors, or the discovery of a new and efficient crafting technique. Even adding these to the events around earning income (which are generally applicable), a group that spends a great deal of time crafting might find these to be repetitive. The following downtime events are tied directly to the crafting process and should be used to supplement those found in the Gamemastery Guide . ## Table 52: Crafting Downtime Events d20 Event 13 Select an event from the Gamemastery Guide 4 Annoying interloper 5 Banned ingredient 6 Delicate components 7 Formula contradiction 8 Infestation 9 Instability within 10 Mutation 11 Name dependence 12 Natural disaster 13 Otherworldly interference 14 Overwhelming energy 15 Planar convergence 16 Resonant magic 17 Spirit magnet 18 Suspicious offer 19 Technical challenge 20 Unexpected flaw Annoying Interloper : Whether it's a nosy relative, gossipy friend, finicky safety inspector, or any other sort of guest, the crafter's workshop has attracted the attention of an annoying interloper. It's someone the crafter can't just kick out unceremoniously, either. The situation might require roleplaying, as well as Diplomacy, Intimidation, or other skills, before the crafter can get back to work. Banned Ingredient : The crafter realizes that one of the ingredients they need for the items they're crafting is banned or heavily restricted in the local area. If they've already crafted the same item here without a problem before, maybe it's a new ban or they had to refill their stores of a tricky ingredient—or you can just reroll this event and save it for when they build something new. To deal with the banned ingredient, the crafter might have to engage in shady dealings on the black market, lobby for the ingredient's ban to be lifted (especially if the ban is suspicious or prevents the general public from crafting an important item like healing potions), travel abroad where the restriction doesn't exist, or try to devise a substitution. Delicate Components : Whether it's just the nature of one or more components that make up this item, or the crafter just received a fragile batch, the components the crafter is dealing with are incredibly delicate. The crafter might need to use Thievery (or find someone who can) to handle the sensitive components gently, or else find some way to reinforce the ingredient or the equipment in which it is stored for later use. Formula Contradiction : The crafter runs into an issue in their formula book. The formula includes two (or more) contradictory instructions, and as a result, they must pause their work while they try to figure out the contradiction. Which one is correct? Is neither right? Are they both functional and the crafter must refine their understanding of the process? This event might involve research or dangerous experimentation. Infestation : Some sort of infestation of vermin, spores, or other troublesome contaminants threatens the crafting project and perhaps other portions of the crafter's workshop. On top of protecting their in-process project from being damaged by the infestation, they'll eventually also need to find the infestation's source and put a stop to it. Was it a coincidence, or did someone use mundane or magical means to bring it here on purpose? Instability Within : The magic or mechanics inside the item have grown increasingly powerful and unstable, and the crafter isn't sure why. The cause could be a simple mistake, an instability in the crafter's own magic, or even just a coincidence. Whatever the case, the crafter must investigate the source of the instability to fix and, potentially, take advantage of it. Mutation : The item has undergone a mutation and is now on its way to becoming a different item—maybe even an item of a higher level than the crafter can normally craft or that is uncommon, rare, intelligent, or otherwise outside of the crafter's normal ability to create. Be very careful when choosing this as an event; ideally, you as the GM want the mutated item to be something you specifically chose to be interesting, rather than an item at random, since presumably the crafter was choosing to create the best item they could think of. That said, the crafter can either find a way to halt the mutation process or lean into it and see what the item becomes! Name Dependence : The item's progress is stalled due to the fact that its magic requires it to gain a name— and not just any random nickname that pops into the crafter's head! The crafter must engage in serious contemplation to select a name that suits the item, as it will be attached to it forevermore. Once chosen, if the item accepts the name, the crafting process can continue. The choice of the name might have other implications as well; for instance, if the item has a command activation, it might require shouting the item's name. Natural Disaster : A huge natural disaster is about to hit the workshop. Whether it's a tsunami, a tornado, an earthquake, a volcanic eruption, or something else, it represents a huge danger to the crafting process, and potentially the crafter's life. On the other hand, it could also be an opportunity to harness the power of the natural disaster into the item! Consider allowing the crafter to attempt a Recall Knowledge check to remember some formulas that discuss special benefits for harnessing a disaster and offer them a reward (extra progress on the item, an improved item, or something else) to tempt them into staying in the path of danger. Otherworldly Interference : Be they deities, celestial, fiends, monitors, or other extraplanar entities, Golarion is full of a surprising number of beings from other worlds that attempt to sow mischief, cause mayhem, or offer assistance to its inhabitants. The crafter is one such lucky or unlucky mortal who now has to deal with this otherworldly interference. Even if the otherworldly creature is trying to help, it might not understand mortals well enough to do so effectively. This could possibly create even more trouble than an entity who was trying to sabotage the process, since a crafter can at least root out such a perpetrator and stop them decisively. Overwhelming Energy : There's just too much magical or mechanical energy building up in the item. That could be a good thing, as it could eventually grant the item more power or provide additional progress, but it's also extremely dangerous, as the energy threatens to overload and cause the item to explode, wasting the crafter's initial investment. They'll have to carefully figure out a way to use the energy (or at least discharge it harmlessly) to protect the item. Planar Convergence : Many planes of existence overlap with the Material Plane at certain points. Sometimes, those points drift as the planes move and shift, leading to planar convergences where the veil between two planes draws especially thin. Unfortunately (or perhaps fortunately) for the crafter, one such planar convergence passes over their workshop. If they're crafting a related item, they might be able to take advantage of the convergence, but otherwise, they'll need to insulate the item from the convergence or pack up and move far enough away to avoid it. Leaching out the energy from the convergence might even require them to find a location with a convergence to an opposing plane. Resonant Magic : When multiple sources of magic cluster together, for good or ill, magical resonance builds up between them. The crafting process is interrupted by magical resonances in the workshop between the in-process item and other magic items or spells. The crafter can try to clear out or rearrange the sources of magic that led to the resonance, or they can explore the resonance to try to unlock a new power in the item that only appears when the item is affected by the other items or spells that caused the resonance; in this case, consider using the rules for item sets or something similar. Spirit Magnet : The item has become a magnet for minor disembodied beings, either spirits (beings formed of spiritual essence) or vitae (beings formed of nature's life force, sometimes called “spirits of nature”). That's not necessarily a bad thing, but it's certainly distracting, as the spirits interfere with the work and might wind up possessing or otherwise merging with the item. The crafter needs to find a way to communicate with the spirits and warn them off or work with them to make the item an even better conductor for spirits. In the worst case this could ruin the item's creation, but in the best case, the spirits could grant the item special powers or intelligence. Suspicious Offer : A questionable figure offers the crafter special ingredients or techniques that supposedly will shave time off the item's crafting process while providing a steep discount on the necessary materials. But something about the offer—no, maybe everything about it—seems too good to be true. The crafter might dismiss or accept the offer outright, but they also might try to determine the truth of the figure's claims, either by understanding their motives or performing a test. Either way, if the crafter decides to use the mysterious figure's offer, you can decide what sorts of effects it might have. Who knows? Maybe it was genuine. Technical Challenge : An unusual interaction during the item's creation provides a significant technical challenge. The crafter will have to pause and determine how to proceed before continuing. There might be several possible approaches to the problem, each with different benefits or drawbacks. Unexpected Flaw : Something within the item isn't functioning properly, and the crafter needs to first figure out what went wrong and why. Were some of the components faulty? Did someone tamper with the item? Did the crafter make a small error that cascaded? Once they can hunt down the flaw and figure out how to prevent it in the future, they need to determine the most expedient way to fix it and bring the item back on track. ","type":"Rules","url":"/Rules.aspx?ID=1920","weakness":{}}},{"_index":"aon18","_id":"rules-1921","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Crafting Alternate Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1921","markdown":"<title level=\"1\" right=\"Rules\">[Critical Crafting](/Rules.aspx?ID=1921)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 161 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe critical success and failure effects of the [Craft](/Actions.aspx?ID=43) activity are safe, reasonable effects that are appropriate any time a character wants to Craft: on a critical success, they make more money per day [Crafting](/Skills.aspx?ID=4), and on a critical failure, they ruin 10% of the item's raw materials. However, these monetary rewards and penalties are not the only potential outcomes of crafting criticals. With this variant, you can consider rarely handing out custom critical success rewards and critical failure penalties appropriate for the situation. However, you won't want to do this too often, especially since a high-level crafter who makes a lot of low-level items will critically succeed with some frequency. If crafting is a big part of your game, consider limiting the special effects to natural 20s and 1s, and even then, only when a special item is being created.\n\n Most often, the special critical success or failure effect will be something distinctive and appropriate to the exact situation in your campaign. For instance, if a PC Crafts a commissioned sword for a prideful ruler obsessed with their heroic ancestor, perhaps on a critical success the item manages to call forth the spirit of the ancestor, who nods gravely while acknowledging the sword. On a critical failure, the PC finishes the sword but accidentally includes a part of the heraldry of the traitorous noble family that murdered the ancestor, enraging the monarch. As you can see from this example, the critical failure effects sometimes tend towards possibilities where the item is still created despite failure, but its completion creates a serious problem that must be resolved. When using this system, consider rolling the checks to Craft the item in secret to prevent a player's knowledge from influencing their decisions.\n\n While it's usually best to invent your own special critical success or failure effects, here are a few examples of possibilities that can be used in a variety of circumstances.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1922\" />\r\n\r\n<document level=\"2\" id=\"rules-1923\" />","name":"Critical Crafting","next_link":{"label":"Converting Magic Items","url":"/Rules.aspx?ID=1924"},"previous_link":{"label":"Crafting Downtime Events","url":"/Rules.aspx?ID=1920"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 161 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Crafting Alternate Rules\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 161"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 161 <sup>1.1</sup></row>","speed":{},"text":" Critical Crafting Source Treasure Vault pg. 161 1.1 The critical success and failure effects of the Craft activity are safe, reasonable effects that are appropriate any time a character wants to Craft: on a critical success, they make more money per day Crafting, and on a critical failure, they ruin 10% of the item's raw materials. However, these monetary rewards and penalties are not the only potential outcomes of crafting criticals. With this variant, you can consider rarely handing out custom critical success rewards and critical failure penalties appropriate for the situation. However, you won't want to do this too often, especially since a high-level crafter who makes a lot of low-level items will critically succeed with some frequency. If crafting is a big part of your game, consider limiting the special effects to natural 20s and 1s, and even then, only when a special item is being created. Most often, the special critical success or failure effect will be something distinctive and appropriate to the exact situation in your campaign. For instance, if a PC Crafts a commissioned sword for a prideful ruler obsessed with their heroic ancestor, perhaps on a critical success the item manages to call forth the spirit of the ancestor, who nods gravely while acknowledging the sword. On a critical failure, the PC finishes the sword but accidentally includes a part of the heraldry of the traitorous noble family that murdered the ancestor, enraging the monarch. As you can see from this example, the critical failure effects sometimes tend towards possibilities where the item is still created despite failure, but its completion creates a serious problem that must be resolved. When using this system, consider rolling the checks to Craft the item in secret to prevent a player's knowledge from influencing their decisions. While it's usually best to invent your own special critical success or failure effects, here are a few examples of possibilities that can be used in a variety of circumstances. ","type":"Rules","url":"/Rules.aspx?ID=1921","weakness":{}}},{"_index":"aon18","_id":"rules-1922","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Crafting Alternate Rules","Critical Crafting"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1922","markdown":"<title level=\"1\" right=\"Rules\">[Critical Success](/Rules.aspx?ID=1922)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 161 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\n<ul><li>The crafter's dazzling success and passion imbue a fragment of their self into the item, causing it to become an [intelligent item](/Rules.aspx?ID=1084).</li><li>If the crafter was creating a max-level item, they can pay more to create an item above their level that they normally couldn't [Craft](/Actions.aspx?ID=43). For instance, while trying to Craft a [_wand of fireball_](/Equipment.aspx?ID=368)_ (a 7th-level item), a 7th-level wizard might be able to create a _wand of 4th-level fireball_ (a 9th-level item).</li><li>The item has a minor beneficial special ability beyond other items of its type. This can be whatever you choose, but it's usually another minor activation with a daily frequency. The benefit should be better than a [quirk](/Rules.aspx?ID=1083) (as quirks are meant to be neutral).</li><li>The item is so well made that it's nearly impossible to damage, doubling its Hardness or greatly increasing its total Hit Points. The item might also be resistant to grime, tarnishing, or other cosmetic changes.</li><li>The item is so beautifully made that it grants a bonus to [Diplomacy](/Skills.aspx?ID=6) and [Intimidation](/Skills.aspx?ID=7) checks when displayed or used as part of the check. Alternatively, it could be worth more than usual just as an art object.</li><li>The item is so finely crafted that it distracts the attention of opponents when used in battle, granting a bonus to checks made to [Feint](/Actions.aspx?ID=48) or [Create a Diversion](/Actions.aspx?ID=45) when used as part of the check.</li><li>The crafter is in tune with the object, its powers, and its potentials, turning it into a [relic](/Rules.aspx?ID=1096). In addition to its base abilities, the crafter can designate other abilities that the object develops over time.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Critical Success","next_link":{"label":"Critical Failure","url":"/Rules.aspx?ID=1923"},"previous_link":{"label":"Crafting Downtime Events","url":"/Rules.aspx?ID=1920"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 161 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Crafting Alternate Rules / Critical Crafting\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 161"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 161 <sup>1.1</sup></row>","speed":{},"text":" Critical Success Source Treasure Vault pg. 161 1.1 The crafter's dazzling success and passion imbue a fragment of their self into the item, causing it to become an intelligent item. If the crafter was creating a max-level item, they can pay more to create an item above their level that they normally couldn't Craft. For instance, while trying to Craft a wand of fireball (a 7th-level item), a 7th-level wizard might be able to create a wand of 4th-level fireball (a 9th-level item). The item has a minor beneficial special ability beyond other items of its type. This can be whatever you choose, but it's usually another minor activation with a daily frequency. The benefit should be better than a quirk (as quirks are meant to be neutral). The item is so well made that it's nearly impossible to damage, doubling its Hardness or greatly increasing its total Hit Points. The item might also be resistant to grime, tarnishing, or other cosmetic changes. The item is so beautifully made that it grants a bonus to Diplomacy and Intimidation checks when displayed or used as part of the check. Alternatively, it could be worth more than usual just as an art object. The item is so finely crafted that it distracts the attention of opponents when used in battle, granting a bonus to checks made to Feint or Create a Diversion when used as part of the check. The crafter is in tune with the object, its powers, and its potentials, turning it into a relic. In addition to its base abilities, the crafter can designate other abilities that the object develops over time. ","type":"Rules","url":"/Rules.aspx?ID=1922","weakness":{}}},{"_index":"aon18","_id":"rules-1923","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Crafting Alternate Rules","Critical Crafting"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1923","markdown":"<title level=\"1\" right=\"Rules\">[Critical Failure](/Rules.aspx?ID=1923)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 162 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\n<ul><li>The crafter [Crafts](/Actions.aspx?ID=43) the item, but the item is secretly [cursed](/Rules.aspx?ID=1094).</li><li>The crafter Crafts the item, but the item permanently drains a portion of the crafter's life force and resists attempts at destroying it, permanently reducing the crafter's Hit Points until they complete a quest to destroy the item once and for all.</li><li>The creation process explodes or otherwise exposes the crafter to significant harm with a long-term effect that demands interesting interplay to remove. There's little point in dealing Hit Point damage during downtime, as it's usually trivial to restore it before adventuring.</li><li>The Crafting process is so flawed that it draws a malevolent [intelligence](/Rules.aspx?ID=1084) that chooses to complete the item and inhabit it. The intelligence of the item is opposed to the crafter and attempts to secretly thwart them at every turn.</li><li>The item appears perfectly normal and fully functional, but when someone attempts to use it for its intended purpose, it fails. For example, armor might fall off, weapons might break, or a wand might simply emit an acrid, burning odor instead of the desired spell.</li><li>The crafter is cursed by their own failure and takes a penalty to all future Crafting checks until they get a critical success or a casting of remove curse to end the effect.</li><li>The Crafting goes so poorly that it pollutes the nearby environment. This might mean that the workshop needs extensive cleaning to be usable again, or it could be much worse, polluting the local water supply and making those who live nearby seriously ill.</li></ul>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Critical Failure","next_link":{"label":"Converting Magic Items","url":"/Rules.aspx?ID=1924"},"previous_link":{"label":"Critical Success","url":"/Rules.aspx?ID=1922"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 162 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Crafting Alternate Rules / Critical Crafting\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 162"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 162 <sup>1.1</sup></row>","speed":{},"text":" Critical Failure Source Treasure Vault pg. 162 1.1 The crafter Crafts the item, but the item is secretly cursed. The crafter Crafts the item, but the item permanently drains a portion of the crafter's life force and resists attempts at destroying it, permanently reducing the crafter's Hit Points until they complete a quest to destroy the item once and for all. The creation process explodes or otherwise exposes the crafter to significant harm with a long-term effect that demands interesting interplay to remove. There's little point in dealing Hit Point damage during downtime, as it's usually trivial to restore it before adventuring. The Crafting process is so flawed that it draws a malevolent intelligence that chooses to complete the item and inhabit it. The intelligence of the item is opposed to the crafter and attempts to secretly thwart them at every turn. The item appears perfectly normal and fully functional, but when someone attempts to use it for its intended purpose, it fails. For example, armor might fall off, weapons might break, or a wand might simply emit an acrid, burning odor instead of the desired spell. The crafter is cursed by their own failure and takes a penalty to all future Crafting checks until they get a critical success or a casting of remove curse to end the effect. The Crafting goes so poorly that it pollutes the nearby environment. This might mean that the workshop needs extensive cleaning to be usable again, or it could be much worse, polluting the local water supply and making those who live nearby seriously ill. ","type":"Rules","url":"/Rules.aspx?ID=1923","weakness":{}}},{"_index":"aon18","_id":"rules-1924","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Crafting Alternate Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1924","markdown":"<title level=\"1\" right=\"Rules\">[Converting Magic Items](/Rules.aspx?ID=1924)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 162 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMany magic items found by higher-level characters never see play, destined instead to live at the bottom of a backpack, forgotten and unused. Others are quickly sold to fund the purchase of a more appropriate item. Others still are so irredeemably evil that selling them is an unconscionable act, and the item ends up being destroyed. All of these situations can make it difficult for the GM to properly calculate and balance the party's wealth, which can lead to imbalanced encounters and other problems at the table.\n\n This variant simplifies the problem by giving the players another option for items that they don't intend to use, allowing them to break an item down and recycle its parts for the creation of another item.\n\n When breaking down an item, you have a choice on how to proceed. You can immediately use the components to create an item with a similar theme to the one that you deconstructed, or you can save the components for use in any one item created later. If you create a similar item, such as deconstructing a magic weapon in order to create a different but similar type of magic weapon, you can harvest more of the components and residual magic for the new item, giving you more in return than you might otherwise get by simply harvesting the best parts of an item.\n\n The GM determines whether the new item is similar enough to warrant this benefit, but the new item should be similar either in ability or in general theme. For example, deconstructing a [_cloak of the bat_](/Equipment.aspx?ID=425) to create [_winged boots_](/Equipment.aspx?ID=472) certainly qualifies, as does deconstructing a [_ring of climbing_](/Equipment.aspx?ID=453) to create [_slippers of spider climb_](/Equipment.aspx?ID=465). Items of the same general type might qualify, but only if their abilities are thematically similar.\n\n Generic components can be saved for later, but they can't be combined with other components from another deconstructed item. If excess value remains after making a new item, that value is lost, as the remaining parts are just the leftover bits, with the best parts being used for the new creation. The deconstructed item has the same Bulk as the original. GMs might want to put an expiration date on deconstructed items to prevent too many of them from piling up in character inventories, but unless players are breaking down items all the time, it shouldn't be a problem.\n\n<document level=\"2\" id=\"action-1904\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Converting Magic Items","next_link":{"label":"Nature Crafting","url":"/Rules.aspx?ID=1956"},"previous_link":{"label":"Critical Crafting","url":"/Rules.aspx?ID=1921"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 162 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Crafting Alternate Rules\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 162"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 162 <sup>1.1</sup></row>","speed":{},"text":" Converting Magic Items Source Treasure Vault pg. 162 1.1 Many magic items found by higher-level characters never see play, destined instead to live at the bottom of a backpack, forgotten and unused. Others are quickly sold to fund the purchase of a more appropriate item. Others still are so irredeemably evil that selling them is an unconscionable act, and the item ends up being destroyed. All of these situations can make it difficult for the GM to properly calculate and balance the party's wealth, which can lead to imbalanced encounters and other problems at the table. This variant simplifies the problem by giving the players another option for items that they don't intend to use, allowing them to break an item down and recycle its parts for the creation of another item. When breaking down an item, you have a choice on how to proceed. You can immediately use the components to create an item with a similar theme to the one that you deconstructed, or you can save the components for use in any one item created later. If you create a similar item, such as deconstructing a magic weapon in order to create a different but similar type of magic weapon, you can harvest more of the components and residual magic for the new item, giving you more in return than you might otherwise get by simply harvesting the best parts of an item. The GM determines whether the new item is similar enough to warrant this benefit, but the new item should be similar either in ability or in general theme. For example, deconstructing a cloak of the bat to create winged boots certainly qualifies, as does deconstructing a ring of climbing to create slippers of spider climb . Items of the same general type might qualify, but only if their abilities are thematically similar. Generic components can be saved for later, but they can't be combined with other components from another deconstructed item. If excess value remains after making a new item, that value is lost, as the remaining parts are just the leftover bits, with the best parts being used for the new creation. The deconstructed item has the same Bulk as the original. GMs might want to put an expiration date on deconstructed items to prevent too many of them from piling up in character inventories, but unless players are breaking down items all the time, it shouldn't be a problem.\n","type":"Rules","url":"/Rules.aspx?ID=1924","weakness":{}}},{"_index":"aon18","_id":"rules-1926","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1926","markdown":"<title level=\"1\" right=\"Rules\">[Growing Items](/Rules.aspx?ID=1926)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 164 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn an ancient forest, an [elf](/Ancestries.aspx?ID=2) plays a haunting melody on a flute among the trees, growing entire buildings seamlessly from still-living wood. Elsewhere, a [fungus](/Heritages.aspx?ID=45) [leshy](/Ancestries.aspx?ID=14) holds a conversation with the mushrooms of an underground cavern, convincing them to twine together into a latticed armor to defend the cavern against a new threat encroaching from the Darklands. The traditional methods of crafting items tell the story of a crafter retrieving the necessary raw materials and then working those materials via forging, woodworking, tailoring, or other such means; however, this is but one of many ways to create magic items. In a primal setting or adventure, or in a campaign taking place in a natural region like the fey forests of the First World, it might fit your story better to grow an item from a living thing instead. While most such stories take place in a natural environment, they can just as easily occur in a hidden laboratory, where an alchemist might form magical [oozes](/MonsterFamilies.aspx?ID=79) into specific shapes before curing them with magical reagents, producing a sword as durable as any steel.\n\n Mechanically, the process of growing an item uses the same principles as Crafting it normally, though the details and the story differ. Use the [Grow](/Actions.aspx?ID=1905) activity, a variant of the [Craft](/Actions.aspx?ID=43) activity. This activity has the [rare](/Traits.aspx?ID=137) trait; it's only available if you've decided to use this variant in your campaign.\n\n<document level=\"2\" id=\"action-1905\" />\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1927\" />\r\n\r\n<document level=\"2\" id=\"rules-1928\" />","name":"Growing Items","next_link":{"label":"Bestowed Gifts","url":"/Rules.aspx?ID=1929"},"previous_link":{"label":"Crafting Alternate Rules","url":"/Rules.aspx?ID=1955"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 164 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 164 <sup>1.1</sup></row>","speed":{},"text":" Growing Items Source Treasure Vault pg. 164 1.1 In an ancient forest, an elf plays a haunting melody on a flute among the trees, growing entire buildings seamlessly from still-living wood. Elsewhere, a fungus leshy holds a conversation with the mushrooms of an underground cavern, convincing them to twine together into a latticed armor to defend the cavern against a new threat encroaching from the Darklands. The traditional methods of crafting items tell the story of a crafter retrieving the necessary raw materials and then working those materials via forging, woodworking, tailoring, or other such means; however, this is but one of many ways to create magic items. In a primal setting or adventure, or in a campaign taking place in a natural region like the fey forests of the First World, it might fit your story better to grow an item from a living thing instead. While most such stories take place in a natural environment, they can just as easily occur in a hidden laboratory, where an alchemist might form magical oozes into specific shapes before curing them with magical reagents, producing a sword as durable as any steel. Mechanically, the process of growing an item uses the same principles as Crafting it normally, though the details and the story differ. Use the Grow activity, a variant of the Craft activity. This activity has the rare trait; it's only available if you've decided to use this variant in your campaign.\n","type":"Rules","url":"/Rules.aspx?ID=1926","weakness":{}}},{"_index":"aon18","_id":"rules-1927","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting","Growing Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1927","markdown":"<title level=\"1\" right=\"Rules\">[Example](/Rules.aspx?ID=1927)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 165 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf Lini wanted to [Grow](/Actions.aspx?ID=1905) a suit of [leaf weave armor](/Armor.aspx?ID=28), she would spend 2 gp on initial fertilizers and nutrients and allow four days for the armor to grow, attempting a DC 14 [Crafting](/Skills.aspx?ID=4) check. At the end of the fourth day, if she succeeds, Lini can choose to either use accelerants to complete the growth right away or to instead spend more downtime to cultivate the armor over the course of a few weeks. She has time to spare and finds this kind of task soothing, so even though a level-0 task doesn't provide profit at an especially fast rate, she decides to spend 5 additional days growing the armor. She's quite fortunate and rolls a critical success on her Crafting check, allowing her to make 2 sp of progress per additional day, for a total of 10 sp (or 1 gp). This reduces the remaining amount she needs to pay to 1 gp, so she spends that amount on a magical additive that promotes plant growth, at which point she is finished growing her new armor. This new armor, which Lini grew herself and is in accordance with her principles as a [druid](/Classes.aspx?ID=6), provides much greater satisfaction than anything she could buy in a shop.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Example","next_link":{"label":"Adjusting Skills","url":"/Rules.aspx?ID=1928"},"previous_link":{"label":"Crafting Alternate Rules","url":"/Rules.aspx?ID=1955"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 165 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Growing Items\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 165"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 165 <sup>1.1</sup></row>","speed":{},"text":" Example Source Treasure Vault pg. 165 1.1 If Lini wanted to Grow a suit of leaf weave armor, she would spend 2 gp on initial fertilizers and nutrients and allow four days for the armor to grow, attempting a DC 14 Crafting check. At the end of the fourth day, if she succeeds, Lini can choose to either use accelerants to complete the growth right away or to instead spend more downtime to cultivate the armor over the course of a few weeks. She has time to spare and finds this kind of task soothing, so even though a level-0 task doesn't provide profit at an especially fast rate, she decides to spend 5 additional days growing the armor. She's quite fortunate and rolls a critical success on her Crafting check, allowing her to make 2 sp of progress per additional day, for a total of 10 sp (or 1 gp). This reduces the remaining amount she needs to pay to 1 gp, so she spends that amount on a magical additive that promotes plant growth, at which point she is finished growing her new armor. This new armor, which Lini grew herself and is in accordance with her principles as a druid, provides much greater satisfaction than anything she could buy in a shop. ","type":"Rules","url":"/Rules.aspx?ID=1927","weakness":{}}},{"_index":"aon18","_id":"rules-1928","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting","Growing Items"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1928","markdown":"<title level=\"1\" right=\"Rules\">[Adjusting Skills](/Rules.aspx?ID=1928)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 165 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn a game or setting where the act of creating new items happens primarily or exclusively through careful cultivation of living organisms, GMs can choose to have [Grow](/Actions.aspx?ID=1905) use [Nature](/Skills.aspx?ID=10) instead of [Crafting](/Skills.aspx?ID=4). In worlds or settings where this ruling is in play, [inventors](/Classes.aspx?ID=19) are likely nonexistent, or at least rare, while [druids](/Classes.aspx?ID=6) serve an even more central role in their communities, going beyond spiritual guidance roles to also serve as innovators and economic leaders. Such a change should be made carefully and intentionally, with an eye toward the type of story being told. There's little point in allowing a hybrid system where you can choose between Crafting or Nature to craft items, since Nature has many other uses and thus can easily make Crafting obsolete by comparison. Instead, consider a hybrid version where players use Nature to Grow items and [Arcana](/Skills.aspx?ID=2) to craft items the normal way, cutting the Crafting skill entirely.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adjusting Skills","next_link":{"label":"Bestowed Gifts","url":"/Rules.aspx?ID=1929"},"previous_link":{"label":"Example","url":"/Rules.aspx?ID=1927"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 165 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Growing Items\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 165"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 165 <sup>1.1</sup></row>","speed":{},"text":" Adjusting Skills Source Treasure Vault pg. 165 1.1 In a game or setting where the act of creating new items happens primarily or exclusively through careful cultivation of living organisms, GMs can choose to have Grow use Nature instead of Crafting. In worlds or settings where this ruling is in play, inventors are likely nonexistent, or at least rare, while druids serve an even more central role in their communities, going beyond spiritual guidance roles to also serve as innovators and economic leaders. Such a change should be made carefully and intentionally, with an eye toward the type of story being told. There's little point in allowing a hybrid system where you can choose between Crafting or Nature to craft items, since Nature has many other uses and thus can easily make Crafting obsolete by comparison. Instead, consider a hybrid version where players use Nature to Grow items and Arcana to craft items the normal way, cutting the Crafting skill entirely. ","type":"Rules","url":"/Rules.aspx?ID=1928","weakness":{}}},{"_index":"aon18","_id":"rules-1929","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1929","markdown":"<title level=\"1\" right=\"Rules\">[Bestowed Gifts](/Rules.aspx?ID=1929)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 166 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn fairy tales and folklore, stories abound of heroes receiving special items out of gratitude, friendship, or simply a desire to assist them on their quest. A [nymph](/MonsterFamilies.aspx?ID=77) might grant a token of their favor and agree to act as an artist's muse, establishing a long-term relationship that will ripple out through that mortal's life for years—or perhaps even generations, as the nymph continues to look over those who came after. On the opposite end of the spectrum, an aging [unicorn](/Monsters.aspx?ID=397) approaching their end might willingly sacrifice their horn to grant a hero great powers at the cost of their ebbing life.\n\n From these two extreme cases, a pattern emerges: in each, the gift establishes a lasting bond between the giver and recipient. For this reason, a bestowed gift is like the proverbial goose that laid the golden eggs: giving the gift freely grants it power, meaning those who would attempt to wrest it through theft or violence are doomed to fail. The connection between the giver and the recipient plows a magical furrow and plants a seed that can grow with time. For this reason, [relics](/Rules.aspx?ID=1096) are a perfect way to tell this type of story. There's even a shared nomenclature that hints at this connection: the abilities relics gain are called “gifts.”\n\n However, even if your group isn't using relics (or introducing one would be too complicated or long-term for the situation at hand), a bestowed gift with the powers of an otherwise-normal magic item can still make an especially meaningful moment in a campaign, far more so than simply purchasing such an item from a store or finding it in a hidden cache. A player is likely to remember a scene where a faerie queen spins a suit of [autumn's embrace](/Equipment.aspx?ID=1840) armor for them out of the plants of her domain, surrounding their character's body and protecting them from incoming harm for years to come, more than if they bought the same type of armor during downtime.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1930\" />\r\n\r\n<document level=\"2\" id=\"rules-1931\" />","name":"Bestowed Gifts","next_link":{"label":"Gardens of Wonder","url":"/Rules.aspx?ID=1932"},"previous_link":{"label":"Growing Items","url":"/Rules.aspx?ID=1926"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 166 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 166 <sup>1.1</sup></row>","speed":{},"text":" Bestowed Gifts Source Treasure Vault pg. 166 1.1 In fairy tales and folklore, stories abound of heroes receiving special items out of gratitude, friendship, or simply a desire to assist them on their quest. A nymph might grant a token of their favor and agree to act as an artist's muse, establishing a long-term relationship that will ripple out through that mortal's life for years—or perhaps even generations, as the nymph continues to look over those who came after. On the opposite end of the spectrum, an aging unicorn approaching their end might willingly sacrifice their horn to grant a hero great powers at the cost of their ebbing life. From these two extreme cases, a pattern emerges: in each, the gift establishes a lasting bond between the giver and recipient. For this reason, a bestowed gift is like the proverbial goose that laid the golden eggs: giving the gift freely grants it power, meaning those who would attempt to wrest it through theft or violence are doomed to fail. The connection between the giver and the recipient plows a magical furrow and plants a seed that can grow with time. For this reason, relics are a perfect way to tell this type of story. There's even a shared nomenclature that hints at this connection: the abilities relics gain are called “gifts.” However, even if your group isn't using relics (or introducing one would be too complicated or long-term for the situation at hand), a bestowed gift with the powers of an otherwise-normal magic item can still make an especially meaningful moment in a campaign, far more so than simply purchasing such an item from a store or finding it in a hidden cache. A player is likely to remember a scene where a faerie queen spins a suit of autumn's embrace armor for them out of the plants of her domain, surrounding their character's body and protecting them from incoming harm for years to come, more than if they bought the same type of armor during downtime. ","type":"Rules","url":"/Rules.aspx?ID=1929","weakness":{}}},{"_index":"aon18","_id":"rules-1930","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting","Bestowed Gifts"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1930","markdown":"<title level=\"1\" right=\"Rules\">[Bestowing Gifts in Your Game](/Rules.aspx?ID=1930)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 166 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEven if you're granting a PC a gifted item based on an existing magic item's statistics, consider tweaking it in certain ways to make it more distinct without requiring an entirely new item and stat block. For one, gifted items typically only work for the creature that received the gift, or perhaps an heir or protegee of the initial recipient if the gift is passed down. As when the gift is initially received, the intent remains important; a bestowed gift keeps its power when earnestly given to an heir as a true inheritance, but it loses its power if transferred for a sale, quid pro quo, or other attempt to cheapen the gift into a commercial exchange. Beyond that, consider adding an [item quirk](/Rules.aspx?ID=1083) or two that you choose specifically to match the nature of the creature gifting the item, rather than rolling completely at random.\n\n If the creature granting the gift is especially beloved by your player, or the whole group, but you'd rather not have them tagging along everywhere, another option is to make the gifted item an [intelligent item](/Rules.aspx?ID=1084) with an imprint of the creature's personality, or just a conduit to speak with the creature from afar. Be careful when exercising this option, as you would with any intelligent item, as this adds another NPC to roleplay into the mix. Intelligent items are people, not possessions, even though they take the form of objects.\n\n While a bestowed gift is more memorable than most treasures, you can easily take them into account using the normal method for treasure distribution. Keep track of bestowed gifts just like you would any other magic item using _Core Rulebook_ [Table 109: Party Treasure by Level](/Rules.aspx?ID=581), counting them among the items that the party received as treasure during that level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bestowing Gifts in Your Game","next_link":{"label":"Bestowed Gifts as the Baseline","url":"/Rules.aspx?ID=1931"},"previous_link":{"label":"Growing Items","url":"/Rules.aspx?ID=1926"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 166 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Bestowed Gifts\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 166 <sup>1.1</sup></row>","speed":{},"text":" Bestowing Gifts in Your Game Source Treasure Vault pg. 166 1.1 Even if you're granting a PC a gifted item based on an existing magic item's statistics, consider tweaking it in certain ways to make it more distinct without requiring an entirely new item and stat block. For one, gifted items typically only work for the creature that received the gift, or perhaps an heir or protegee of the initial recipient if the gift is passed down. As when the gift is initially received, the intent remains important; a bestowed gift keeps its power when earnestly given to an heir as a true inheritance, but it loses its power if transferred for a sale, quid pro quo, or other attempt to cheapen the gift into a commercial exchange. Beyond that, consider adding an item quirk or two that you choose specifically to match the nature of the creature gifting the item, rather than rolling completely at random. If the creature granting the gift is especially beloved by your player, or the whole group, but you'd rather not have them tagging along everywhere, another option is to make the gifted item an intelligent item with an imprint of the creature's personality, or just a conduit to speak with the creature from afar. Be careful when exercising this option, as you would with any intelligent item, as this adds another NPC to roleplay into the mix. Intelligent items are people, not possessions, even though they take the form of objects. While a bestowed gift is more memorable than most treasures, you can easily take them into account using the normal method for treasure distribution. Keep track of bestowed gifts just like you would any other magic item using Core Rulebook Table 109: Party Treasure by Level, counting them among the items that the party received as treasure during that level. ","type":"Rules","url":"/Rules.aspx?ID=1930","weakness":{}}},{"_index":"aon18","_id":"rules-1931","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting","Bestowed Gifts"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1931","markdown":"<title level=\"1\" right=\"Rules\">[Bestowed Gifts as the Baseline](/Rules.aspx?ID=1931)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 166 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf your group particularly likes bestowed items, you can use them to replace most or all other forms of treasure in your campaign. In that case, you're establishing a narrative where pacts, connections, and friendships with supernatural creatures are extremely important for adventurers and other creatures hoping to unlock the power of magic items. This has several interesting implications on the world at large. For one, since bestowed gifts aren't usually transferable by violence, theft, or monetary trade, it would mean that looting magic items or buying them at a store are off limits. Count any bestowed gifts against the party's treasure for that level and consider adding an additional handful of consumables to their treasure allotment to counterbalance the lower flexibility in their treasure. Alternatively, consider presenting them with a consumable garden or similar option.\n\n Depending on who and what are capable of bestowing a gift in your campaign, PCs with significant power could use the [Crafting](/Skills.aspx?ID=4) skill to bestow gifts of their own unto their fellow adventurers, which could limit the necessity of binding ties with magical creatures. Regardless of the variation, a campaign where most or all magic items are bestowed gifts tends to either be lower magic in general or else have an extreme degree of interconnectedness, full of magical creatures that bond with heroes to an extent greater than most settings. For a lower-magic feel, you can also use the [automatic bonus progression rules](/Rules.aspx?ID=1357) to handle all the item bonuses for you so that you can focus on handing out gifts that are more thematic and meaningful to the PCs.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bestowed Gifts as the Baseline","next_link":{"label":"Gardens of Wonder","url":"/Rules.aspx?ID=1932"},"previous_link":{"label":"Bestowing Gifts in Your Game","url":"/Rules.aspx?ID=1930"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 166 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Bestowed Gifts\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 166"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 166 <sup>1.1</sup></row>","speed":{},"text":" Bestowed Gifts as the Baseline Source Treasure Vault pg. 166 1.1 If your group particularly likes bestowed items, you can use them to replace most or all other forms of treasure in your campaign. In that case, you're establishing a narrative where pacts, connections, and friendships with supernatural creatures are extremely important for adventurers and other creatures hoping to unlock the power of magic items. This has several interesting implications on the world at large. For one, since bestowed gifts aren't usually transferable by violence, theft, or monetary trade, it would mean that looting magic items or buying them at a store are off limits. Count any bestowed gifts against the party's treasure for that level and consider adding an additional handful of consumables to their treasure allotment to counterbalance the lower flexibility in their treasure. Alternatively, consider presenting them with a consumable garden or similar option. Depending on who and what are capable of bestowing a gift in your campaign, PCs with significant power could use the Crafting skill to bestow gifts of their own unto their fellow adventurers, which could limit the necessity of binding ties with magical creatures. Regardless of the variation, a campaign where most or all magic items are bestowed gifts tends to either be lower magic in general or else have an extreme degree of interconnectedness, full of magical creatures that bond with heroes to an extent greater than most settings. For a lower-magic feel, you can also use the automatic bonus progression rules to handle all the item bonuses for you so that you can focus on handing out gifts that are more thematic and meaningful to the PCs. ","type":"Rules","url":"/Rules.aspx?ID=1931","weakness":{}}},{"_index":"aon18","_id":"rules-1932","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1932","markdown":"<title level=\"1\" right=\"Rules\">[Gardens of Wonder](/Rules.aspx?ID=1932)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 167 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA [toxicologist](/ResearchFields.aspx?ID=4) [alchemist](/Classes.aspx?ID=1) walks through a carefully tended garden, its medicinal and poisonous plants growing and blooming in neat, colorful rows, each separated from the others and meticulously labeled. Elsewhere, a [druid](/Classes.aspx?ID=5) explores a wild grove welling with primal power, using their knowledge and intuition to choose exactly the plants they need for their latest poultice. Whether cultivated or purely natural, a garden of wonder is a location where an herbalist, poisoner, or other character interested in plant-based concoctions can gather ingredients with ease.\n\n As the Game Master, you should handle the tending or exploration of such a garden using the downtime rules for Earn Income to represent the construction of an artificial garden or exploration of a natural garden, as well as the harvesting of ingredients to make herbal concoctions. This is the simplest method and the one that fits most easily into the existing structure of downtime. Note that while this section focuses on gardens in the traditional sense, these rules are equally applicable to a variety of different endeavors and structures (see [A Garden by Any Other Name](/Rules.aspx?ID=1935)).\n\n Another method would be to use the ritual [_garden of death_](/Rituals.aspx?ID=58) to gather up poisonous creatures in the area and establish such a garden right away. Ritualists more interested in healing others than harming them can develop a _garden of healing_ ritual that has the same costs and effect, but for creatures and plants that provide medicinal benefits rather than deadly toxins.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1933\" />\r\n\r\n<document level=\"2\" id=\"rules-1934\" />\r\n\r\n<document level=\"2\" id=\"rules-1935\" />\r\n\r\n<document level=\"2\" id=\"rules-1941\" />","name":"Gardens of Wonder","next_link":{"label":"Story-Based Crafting","url":"/Rules.aspx?ID=1957"},"previous_link":{"label":"Bestowed Gifts","url":"/Rules.aspx?ID=1929"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 167 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 167"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 167 <sup>1.1</sup></row>","speed":{},"text":" Gardens of Wonder Source Treasure Vault pg. 167 1.1 A toxicologist alchemist walks through a carefully tended garden, its medicinal and poisonous plants growing and blooming in neat, colorful rows, each separated from the others and meticulously labeled. Elsewhere, a druid explores a wild grove welling with primal power, using their knowledge and intuition to choose exactly the plants they need for their latest poultice. Whether cultivated or purely natural, a garden of wonder is a location where an herbalist, poisoner, or other character interested in plant-based concoctions can gather ingredients with ease. As the Game Master, you should handle the tending or exploration of such a garden using the downtime rules for Earn Income to represent the construction of an artificial garden or exploration of a natural garden, as well as the harvesting of ingredients to make herbal concoctions. This is the simplest method and the one that fits most easily into the existing structure of downtime. Note that while this section focuses on gardens in the traditional sense, these rules are equally applicable to a variety of different endeavors and structures (see A Garden by Any Other Name). Another method would be to use the ritual garden of death to gather up poisonous creatures in the area and establish such a garden right away. Ritualists more interested in healing others than harming them can develop a garden of healing ritual that has the same costs and effect, but for creatures and plants that provide medicinal benefits rather than deadly toxins. ","type":"Rules","url":"/Rules.aspx?ID=1932","weakness":{}}},{"_index":"aon18","_id":"rules-1933","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting","Gardens of Wonder"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1933","markdown":"<title level=\"1\" right=\"Rules\">[Establishing a Garden](/Rules.aspx?ID=1933)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 167 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nUsing a ritual or spending personal downtime are two ways to establish a garden, but your group might be interested in establishing a garden, orchard, or other location that grows consumable items for them as a shared party resource within the campaign. For such a scenario, GMs should use the following guidelines, which are based on the cost differences of a magic scroll and a magic wand. A player can't establish a garden unless the GM and the group have agreed to use this variant together.\n\n Essentially, a garden is a living item or collection of items that produce herbal alchemical items, poisons, or similar consumables at a steady rate (typically one per day) without the need for additional downtime. These consumables are only temporary, however, typically taking the form of a short-lived fruit, flower blossom, or other perishable good. As such, they expire at the end of the day; since characters with a garden can't stockpile their bounty, they're encouraged to use the consumable items each day. Even magical and other extraordinary means of preservation have no effect.\n\n To seed the garden with enough plants or animals to produce sustainably, the PCs must pay a cost equal to the [maximum cost of a permanent magic item](/Rules.aspx?ID=1080) that is 2 levels higher than the consumable's level. For example, it costs 2,000 gp to plant sufficient antidotal herbs to obtain a perishable [greater antidote](/Equipment.aspx?ID=80) each day, because greater antidotes are 10th-level consumables and the maximum cost for a 12th-level permanent item is 2,000 gp. PCs with skill in herbalism or gardening can attempt to use [Earn Income](/Actions.aspx?ID=23) to help defray the setup costs of a garden, using [Lore](/Skills.aspx?ID=8) skills such as Gardening Lore as normal. If you are also using the variant for [growing items](/Rules.aspx?ID=1926) from this chapter, a character could use the [Grow](/Actions.aspx?ID=1905) activity to grow a garden. Additional gardens can be used to increase the number of daily consumables the PCs have access to, but the PCs should have enough space to accommodate the expanded gardens. A given group of PCs shouldn't maintain more gardens than half the number of PCs in the party, rounded down.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Establishing a Garden","next_link":{"label":"Using Gardens as a Reward","url":"/Rules.aspx?ID=1934"},"previous_link":{"label":"Bestowed Gifts","url":"/Rules.aspx?ID=1929"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 167 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Gardens of Wonder\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 167"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 167 <sup>1.1</sup></row>","speed":{},"text":" Establishing a Garden Source Treasure Vault pg. 167 1.1 Using a ritual or spending personal downtime are two ways to establish a garden, but your group might be interested in establishing a garden, orchard, or other location that grows consumable items for them as a shared party resource within the campaign. For such a scenario, GMs should use the following guidelines, which are based on the cost differences of a magic scroll and a magic wand. A player can't establish a garden unless the GM and the group have agreed to use this variant together. Essentially, a garden is a living item or collection of items that produce herbal alchemical items, poisons, or similar consumables at a steady rate (typically one per day) without the need for additional downtime. These consumables are only temporary, however, typically taking the form of a short-lived fruit, flower blossom, or other perishable good. As such, they expire at the end of the day; since characters with a garden can't stockpile their bounty, they're encouraged to use the consumable items each day. Even magical and other extraordinary means of preservation have no effect. To seed the garden with enough plants or animals to produce sustainably, the PCs must pay a cost equal to the maximum cost of a permanent magic item that is 2 levels higher than the consumable's level. For example, it costs 2,000 gp to plant sufficient antidotal herbs to obtain a perishable greater antidote each day, because greater antidotes are 10th-level consumables and the maximum cost for a 12th-level permanent item is 2,000 gp. PCs with skill in herbalism or gardening can attempt to use Earn Income to help defray the setup costs of a garden, using Lore skills such as Gardening Lore as normal. If you are also using the variant for growing items from this chapter, a character could use the Grow activity to grow a garden. Additional gardens can be used to increase the number of daily consumables the PCs have access to, but the PCs should have enough space to accommodate the expanded gardens. A given group of PCs shouldn't maintain more gardens than half the number of PCs in the party, rounded down. ","type":"Rules","url":"/Rules.aspx?ID=1933","weakness":{}}},{"_index":"aon18","_id":"rules-1934","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting","Gardens of Wonder"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1934","markdown":"<title level=\"1\" right=\"Rules\">[Using Gardens as a Reward](/Rules.aspx?ID=1934)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome players tend to wait for the perfect moment to use a consumable item, which can ironically lead to them not using any of their items unless the situation is extremely dire, since they're always anticipating that the next encounter might be a better time to drink that potion or elixir. Unfortunately, this can sometimes mean the party never has the fun of trying out a strange consumable or seeing the bit of variety it can introduce. Gardens are a great reward for groups that are hesitant to use consumables because they feel more permanent, reliable, and safe, and since gardens' rewards need to be used each day or lost altogether, players are incentivized to find creative uses for the consumables each day. Since the garden is located at a specific location, that means the group needs to be able to return to that location to retrieve the consumables. If you give the group an especially elaborate garden capable of producing multiple consumable items each day, the group can become more invested in setting up roots nearby and establishing a base of operations organically. This can be a perfect incentive to get players invested in the local area.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Using Gardens as a Reward","next_link":{"label":"A Garden by Any Other Name","url":"/Rules.aspx?ID=1935"},"previous_link":{"label":"Establishing a Garden","url":"/Rules.aspx?ID=1933"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Gardens of Wonder\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 168"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>","speed":{},"text":" Using Gardens as a Reward Source Treasure Vault pg. 168 1.1 Some players tend to wait for the perfect moment to use a consumable item, which can ironically lead to them not using any of their items unless the situation is extremely dire, since they're always anticipating that the next encounter might be a better time to drink that potion or elixir. Unfortunately, this can sometimes mean the party never has the fun of trying out a strange consumable or seeing the bit of variety it can introduce. Gardens are a great reward for groups that are hesitant to use consumables because they feel more permanent, reliable, and safe, and since gardens' rewards need to be used each day or lost altogether, players are incentivized to find creative uses for the consumables each day. Since the garden is located at a specific location, that means the group needs to be able to return to that location to retrieve the consumables. If you give the group an especially elaborate garden capable of producing multiple consumable items each day, the group can become more invested in setting up roots nearby and establishing a base of operations organically. This can be a perfect incentive to get players invested in the local area. ","type":"Rules","url":"/Rules.aspx?ID=1934","weakness":{}}},{"_index":"aon18","_id":"rules-1935","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting","Gardens of Wonder"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1935","markdown":"<title level=\"1\" right=\"Rules\">[A Garden by Any Other Name](/Rules.aspx?ID=1935)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile a garden is especially narratively attractive to characters like [herbalists](/Archetypes.aspx?ID=62), [druids](/Classes.aspx?ID=6), [poisoners](/Archetypes.aspx?ID=71), [leshys](/Ancestries.aspx?ID=14), and the like, these same guidelines are perfectly capable of describing locations far different than a natural location lush with plant life. Here are a few examples.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1936\" />\r\n\r\n<document level=\"2\" id=\"rules-1937\" />\r\n\r\n<document level=\"2\" id=\"rules-1938\" />\r\n\r\n<document level=\"2\" id=\"rules-1939\" />\r\n\r\n<document level=\"2\" id=\"rules-1940\" />","name":"A Garden by Any Other Name","next_link":{"label":"Additional Materials","url":"/Rules.aspx?ID=1941"},"previous_link":{"label":"Using Gardens as a Reward","url":"/Rules.aspx?ID=1934"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Gardens of Wonder\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 168"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>","speed":{},"text":" A Garden by Any Other Name Source Treasure Vault pg. 168 1.1 While a garden is especially narratively attractive to characters like herbalists, druids, poisoners, leshys, and the like, these same guidelines are perfectly capable of describing locations far different than a natural location lush with plant life. Here are a few examples. ","type":"Rules","url":"/Rules.aspx?ID=1935","weakness":{}}},{"_index":"aon18","_id":"rules-1936","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting","Gardens of Wonder","A Garden by Any Other Name"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1936","markdown":"<title level=\"1\" right=\"Rules\">[Bakeries and Kitchens](/Rules.aspx?ID=1936)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA [fighter](/Classes.aspx?ID=7) sponsors a bakery with her tournament winnings, and in return, the baker agrees to bake a fresh magic pastry for her each day when she stops by on her morning run. This “garden” is likely tended by a friendly NPC who the PCs have assisted in some way. Perhaps the cost of founding the garden was an investment in the baker or chef's startup, or maybe the PCs were granted the land on which the bakery sits as a reward for services rendered to the local community. If the land and buildings are a reward for services rendered by the PCs, the reward itself might cover all or a portion of the costs of creating the garden.\n\n When using [Earn Income](/Actions.aspx?ID=23) to help defray the costs of creating this kind of garden, [Accounting Lore](/Skills.aspx?ID=8), Baking Lore, and [Society](/Skills.aspx?ID=14) are all appropriate skills.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Bakeries and Kitchens","next_link":{"label":"Haunted Churches and Sites of Power","url":"/Rules.aspx?ID=1937"},"previous_link":{"label":"Using Gardens as a Reward","url":"/Rules.aspx?ID=1934"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Gardens of Wonder / A Garden by Any Other Name\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 168"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>","speed":{},"text":" Bakeries and Kitchens Source Treasure Vault pg. 168 1.1 A fighter sponsors a bakery with her tournament winnings, and in return, the baker agrees to bake a fresh magic pastry for her each day when she stops by on her morning run. This “garden” is likely tended by a friendly NPC who the PCs have assisted in some way. Perhaps the cost of founding the garden was an investment in the baker or chef's startup, or maybe the PCs were granted the land on which the bakery sits as a reward for services rendered to the local community. If the land and buildings are a reward for services rendered by the PCs, the reward itself might cover all or a portion of the costs of creating the garden. When using Earn Income to help defray the costs of creating this kind of garden, Accounting Lore, Baking Lore, and Society are all appropriate skills. ","type":"Rules","url":"/Rules.aspx?ID=1936","weakness":{}}},{"_index":"aon18","_id":"rules-1937","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting","Gardens of Wonder","A Garden by Any Other Name"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1937","markdown":"<title level=\"1\" right=\"Rules\">[Haunted Churches and Sites of Power](/Rules.aspx?ID=1937)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA [cleric](/Classes.aspx?ID=5) creates a living scroll factory from parchment scraps won from [contract devils](/Monsters.aspx?ID=112) and [mummy](/MonsterFamilies.aspx?ID=74) wrappings, producing eerie-looking (and presumably evil) scrolls each midnight that explode into black flame the following midnight. Any of a variety of [undead](/Traits.aspx?ID=160) or extraplanar creatures might serve as the central seed for a “religious garden” that supplies the character with [scrolls](/equipment/consumables/scrolls), [catalysts](/equipment/consumables/spell-catalysts), or other thematically appropriate consumables. This type of garden is most likely to be appropriate at higher levels, where a PC has the power to compel service from the undead or extraplanar entity who powers the garden. However, a PC who dedicates themself to the service of such a creature might be able to create and benefit from this type of garden as part of their tenure.\n\n When using [Earn Income](/Actions.aspx?ID=23) to help defray the costs of creating this kind of garden, [Architecture Lore](/Skills.aspx?ID=8) or a lore skill related to a type of creature tied to the site (such as Devil Lore or Mummy Lore) are appropriate skills.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Haunted Churches and Sites of Power","next_link":{"label":"Ooze Farms","url":"/Rules.aspx?ID=1938"},"previous_link":{"label":"Bakeries and Kitchens","url":"/Rules.aspx?ID=1936"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Gardens of Wonder / A Garden by Any Other Name\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 168"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>","speed":{},"text":" Haunted Churches and Sites of Power Source Treasure Vault pg. 168 1.1 A cleric creates a living scroll factory from parchment scraps won from contract devils and mummy wrappings, producing eerie-looking (and presumably evil) scrolls each midnight that explode into black flame the following midnight. Any of a variety of undead or extraplanar creatures might serve as the central seed for a “religious garden” that supplies the character with scrolls, catalysts, or other thematically appropriate consumables. This type of garden is most likely to be appropriate at higher levels, where a PC has the power to compel service from the undead or extraplanar entity who powers the garden. However, a PC who dedicates themself to the service of such a creature might be able to create and benefit from this type of garden as part of their tenure. When using Earn Income to help defray the costs of creating this kind of garden, Architecture Lore or a lore skill related to a type of creature tied to the site (such as Devil Lore or Mummy Lore) are appropriate skills. ","type":"Rules","url":"/Rules.aspx?ID=1937","weakness":{}}},{"_index":"aon18","_id":"rules-1938","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting","Gardens of Wonder","A Garden by Any Other Name"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1938","markdown":"<title level=\"1\" right=\"Rules\">[Ooze Farms](/Rules.aspx?ID=1938)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAn [alchemist](/Classes.aspx?ID=1) from the [ooze](/MonsterFamilies.aspx?ID=79)-loving city of Oenopion establishes a laboratory of strange oozes, generating a beaker-full of odd, mutagenic gloop each day that can be used in the creation of almost any alchemical consumable of an appropriate level. Ooze gardens are most appropriate for generating alchemical consumables, particularly [bombs](/equipment/alchemical-items/alchemical-bombs) and [elixirs](/equipment/alchemical-items/alchemical-elixirs), though they might also be used to generate [alchemical foods](/equipment/alchemical-items/alchemical-food). This garden requires a full [alchemist's lab](/Equipment.aspx?ID=543) in addition to the other requirements mentioned previously, though the alchemist can still make use of that lab when generating alchemical items that aren't part of the daily consumables produced by the garden.\n\n When using [Earn Income](/Actions.aspx?ID=23) to help defray the costs of creating this kind of garden, both [Crafting](/Skills.aspx?ID=4) and [Ooze Lore](/Skills.aspx?ID=8) are appropriate skills.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Ooze Farms","next_link":{"label":"Rock Gardens and Stalagmite Caverns","url":"/Rules.aspx?ID=1939"},"previous_link":{"label":"Haunted Churches and Sites of Power","url":"/Rules.aspx?ID=1937"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Gardens of Wonder / A Garden by Any Other Name\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 168"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>","speed":{},"text":" Ooze Farms Source Treasure Vault pg. 168 1.1 An alchemist from the ooze-loving city of Oenopion establishes a laboratory of strange oozes, generating a beaker-full of odd, mutagenic gloop each day that can be used in the creation of almost any alchemical consumable of an appropriate level. Ooze gardens are most appropriate for generating alchemical consumables, particularly bombs and elixirs, though they might also be used to generate alchemical foods. This garden requires a full alchemist's lab in addition to the other requirements mentioned previously, though the alchemist can still make use of that lab when generating alchemical items that aren't part of the daily consumables produced by the garden. When using Earn Income to help defray the costs of creating this kind of garden, both Crafting and Ooze Lore are appropriate skills. ","type":"Rules","url":"/Rules.aspx?ID=1938","weakness":{}}},{"_index":"aon18","_id":"rules-1939","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting","Gardens of Wonder","A Garden by Any Other Name"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1939","markdown":"<title level=\"1\" right=\"Rules\">[Rock Gardens and Stalagmite Caverns](/Rules.aspx?ID=1939)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA [deep gnome](/MonsterFamilies.aspx?ID=27) [druid](/Classes.aspx?ID=6) carefully tends a cavern where the slow drip of limestone grows a forest unlike anything born from soil and sunlight. Gardens of stone and gems are actually more common beneath the surface than gardens containing flowers and herbs, and they can be an excellent source of consumables like [talismans](/equipment/consumables/talismans), mineral-based [alchemical items](/equipment/alchemical-items), and other consumables crafted from gems and stones. Such subterranean gardens are most common among [drow](/MonsterFamilies.aspx?ID=37) and svirfneblin, though any ancestry or species that makes its home in the Darklands might have the necessary skills to manage a garden of stone and gems. These types of gardens are particularly good for creating consumables like gadgets or talismans but require a [repair kit](/Equipment.aspx?ID=43) in addition to the normal creation costs for establishing a garden.\n\n When using [Earn Income](/Actions.aspx?ID=23) to help defray the costs of creating this kind of garden, [Crafting](/Skills.aspx?ID=4), [Engineering Lore](/Skills.aspx?ID=8), and Mining Lore are appropriate skills.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rock Gardens and Stalagmite Caverns","next_link":{"label":"Wildlife Preserves","url":"/Rules.aspx?ID=1940"},"previous_link":{"label":"Ooze Farms","url":"/Rules.aspx?ID=1938"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Gardens of Wonder / A Garden by Any Other Name\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 168"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 168 <sup>1.1</sup></row>","speed":{},"text":" Rock Gardens and Stalagmite Caverns Source Treasure Vault pg. 168 1.1 A deep gnome druid carefully tends a cavern where the slow drip of limestone grows a forest unlike anything born from soil and sunlight. Gardens of stone and gems are actually more common beneath the surface than gardens containing flowers and herbs, and they can be an excellent source of consumables like talismans, mineral-based alchemical items, and other consumables crafted from gems and stones. Such subterranean gardens are most common among drow and svirfneblin, though any ancestry or species that makes its home in the Darklands might have the necessary skills to manage a garden of stone and gems. These types of gardens are particularly good for creating consumables like gadgets or talismans but require a repair kit in addition to the normal creation costs for establishing a garden. When using Earn Income to help defray the costs of creating this kind of garden, Crafting, Engineering Lore, and Mining Lore are appropriate skills. ","type":"Rules","url":"/Rules.aspx?ID=1939","weakness":{}}},{"_index":"aon18","_id":"rules-1940","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting","Gardens of Wonder","A Garden by Any Other Name"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1940","markdown":"<title level=\"1\" right=\"Rules\">[Wildlife Preserves](/Rules.aspx?ID=1940)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 169 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA grizzled big-game hunter has grown attached to the animals she once poached and has retired to create a walled green space with carefully tended grasslands, ponds, and other habitats. Animals roam free, safe from the outside world. A wildlife preserve could operate as a zoo, an animal safe haven, or a private hunting ground for a noble, but at their core they all need to maintain a stable population of wildlife. The animals in one might produce resources like milk and eggs, and can be hunted or slaughtered for meat, pelts, feathers, and components for items like [alchemical foods](/equipment/alchemical-items/alchemical-food) and [bottled monstrosities](/equipment/alchemical-items/bottled-monstrosities).\n\n When using [Earn Income](/Actions.aspx?ID=23) to help defray the costs of creating this kind of garden, [Hunting Lore](/Skills.aspx?ID=8), Fishing Lore, or a lore skill related to creatures on the preserve (such as Canine Lore or Dinosaur Lore) are appropriate skills.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Wildlife Preserves","next_link":{"label":"Additional Materials","url":"/Rules.aspx?ID=1941"},"previous_link":{"label":"Rock Gardens and Stalagmite Caverns","url":"/Rules.aspx?ID=1939"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 169 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Gardens of Wonder / A Garden by Any Other Name\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 169"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 169 <sup>1.1</sup></row>","speed":{},"text":" Wildlife Preserves Source Treasure Vault pg. 169 1.1 A grizzled big-game hunter has grown attached to the animals she once poached and has retired to create a walled green space with carefully tended grasslands, ponds, and other habitats. Animals roam free, safe from the outside world. A wildlife preserve could operate as a zoo, an animal safe haven, or a private hunting ground for a noble, but at their core they all need to maintain a stable population of wildlife. The animals in one might produce resources like milk and eggs, and can be hunted or slaughtered for meat, pelts, feathers, and components for items like alchemical foods and bottled monstrosities. When using Earn Income to help defray the costs of creating this kind of garden, Hunting Lore, Fishing Lore, or a lore skill related to creatures on the preserve (such as Canine Lore or Dinosaur Lore) are appropriate skills. ","type":"Rules","url":"/Rules.aspx?ID=1940","weakness":{}}},{"_index":"aon18","_id":"rules-1941","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Nature Crafting","Gardens of Wonder"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1941","markdown":"<title level=\"1\" right=\"Rules\">[Additional Materials](/Rules.aspx?ID=1941)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 169 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile many materials are covered by the Core Rulebook, some relatively mundane crafting materials not fully described there can be appropriate for use in weapons and armor produced from gardens or similar nature-oriented sources. Materials made from alchemically nurtured oozes (as described in [Ooze Farms](/Rules.aspx?ID=1938) on the previous page) can be as strong as iron or might emulate more fragile materials like [bone](/Equipment.aspx?ID=2358) and [stone](/Equipment.aspx?ID=2359). Bone and stone aren't [precious](/Traits.aspx?ID=131) materials, and as such don't impact the number or type of runes that can be placed on a weapon or suit of armor crafted from them.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Variant Materials</title>\r\n\r\nMany weapons traditionally made from wood or metal might be made from alternative materials instead, covering the gamut from stone and ice to more esoteric materials like refined essence of ooze. For most campaigns, metal weapons can be treated as interchangeable with weapons made from these alternative materials without requiring significant changes or adjustments. Armors should generally not be crafted from materials other than those they are presented as being made from, since accessibility to stone and wooden armors directly affects the balance and progression of various classes. Rather than allowing a character to craft a suit of [full plate](/Armor.aspx?ID=13) from a non-metallic material, direct the character towards the non-metallic armors presented [here](/equipment/armor).\n\n GMs looking to add a greater sense of differentiation between weapons and armor made from nonstandard materials can find the statistics for differing materials [here](/equipment/materials), particularly the statistics for [bone](/Equipment.aspx?ID=2358) and [stone](/Equipment.aspx?ID=2359) equipment. Generally, this shouldnt significantly change the price of the crafted item (particularly for magic weapons) as long as you are sticking to basic materials. While a stone sword might be slightly more fragile than an iron sword, its also less prone to damage from effects like a [_rusting grasp_](/Spells.aspx?ID=711) spell or the predations of a [rust monster](/Monsters.aspx?ID=354).\r\n</aside>","name":"Additional Materials","next_link":{"label":"Story-Based Crafting","url":"/Rules.aspx?ID=1957"},"previous_link":{"label":"A Garden by Any Other Name","url":"/Rules.aspx?ID=1935"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 169 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Nature Crafting / Gardens of Wonder\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 169"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 169 <sup>1.1</sup></row>","speed":{},"text":" Additional Materials Source Treasure Vault pg. 169 1.1 While many materials are covered by the Core Rulebook, some relatively mundane crafting materials not fully described there can be appropriate for use in weapons and armor produced from gardens or similar nature-oriented sources. Materials made from alchemically nurtured oozes (as described in Ooze Farms on the previous page) can be as strong as iron or might emulate more fragile materials like bone and stone. Bone and stone aren't precious materials, and as such don't impact the number or type of runes that can be placed on a weapon or suit of armor crafted from them. Variant Materials Many weapons traditionally made from wood or metal might be made from alternative materials instead, covering the gamut from stone and ice to more esoteric materials like refined essence of ooze. For most campaigns, metal weapons can be treated as interchangeable with weapons made from these alternative materials without requiring significant changes or adjustments. Armors should generally not be crafted from materials other than those they are presented as being made from, since accessibility to stone and wooden armors directly affects the balance and progression of various classes. Rather than allowing a character to craft a suit of full plate from a non-metallic material, direct the character towards the non-metallic armors presented here. GMs looking to add a greater sense of differentiation between weapons and armor made from nonstandard materials can find the statistics for differing materials here, particularly the statistics for bone and stone equipment. Generally, this shouldnt significantly change the price of the crafted item (particularly for magic weapons) as long as you are sticking to basic materials. While a stone sword might be slightly more fragile than an iron sword, its also less prone to damage from effects like a rusting grasp spell or the predations of a rust monster. ","type":"Rules","url":"/Rules.aspx?ID=1941","weakness":{}}},{"_index":"aon18","_id":"rules-1943","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Story-Based Crafting"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1943","markdown":"<title level=\"1\" right=\"Rules\">[Crafting by Questing](/Rules.aspx?ID=1943)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 170 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA young farmer's village is destroyed by a ferocious [red dragon](/MonsterFamilies.aspx?ID=168), and they set off to forge a sword imbued with the power of ice to lay the dragon low. An [elven](/Ancestries.aspx?ID=2) scout's companions are slain by a fearsome, ancient [bulette](/Monsters.aspx?ID=61), and she seeks a suit of armor capable of resisting the beast's claws so she can claim vengeance for her lost friends. A wizard sets out to forge a staff that will enhance their magical power. Story-based crafting is a system by which every major magic item a PC might want is gained through a narrative and may or may not involve the Crafting skill at all. The goal of story-based crafting is to let players seek out the equipment they want for their PCs in a fun and satisfying way that can make every significant, permanent item they use part of an epic and memorable story.\n\n Note that the crafting by questing rules are intended for permanent magical items that will be part of a PCs story for at least the better part of a level, possibly more. Having your PCs quest for simple [consumables](/Traits.aspx?ID=36) is liable to get a boring over time and isn't meaningfully different from just getting treasure for completing an encounter as normal (since most level-appropriate consumables won't require more than a single encounter to cover their entire cost anyways). Of course, a rare and powerful consumable item might still make for an interesting quest, but this should be an exception, not the rule.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1944\" />\r\n\r\n<document level=\"2\" id=\"rules-1945\" />\r\n\r\n<document level=\"2\" id=\"rules-1950\" />","name":"Crafting by Questing","next_link":{"label":"Example Quests","url":"/Rules.aspx?ID=1951"},"previous_link":{"label":"Nature Crafting","url":"/Rules.aspx?ID=1956"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 170 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Story-Based Crafting\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 170"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 170 <sup>1.1</sup></row>","speed":{},"text":" Crafting by Questing Source Treasure Vault pg. 170 1.1 A young farmer's village is destroyed by a ferocious red dragon, and they set off to forge a sword imbued with the power of ice to lay the dragon low. An elven scout's companions are slain by a fearsome, ancient bulette, and she seeks a suit of armor capable of resisting the beast's claws so she can claim vengeance for her lost friends. A wizard sets out to forge a staff that will enhance their magical power. Story-based crafting is a system by which every major magic item a PC might want is gained through a narrative and may or may not involve the Crafting skill at all. The goal of story-based crafting is to let players seek out the equipment they want for their PCs in a fun and satisfying way that can make every significant, permanent item they use part of an epic and memorable story. Note that the crafting by questing rules are intended for permanent magical items that will be part of a PCs story for at least the better part of a level, possibly more. Having your PCs quest for simple consumables is liable to get a boring over time and isn't meaningfully different from just getting treasure for completing an encounter as normal (since most level-appropriate consumables won't require more than a single encounter to cover their entire cost anyways). Of course, a rare and powerful consumable item might still make for an interesting quest, but this should be an exception, not the rule. ","type":"Rules","url":"/Rules.aspx?ID=1943","weakness":{}}},{"_index":"aon18","_id":"rules-1944","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Story-Based Crafting","Crafting by Questing"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1944","markdown":"<title level=\"1\" right=\"Rules\">[Treasure by Encounter](/Rules.aspx?ID=1944)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 171 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe crafting by questing rules work best when used in conjunction with the [treasure by encounter](/Rules.aspx?ID=988) guidelines, reprinted here for your convenience. The rules presented in this section assume that you, as the GM, have the treasure by encounter guidelines in play.\n\n The standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table above. It takes the treasure budget for each level from [Table 109](/Rules.aspx?ID=581) of the _Core Rulebook_ and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat. The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesn't include items by item level, as the value doesn't cleanly break down for most single encounters. It's recommended you still give out those permanent items, but you'll need to borrow from other encounters' treasure to account for their value. Include encounters against creatures without treasure to account for this.\n\n## Table 5-3: Treasure by Encounter\n<row gap=\"tiny\">\n<table> <tr><td>**Level**</td><td>**Total Treasure per Level**</td><td>**Low**</td><td>**Moderate**</td><td>**Severe**</td><td>**Extreme**</td><td>**Extra Treasure**</td></tr> <tr><td>1</td><td>175 gp</td><td>13 gp</td><td>18 gp</td><td>26 gp</td><td>35 gp</td><td>35 gp</td></tr> <tr><td>2</td><td>300 gp</td><td>23 gp</td><td>30 gp</td><td>45 gp</td><td>60 gp</td><td>60 gp</td></tr> <tr><td>3</td><td>500 gp</td><td>38 gp</td><td>50 gp</td><td>75 gp</td><td>100 gp</td><td>100 gp</td></tr> <tr><td>4</td><td>850 gp</td><td>65 gp</td><td>85 gp</td><td>130 gp</td><td>170 gp</td><td>170 gp</td></tr> <tr><td>5</td><td>1,350 gp</td><td>100 gp</td><td>135 gp</td><td>200 gp</td><td>270 gp</td><td>270 gp</td></tr> <tr><td>6</td><td>2,000 gp</td><td>150 gp</td><td>200 gp</td><td>300 gp</td><td>400 gp</td><td>400 gp</td></tr> <tr><td>7</td><td>2,900 gp</td><td>220 gp</td><td>290 gp</td><td>440 gp</td><td>580 gp</td><td>580 gp</td></tr> <tr><td>8</td><td>4,000 gp</td><td>300 gp</td><td>400 gp</td><td>600 gp</td><td>800 gp</td><td>800 gp</td></tr> <tr><td>9</td><td>5,700 gp</td><td>430 gp</td><td>570 gp</td><td>860 gp</td><td>1,140 gp</td><td>1,140 gp</td></tr> <tr><td>10</td><td>8,000 gp</td><td>600 gp</td><td>800 gp</td><td>1,200 gp</td><td>1,600 gp</td><td>1,600 gp</td></tr> <tr><td>11</td><td>11,500 gp</td><td>865 gp</td><td>1,150 gp</td><td>1,725 gp</td><td>2,300 gp</td><td>2,300 gp</td></tr> <tr><td>12</td><td>16,500 gp</td><td>1,250 gp</td><td>1,650 gp</td><td>2,475 gp</td><td>3,300 gp</td><td>3,300 gp</td></tr> <tr><td>13</td><td>25,000 gp</td><td>1,875 gp</td><td>2,500 gp</td><td>3,750 gp</td><td>5,000 gp</td><td>5,000 gp</td></tr> <tr><td>14</td><td>36,500 gp</td><td>2,750 gp</td><td>3,650 gp</td><td>5,500 gp</td><td>7,300 gp</td><td>7,300 gp</td></tr> <tr><td>15</td><td>54,500 gp</td><td>4,100 gp</td><td>5,450 gp</td><td>8,200 gp</td><td>10,900 gp</td><td>10,900 gp</td></tr> <tr><td>16</td><td>82,500 gp</td><td>6,200 gp</td><td>8,250 gp</td><td>12,400 gp</td><td>16,500 gp</td><td>16,500 gp</td></tr> <tr><td>17</td><td>128,000 gp</td><td>9,600 gp</td><td>12,800 gp</td><td>19,200 gp</td><td>25,600 gp</td><td>25,600 gp</td></tr> <tr><td>18</td><td>208,000 gp</td><td>15,600 gp</td><td>20,800 gp</td><td>31,200 gp</td><td>41,600 gp</td><td>41,600 gp</td></tr> <tr><td>19</td><td>355,000 gp</td><td>26,600 gp</td><td>35,500 gp</td><td>53,250 gp</td><td>71,000 gp</td><td>71,000 gp</td></tr> <tr><td>20</td><td>490,000 gp</td><td>36,800 gp</td><td>49,000 gp</td><td>73,500 gp</td><td>98,000 gp</td><td>98,000 gp</td></tr> </table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Treasure by Encounter","next_link":{"label":"Crafting Quests","url":"/Rules.aspx?ID=1945"},"previous_link":{"label":"Nature Crafting","url":"/Rules.aspx?ID=1956"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 171 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Story-Based Crafting / Crafting by Questing\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 171"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 171 <sup>1.1</sup></row>","speed":{},"text":" Treasure by Encounter Source Treasure Vault pg. 171 1.1 The crafting by questing rules work best when used in conjunction with the treasure by encounter guidelines, reprinted here for your convenience. The rules presented in this section assume that you, as the GM, have the treasure by encounter guidelines in play. The standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table above. It takes the treasure budget for each level from Table 109 of the Core Rulebook and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat. The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesn't include items by item level, as the value doesn't cleanly break down for most single encounters. It's recommended you still give out those permanent items, but you'll need to borrow from other encounters' treasure to account for their value. Include encounters against creatures without treasure to account for this. ## Table 5-3: Treasure by Encounter Level Total Treasure per Level Low Moderate Severe Extreme Extra Treasure 1 175 gp 13 gp 18 gp 26 gp 35 gp 35 gp 2 300 gp 23 gp 30 gp 45 gp 60 gp 60 gp 3 500 gp 38 gp 50 gp 75 gp 100 gp 100 gp 4 850 gp 65 gp 85 gp 130 gp 170 gp 170 gp 5 1,350 gp 100 gp 135 gp 200 gp 270 gp 270 gp 6 2,000 gp 150 gp 200 gp 300 gp 400 gp 400 gp 7 2,900 gp 220 gp 290 gp 440 gp 580 gp 580 gp 8 4,000 gp 300 gp 400 gp 600 gp 800 gp 800 gp 9 5,700 gp 430 gp 570 gp 860 gp 1,140 gp 1,140 gp 10 8,000 gp 600 gp 800 gp 1,200 gp 1,600 gp 1,600 gp 11 11,500 gp 865 gp 1,150 gp 1,725 gp 2,300 gp 2,300 gp 12 16,500 gp 1,250 gp 1,650 gp 2,475 gp 3,300 gp 3,300 gp 13 25,000 gp 1,875 gp 2,500 gp 3,750 gp 5,000 gp 5,000 gp 14 36,500 gp 2,750 gp 3,650 gp 5,500 gp 7,300 gp 7,300 gp 15 54,500 gp 4,100 gp 5,450 gp 8,200 gp 10,900 gp 10,900 gp 16 82,500 gp 6,200 gp 8,250 gp 12,400 gp 16,500 gp 16,500 gp 17 128,000 gp 9,600 gp 12,800 gp 19,200 gp 25,600 gp 25,600 gp 18 208,000 gp 15,600 gp 20,800 gp 31,200 gp 41,600 gp 41,600 gp 19 355,000 gp 26,600 gp 35,500 gp 53,250 gp 71,000 gp 71,000 gp 20 490,000 gp 36,800 gp 49,000 gp 73,500 gp 98,000 gp 98,000 gp ","type":"Rules","url":"/Rules.aspx?ID=1944","weakness":{}}},{"_index":"aon18","_id":"rules-1945","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Story-Based Crafting","Crafting by Questing"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1945","markdown":"<title level=\"1\" right=\"Rules\">[Crafting Quests](/Rules.aspx?ID=1945)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 171 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAs in normal crafting, the first step in initiating a crafting quest is for the player to decide what they want to craft, or for you as the GM to present them with a handful of possible things they can quest to create. You might also plan out a few crafting quests during your [session zero](/Rules.aspx?ID=815) so that they can be built directly into the narrative of the campaign and worked into the PCs' backstories. One of the simplest ways to do this is to have each of the players give you a wish list of items during your session zero, listing key items their characters would like to acquire during the course of the campaign. These could be as general as “a magic sword” or “a magic staff,” or as specific as “a suit of [devil's bargain](/Equipment.aspx?ID=1844) armor for my [Asmodean](/Deities.aspx?ID=2) [cleric](/Classes.aspx?ID=5).”\n\n Crafting quests should always be significant events for the players and their characters. Don't send the PCs questing to create a simple dagger. Instead consider what items could become iconic parts of the character's story, like a magic bow for an archer, a powerful staff for a [wizard](/Classes.aspx?ID=12), or lucky boots for a [rogue](/Classes.aspx?ID=10). The nature of crafting quests as events that will permanently inform the characters' stories and shape their builds means that there should always be a high level of collaboration between the players and GM. When using crafting quests, you typically won't need to use the Extra Treasure values from Table 53: Treasure by Encounter, as those values are to compensate for the PCs finding loot that they won't use or for missing some of the loot entirely. Since the PCs are always set up to get the loot they want when using story-based crafting, and because the value of these items is subtracted from their total treasure, these additional values are superfluous and could give the party too much treasure for their level. If you prefer a campaign where the PCs have a bit more treasure on hand as a way to encourage the use of consumables or “non-essential” equipment, you can use the treasure values as presented.\n\n The items you select for the PCs should all be items that are of a level appropriate to the characters (typically the same as their current level) or appropriate to the level they will be when they complete the crafting quests. For complete examples of crafting quests, see [Example Quests](/Rules.aspx?ID=1951).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1946\" />\r\n\r\n<document level=\"2\" id=\"rules-1947\" />\r\n\r\n<document level=\"2\" id=\"rules-1948\" />\r\n\r\n<document level=\"2\" id=\"rules-1949\" />","name":"Crafting Quests","next_link":{"label":"Story-Based Crafting as the Baseline","url":"/Rules.aspx?ID=1950"},"previous_link":{"label":"Treasure by Encounter","url":"/Rules.aspx?ID=1944"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 171 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Story-Based Crafting / Crafting by Questing\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 171"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 171 <sup>1.1</sup></row>","speed":{},"text":" Crafting Quests Source Treasure Vault pg. 171 1.1 As in normal crafting, the first step in initiating a crafting quest is for the player to decide what they want to craft, or for you as the GM to present them with a handful of possible things they can quest to create. You might also plan out a few crafting quests during your session zero so that they can be built directly into the narrative of the campaign and worked into the PCs' backstories. One of the simplest ways to do this is to have each of the players give you a wish list of items during your session zero, listing key items their characters would like to acquire during the course of the campaign. These could be as general as “a magic sword” or “a magic staff,” or as specific as “a suit of devil's bargain armor for my Asmodean cleric.” Crafting quests should always be significant events for the players and their characters. Don't send the PCs questing to create a simple dagger. Instead consider what items could become iconic parts of the character's story, like a magic bow for an archer, a powerful staff for a wizard, or lucky boots for a rogue. The nature of crafting quests as events that will permanently inform the characters' stories and shape their builds means that there should always be a high level of collaboration between the players and GM. When using crafting quests, you typically won't need to use the Extra Treasure values from Table 53: Treasure by Encounter, as those values are to compensate for the PCs finding loot that they won't use or for missing some of the loot entirely. Since the PCs are always set up to get the loot they want when using story-based crafting, and because the value of these items is subtracted from their total treasure, these additional values are superfluous and could give the party too much treasure for their level. If you prefer a campaign where the PCs have a bit more treasure on hand as a way to encourage the use of consumables or “non-essential” equipment, you can use the treasure values as presented. The items you select for the PCs should all be items that are of a level appropriate to the characters (typically the same as their current level) or appropriate to the level they will be when they complete the crafting quests. For complete examples of crafting quests, see Example Quests. ","type":"Rules","url":"/Rules.aspx?ID=1945","weakness":{}}},{"_index":"aon18","_id":"rules-1946","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Story-Based Crafting","Crafting by Questing","Crafting Quests"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1946","markdown":"<title level=\"1\" right=\"Rules\">[Building a Narrative](/Rules.aspx?ID=1946)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 172 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce you know what item the characters are questing to create, it's time to build a narrative around that journey. Think of this like a subplot to the main story, with key moments and pivotal scenes that occur alongside the overarching plot of your campaign. If the entire group is searching for crafting quest components, then some parts of this story can take the spotlight and be the focus of an entire part of your campaign. In any event, you should give this story the same consideration you give any other part of your campaign narrative, balancing player desires with appropriate narrative decisions and combat challenges. Make sure that no one character's crafting quests take the spotlight for too long, and always watch for opportunities to align the interests of the various party members.\n\n Start by determining how many encounters you want the PCs to complete before the item is finished. For each required encounter, reduce the required cost of the story-crafted item by 10% of its total value. These cost reductions should never reduce the equivalent cost of the item below 50% of its base cost. This ensures the PCs don't end up with significantly more wealth than they should have and makes sure that their crafting quests don't stretch across too many levels of play. Next, take the remaining price of the item and divide that by the number of encounters. Reduce the reward for these encounters by that amount, to balance it against any other rewards you might include.\n\n Crafting quest encounters should generally be between low and severe difficulty; trivial encounters are too easy to justify the reduction in cost of the story-crafted item and generally won't be narratively satisfying for the players, while extreme encounters are simply too dangerous and may feel unfair to the player trying to story craft.\n\n Low-difficulty encounters are appropriate for a single crafting quest component, while moderate and severe encounters should provide crafting quest components for multiple characters. A severe-difficulty fight against a powerful monster with a treasure hoard, like a dragon, might provide crafting quest components for the entire party. Having the entire party's crafting quests intersect in encounters like this also helps bind the PCs together through shared goals and accomplishments.\n\n Finally, map these encounters and their narratives to your overall campaign or adventure, giving plenty of space between each to allow them to feel like earned pieces of a growing story.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Building a Narrative","next_link":{"label":"Beginning the Quest","url":"/Rules.aspx?ID=1947"},"previous_link":{"label":"Treasure by Encounter","url":"/Rules.aspx?ID=1944"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 172 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Story-Based Crafting / Crafting by Questing / Crafting Quests\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 172"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 172 <sup>1.1</sup></row>","speed":{},"text":" Building a Narrative Source Treasure Vault pg. 172 1.1 Once you know what item the characters are questing to create, it's time to build a narrative around that journey. Think of this like a subplot to the main story, with key moments and pivotal scenes that occur alongside the overarching plot of your campaign. If the entire group is searching for crafting quest components, then some parts of this story can take the spotlight and be the focus of an entire part of your campaign. In any event, you should give this story the same consideration you give any other part of your campaign narrative, balancing player desires with appropriate narrative decisions and combat challenges. Make sure that no one character's crafting quests take the spotlight for too long, and always watch for opportunities to align the interests of the various party members. Start by determining how many encounters you want the PCs to complete before the item is finished. For each required encounter, reduce the required cost of the story-crafted item by 10% of its total value. These cost reductions should never reduce the equivalent cost of the item below 50% of its base cost. This ensures the PCs don't end up with significantly more wealth than they should have and makes sure that their crafting quests don't stretch across too many levels of play. Next, take the remaining price of the item and divide that by the number of encounters. Reduce the reward for these encounters by that amount, to balance it against any other rewards you might include. Crafting quest encounters should generally be between low and severe difficulty; trivial encounters are too easy to justify the reduction in cost of the story-crafted item and generally won't be narratively satisfying for the players, while extreme encounters are simply too dangerous and may feel unfair to the player trying to story craft. Low-difficulty encounters are appropriate for a single crafting quest component, while moderate and severe encounters should provide crafting quest components for multiple characters. A severe-difficulty fight against a powerful monster with a treasure hoard, like a dragon, might provide crafting quest components for the entire party. Having the entire party's crafting quests intersect in encounters like this also helps bind the PCs together through shared goals and accomplishments. Finally, map these encounters and their narratives to your overall campaign or adventure, giving plenty of space between each to allow them to feel like earned pieces of a growing story. ","type":"Rules","url":"/Rules.aspx?ID=1946","weakness":{}}},{"_index":"aon18","_id":"rules-1947","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Story-Based Crafting","Crafting by Questing","Crafting Quests"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1947","markdown":"<title level=\"1\" right=\"Rules\">[Beginning the Quest](/Rules.aspx?ID=1947)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 172 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nStarting a crafting quest begins like any other story in your campaign. The PCs might learn of the item and how it can be made through one of any number of sources, from an old formula in a book to a cryptic prophesy that came to them in a dream. The key is to give the PCs an idea about the journey they must undertake and an idea of the reward that awaits them at the end.\n\n Next, give the PCs an opportunity to learn about the locations of the first crafting quest component for their item. They could gain this information through [Recall Knowledge](/Actions.aspx?ID=26) checks, [Research](/Rules.aspx?ID=1205) at a local library, or by [Gathering Information](/Actions.aspx?ID=49). Again, this first piece might also be part of their initial discovery of the quest, but later components should certainly require research or exploration to uncover.\n\n You don't need to give the PCs the locations of all their crafting components up front; as long as they know where to find the first piece, you can leave clues and opportunities to uncover the location of the next crafting quest component at key points in the campaign for PCs to discover naturally during the course of play. Alternatively, you can give the PCs the location of all the crafting quest components up front, though giving them such information all at once works best in a campaign intended to be more of a player-directed sandbox than one trying to follow a central narrative through line.\n\n Once the PCs have learned the location of their first crafting quest components, it's time to begin the adventure!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Beginning the Quest","next_link":{"label":"Gathering the Components","url":"/Rules.aspx?ID=1948"},"previous_link":{"label":"Building a Narrative","url":"/Rules.aspx?ID=1946"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 172 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Story-Based Crafting / Crafting by Questing / Crafting Quests\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 172"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 172 <sup>1.1</sup></row>","speed":{},"text":" Beginning the Quest Source Treasure Vault pg. 172 1.1 Starting a crafting quest begins like any other story in your campaign. The PCs might learn of the item and how it can be made through one of any number of sources, from an old formula in a book to a cryptic prophesy that came to them in a dream. The key is to give the PCs an idea about the journey they must undertake and an idea of the reward that awaits them at the end. Next, give the PCs an opportunity to learn about the locations of the first crafting quest component for their item. They could gain this information through Recall Knowledge checks, Research at a local library, or by Gathering Information. Again, this first piece might also be part of their initial discovery of the quest, but later components should certainly require research or exploration to uncover. You don't need to give the PCs the locations of all their crafting components up front; as long as they know where to find the first piece, you can leave clues and opportunities to uncover the location of the next crafting quest component at key points in the campaign for PCs to discover naturally during the course of play. Alternatively, you can give the PCs the location of all the crafting quest components up front, though giving them such information all at once works best in a campaign intended to be more of a player-directed sandbox than one trying to follow a central narrative through line. Once the PCs have learned the location of their first crafting quest components, it's time to begin the adventure! ","type":"Rules","url":"/Rules.aspx?ID=1947","weakness":{}}},{"_index":"aon18","_id":"rules-1948","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Story-Based Crafting","Crafting by Questing","Crafting Quests"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1948","markdown":"<title level=\"1\" right=\"Rules\">[Gathering the Components](/Rules.aspx?ID=1948)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 172 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nLocating the individual crafting quest components for a single story-crafted item should occur in separate and distinct areas, even if they're all in one larger location (like a dungeon or one large forest). This makes the item feel like it was earned, rather than given, and prevents the characters from exceeding the normal time limits that are a part of the crafting process.\n\n Each component should be either a part of the final item or something used during the creation process itself. For example, if you were trying to create a powerful bow that calls upon storms, you might need to find the heart of a tree burned by lightning, the scale of a [blue dragon](/MonsterFamilies.aspx?ID=166), or even the breath of a powerful [air elemental](/MonsterFamilies.aspx?ID=41). Alternatively, the component might be a person or place necessary for the crafting, like a woodcarver who survived a shipwreck, or a workshop located atop a mountain. In any event, each component should feel like it's building toward a completed item as part of the well-rounded story that tells of its creation.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Gathering the Components","next_link":{"label":"Forging the Treasure","url":"/Rules.aspx?ID=1949"},"previous_link":{"label":"Beginning the Quest","url":"/Rules.aspx?ID=1947"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 172 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Story-Based Crafting / Crafting by Questing / Crafting Quests\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 172"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 172 <sup>1.1</sup></row>","speed":{},"text":" Gathering the Components Source Treasure Vault pg. 172 1.1 Locating the individual crafting quest components for a single story-crafted item should occur in separate and distinct areas, even if they're all in one larger location (like a dungeon or one large forest). This makes the item feel like it was earned, rather than given, and prevents the characters from exceeding the normal time limits that are a part of the crafting process. Each component should be either a part of the final item or something used during the creation process itself. For example, if you were trying to create a powerful bow that calls upon storms, you might need to find the heart of a tree burned by lightning, the scale of a blue dragon, or even the breath of a powerful air elemental. Alternatively, the component might be a person or place necessary for the crafting, like a woodcarver who survived a shipwreck, or a workshop located atop a mountain. In any event, each component should feel like it's building toward a completed item as part of the well-rounded story that tells of its creation. ","type":"Rules","url":"/Rules.aspx?ID=1948","weakness":{}}},{"_index":"aon18","_id":"rules-1949","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Story-Based Crafting","Crafting by Questing","Crafting Quests"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1949","markdown":"<title level=\"1\" right=\"Rules\">[Forging the Treasure](/Rules.aspx?ID=1949)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 172 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce the PC has gathered together all of the crafting quest components for their item, it's time to assemble the pieces. Depending on the nature of the crafting quests, this might not require a skill check. For a longer crafting quest that included at least three encounters spread across different locations, the simple act of bringing the components together can be enough for their magic to do the rest of the work, uniting the components into a single, completed item the PC can immediately put to use. For a shorter crafting quest taking place in a single location, you can instead require a skill check (likely a [Crafting](/Skills.aspx?ID=4) check, but possibly using a different skill depending on the item and circumstances).\n\n When requiring a skill check to assemble a story-crafted item, you should make the check itself something appropriately exciting and epic, a fitting capstone for the completed crafting quest. For example, if the player's [dwarf](/Ancestries.aspx?ID=1) [fighter](/Classes.aspx?ID=7) completed a crafting quest that required them to assemble the materials for the haft, head, and grip of a magic hammer, their check could take place at an ancient dwarven forge blessed by [Torag](/Deities.aspx?ID=18), God of the Forge. The DC of this check should be based on the item's level, rarity, and other circumstances. If successful, the item works as intended. If the check fails, it may have a [quirk](/Rules.aspx?ID=1083) of some sort. If the check is a critical failure, it might be destroyed or even result in a [cursed item](/Rules.aspx?ID=1094)!\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Forging the Treasure","next_link":{"label":"Story-Based Crafting as the Baseline","url":"/Rules.aspx?ID=1950"},"previous_link":{"label":"Gathering the Components","url":"/Rules.aspx?ID=1948"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 172 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Story-Based Crafting / Crafting by Questing / Crafting Quests\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 172"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 172 <sup>1.1</sup></row>","speed":{},"text":" Forging the Treasure Source Treasure Vault pg. 172 1.1 Once the PC has gathered together all of the crafting quest components for their item, it's time to assemble the pieces. Depending on the nature of the crafting quests, this might not require a skill check. For a longer crafting quest that included at least three encounters spread across different locations, the simple act of bringing the components together can be enough for their magic to do the rest of the work, uniting the components into a single, completed item the PC can immediately put to use. For a shorter crafting quest taking place in a single location, you can instead require a skill check (likely a Crafting check, but possibly using a different skill depending on the item and circumstances). When requiring a skill check to assemble a story-crafted item, you should make the check itself something appropriately exciting and epic, a fitting capstone for the completed crafting quest. For example, if the player's dwarf fighter completed a crafting quest that required them to assemble the materials for the haft, head, and grip of a magic hammer, their check could take place at an ancient dwarven forge blessed by Torag, God of the Forge. The DC of this check should be based on the item's level, rarity, and other circumstances. If successful, the item works as intended. If the check fails, it may have a quirk of some sort. If the check is a critical failure, it might be destroyed or even result in a cursed item! ","type":"Rules","url":"/Rules.aspx?ID=1949","weakness":{}}},{"_index":"aon18","_id":"rules-1950","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Story-Based Crafting","Crafting by Questing"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1950","markdown":"<title level=\"1\" right=\"Rules\">[Story-Based Crafting as the Baseline](/Rules.aspx?ID=1950)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 173 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThere are many reasons you might consider making story-based crafting the base assumption for your game. This system results in items that feel more special and integral to the narrative, which the players have more agency in helping to create. Story-based crafting can make an item feel unique and less like something they just bought down at the local shop.\n\n It's important to note that this style of crafting works best in sandbox campaigns and other adventures where the players are expected to inform a lot of the story's direction and progress, and is less compatible with campaigns seeking to tell a very specific and involved story. The encounters dedicated to crafting just the right weapon still give experience, and since each player should have the opportunity for a roughly equal number of crafting quests, you'll find that a campaign that uses story-based crafting as the baseline won't leave a lot of time open for other encounters and side quests.\n\n An important element of using story-based crafting as PCs' primary method of acquiring new key permanent items in a campaign is ensuring that one player's crafting quests don't overwhelm the narrative and put the other players in the “back seat” for too long. Here are a few general tips for managing this game experience.\n\n Don't feel pressured to do an entire PC's crafting quest through to completion before starting another PC's quests. You should intermix their adventures as much as possible, so that pursuing one character's crafting quest can naturally position the party to tackle another character's quest along the way. For example, if the fighter is crafting a flaming sword that requires traveling into a volcano, and the wizard is crafting a magic staff, you should try and place one of the encounters for acquiring staff components (or perhaps forging them together) inside that same volcano. This both reinforces the party's mutual goals, giving them strong story reasons to adventure together, and keeps the campaign feeling organic and connected.\n\n When weaving multiple characters' crafting quests together, look for key opportunities to align their goals. A single dragon's hoard could easily hold components for an entire adventuring party, along with other treasures. Using powerful monsters with large treasure hoards or notable access to rare materials is a great way to both keep the party's goals united and layer in deeper story threads and some altruistic motivations for the party.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Story-Based Crafting as the Baseline","next_link":{"label":"Example Quests","url":"/Rules.aspx?ID=1951"},"previous_link":{"label":"Crafting Quests","url":"/Rules.aspx?ID=1945"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 173 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Story-Based Crafting / Crafting by Questing\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 173"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 173 <sup>1.1</sup></row>","speed":{},"text":" Story-Based Crafting as the Baseline Source Treasure Vault pg. 173 1.1 There are many reasons you might consider making story-based crafting the base assumption for your game. This system results in items that feel more special and integral to the narrative, which the players have more agency in helping to create. Story-based crafting can make an item feel unique and less like something they just bought down at the local shop. It's important to note that this style of crafting works best in sandbox campaigns and other adventures where the players are expected to inform a lot of the story's direction and progress, and is less compatible with campaigns seeking to tell a very specific and involved story. The encounters dedicated to crafting just the right weapon still give experience, and since each player should have the opportunity for a roughly equal number of crafting quests, you'll find that a campaign that uses story-based crafting as the baseline won't leave a lot of time open for other encounters and side quests. An important element of using story-based crafting as PCs' primary method of acquiring new key permanent items in a campaign is ensuring that one player's crafting quests don't overwhelm the narrative and put the other players in the “back seat” for too long. Here are a few general tips for managing this game experience. Don't feel pressured to do an entire PC's crafting quest through to completion before starting another PC's quests. You should intermix their adventures as much as possible, so that pursuing one character's crafting quest can naturally position the party to tackle another character's quest along the way. For example, if the fighter is crafting a flaming sword that requires traveling into a volcano, and the wizard is crafting a magic staff, you should try and place one of the encounters for acquiring staff components (or perhaps forging them together) inside that same volcano. This both reinforces the party's mutual goals, giving them strong story reasons to adventure together, and keeps the campaign feeling organic and connected. When weaving multiple characters' crafting quests together, look for key opportunities to align their goals. A single dragon's hoard could easily hold components for an entire adventuring party, along with other treasures. Using powerful monsters with large treasure hoards or notable access to rare materials is a great way to both keep the party's goals united and layer in deeper story threads and some altruistic motivations for the party. ","type":"Rules","url":"/Rules.aspx?ID=1950","weakness":{}}},{"_index":"aon18","_id":"rules-1951","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Story-Based Crafting"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1951","markdown":"<title level=\"1\" right=\"Rules\">[Example Quests](/Rules.aspx?ID=1951)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 173 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIncluded below are an array of sample quests showcasing story-based crafting in action. Story-based crafting works best when individually tailored to each group, but the quests below can serve as examples of how to assemble and run a crafting quest. They can even be modified and dropped directly into a level-appropriate game to help fill out a session or allow your group to try out story-based crafting before committing to a longer-term campaign centered around the system.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1952\" />\r\n\r\n<document level=\"2\" id=\"rules-1953\" />\r\n\r\n<document level=\"2\" id=\"rules-1954\" />","name":"Example Quests","next_link":{"label":"Game Master's Trove","url":"/Rules.aspx?ID=1960"},"previous_link":{"label":"Crafting by Questing","url":"/Rules.aspx?ID=1943"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 173 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Story-Based Crafting\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 173"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 173 <sup>1.1</sup></row>","speed":{},"text":" Example Quests Source Treasure Vault pg. 173 1.1 Included below are an array of sample quests showcasing story-based crafting in action. Story-based crafting works best when individually tailored to each group, but the quests below can serve as examples of how to assemble and run a crafting quest. They can even be modified and dropped directly into a level-appropriate game to help fill out a session or allow your group to try out story-based crafting before committing to a longer-term campaign centered around the system. ","type":"Rules","url":"/Rules.aspx?ID=1951","weakness":{}}},{"_index":"aon18","_id":"rules-1952","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Story-Based Crafting","Example Quests"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1952","markdown":"<title level=\"1\" right=\"Rules\">[Quest 1: Forging the Holy Sword (Level 1314)](/Rules.aspx?ID=1952)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 173 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nJames is running a game that includes Logan's character, a [champion](/Classes.aspx?ID=4) of [Iomedae](/Deities.aspx?ID=9). The party is getting close to reaching 14th level, and Logan has expressed a desire for his character to gain a [_holy avenger_](/Equipment.aspx?ID=389). James has decided that in order for Logan to forge his _holy avenger_, he'll need to recover the sword's hilt, blade, and pommel stone, for a total of 3 encounters. James takes the cost of the _holy avenger_, 4,500 gp, and reduces it by 10% for each of the three encounters (for a total reduction of 30%), arriving at a final total of 3,150 gp. James decides that each piece of the sword is worth the same amount, or 1,050 gp per component.\n\n James plans the following three encounters out for Logan.\n\n **Retrieving the Hilt**: The first encounter James has planned for this crafting quest is a mission to retrieve the _holy avenger's_ hilt from the clutches of a pair of [liches](/Monsters.aspx?ID=282). As 12th-level creatures, the liches are worth 30 XP each for a 13th-level party and collectively comprise a low-difficulty encounter worth 1,875 gp. James subtracts the value of the pommel from the encounter's loot and adds in some consumables and other minor treasures for the rest of the group.\n\n **Liberating the Pommel Stone**: The second encounter James has planned for the crafting quest is a mission to retrieve the _holy avenger's_ pommel stone from an abandoned [dwarven](/Ancestries.aspx?ID=1) vault. While no monsters guard the vault, it's located behind a maze of twisting tunnels. When the party eventually finds the room and Logan's champion retrieves the pommel stone, they find out that the other treasures along all four walls are actually [telekinetic swarm traps](/Hazards.aspx?ID=27)! Four 12th-level complex hazards constitute a severe encounter for a 13th-level party, so James deducts another 1,050 gp from the encounter's treasure for the pommel stone. Since there's over 2,000 gp remaining in the encounter's treasure value, this would also be an excellent location for James to leave items for other party members' crafting quests, along with some consumables and other treasure like art and coins.\n\n Since this was a severe encounter and the champion's crafting quest is nearing completion, this would also be a good time for the party to level up to 14th level, which is what we assume happens going into the final encounter of the _holy avenger_ crafting quest.\n\n **Restoring the Blade**: The final piece of the _holy avenger_ is its blade, which it turns out is still lodged between the scales of the ancient [black dragon](/MonsterFamilies.aspx?ID=165) Sharzathinek. As an [ancient black dragon](/Monsters.aspx?ID=129), Sharzathinek is a 16th-level creature—a Moderate encounter for the 14th-level party. James deducts 1,050 gp from the 3,650 gp Sharzathinek is worth. This also leaves room for James to include a couple other crafting quest components for other party members in the dragon's loot. With the dragon slain, Logan's champion claims the _holy avenger's_ blade as his piece of the treasure for the encounter and rejoins it with the hilt and pommel stone. The magic of the blade's components, awakened by the champion's holy quest, causes the pieces of the sundered blade to fuse with each other, and the champion's _holy avenger_ is complete.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Quest 1: Forging the Holy Sword (Level 1314)","next_link":{"label":"Quest 2: Weaving the Wizards Robes (Level 7)","url":"/Rules.aspx?ID=1953"},"previous_link":{"label":"Crafting by Questing","url":"/Rules.aspx?ID=1943"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 173 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Story-Based Crafting / Example Quests\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 173"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 173 <sup>1.1</sup></row>","speed":{},"text":" Quest 1: Forging the Holy Sword (Level 1314) Source Treasure Vault pg. 173 1.1 James is running a game that includes Logan's character, a champion of Iomedae. The party is getting close to reaching 14th level, and Logan has expressed a desire for his character to gain a holy avenger . James has decided that in order for Logan to forge his holy avenger , he'll need to recover the sword's hilt, blade, and pommel stone, for a total of 3 encounters. James takes the cost of the holy avenger , 4,500 gp, and reduces it by 10% for each of the three encounters (for a total reduction of 30%), arriving at a final total of 3,150 gp. James decides that each piece of the sword is worth the same amount, or 1,050 gp per component. James plans the following three encounters out for Logan. Retrieving the Hilt : The first encounter James has planned for this crafting quest is a mission to retrieve the holy avenger's hilt from the clutches of a pair of liches. As 12th-level creatures, the liches are worth 30 XP each for a 13th-level party and collectively comprise a low-difficulty encounter worth 1,875 gp. James subtracts the value of the pommel from the encounter's loot and adds in some consumables and other minor treasures for the rest of the group. Liberating the Pommel Stone : The second encounter James has planned for the crafting quest is a mission to retrieve the holy avenger's pommel stone from an abandoned dwarven vault. While no monsters guard the vault, it's located behind a maze of twisting tunnels. When the party eventually finds the room and Logan's champion retrieves the pommel stone, they find out that the other treasures along all four walls are actually telekinetic swarm traps! Four 12th-level complex hazards constitute a severe encounter for a 13th-level party, so James deducts another 1,050 gp from the encounter's treasure for the pommel stone. Since there's over 2,000 gp remaining in the encounter's treasure value, this would also be an excellent location for James to leave items for other party members' crafting quests, along with some consumables and other treasure like art and coins. Since this was a severe encounter and the champion's crafting quest is nearing completion, this would also be a good time for the party to level up to 14th level, which is what we assume happens going into the final encounter of the holy avenger crafting quest. Restoring the Blade : The final piece of the holy avenger is its blade, which it turns out is still lodged between the scales of the ancient black dragon Sharzathinek. As an ancient black dragon, Sharzathinek is a 16th-level creature—a Moderate encounter for the 14th-level party. James deducts 1,050 gp from the 3,650 gp Sharzathinek is worth. This also leaves room for James to include a couple other crafting quest components for other party members in the dragon's loot. With the dragon slain, Logan's champion claims the holy avenger's blade as his piece of the treasure for the encounter and rejoins it with the hilt and pommel stone. The magic of the blade's components, awakened by the champion's holy quest, causes the pieces of the sundered blade to fuse with each other, and the champion's holy avenger is complete. ","type":"Rules","url":"/Rules.aspx?ID=1952","weakness":{}}},{"_index":"aon18","_id":"rules-1953","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Story-Based Crafting","Example Quests"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1953","markdown":"<title level=\"1\" right=\"Rules\">[Quest 2: Weaving the Wizards Robes (Level 7)](/Rules.aspx?ID=1953)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 174 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nJessica's character is an [evoker](/ArcaneSchools.aspx?ID=5) [wizard](/Classes.aspx?ID=12) who has just reached 7th level and wants to celebrate her ascension by creating a set of _fire [energy robes](/Equipment.aspx?ID=1317)_. Jessica's wizard has trained with a prestigious archmage as one of the archmage's many apprentices; the robes will serve not just as protection for her wizard on future adventures but as a symbol of the completion of her apprenticeship. Her GM, James, has decided that to create these robes, Jessica's wizard will need to collect spider silk, a gemstone imbued with the power of elemental fire, and a scale from a [white dragon](/MonsterFamilies.aspx?ID=169) to protect the robe's wearer from the gemstone's flames. All three of these materials can be harvested from within the magical demiplane where the evoker's archmage master trains his apprentices, and the final step for Jessica's wizard will be to weave all the components together at the archmage's magical loom. James takes the 320 gp base cost of the _fire energy robes_ and reduces it by 10% for each of the three encounters, arriving at a final total of 224 gp. James has decided that the encounters will consist of one low-difficulty encounter and two moderate-difficulty encounters, with the value of the spider silk set at 50 gp and the value of the other two crafting quest components each set at 87 gp.\n\n James plans the following three encounters out for Jessica's wizard.\n\n **Bargaining for Silk**: The first encounter Jessica's wizard will need to navigate is retrieving the silk for her robe from a trio of [ether spiders](/Monsters.aspx?ID=203). As 5th-level creatures, the three spiders collectively are worth 60 XP for a 7th-level party and constitute a low-difficulty encounter worth 220 gp. James deducts 50 gp from the value of the encounter for the silk and distributes the rest in the form of various consumables the archmage left behind for his successful apprentices to find. While the ether spiders are deadly threats, Jessica's wizard recognizes that killing the spiders would destroy her master's silk supply, so she instead bargains with the ether spiders and trades them food and treasures from her earlier adventures in exchange for the silk she needs, completing the encounter nonlethally.\n\n **Retrieving the Fiery Gemstone**: The second encounter awaiting Jessica's wizard requires her to travel to the magical furnace powering the archmage's tower and retrieve a gemstone imbued with the power of elemental flame. When Jessica's wizard arrives at the furnace, she discovers that the archmage has prepared a surprise for her and has left the furnace gate open, allowing a pair of [salamanders](/Monsters.aspx?ID=189) to slip in from the [Plane of Fire](/Planes.aspx?ID=6)! As 7th-level creatures, the two salamanders collectively represent a moderate encounter worth 290 gp for a 7th-level party. James deducts 87 gp from the value of the encounter to account for the value of the gemstone and gives the rest of the treasure to the party as consumables that will help them resist the icy breath of the elite young white dragons the PCs will have to face in the final encounter.\n\n **Claiming a Scale**: Singed but undeterred, Jessica's wizard and her party face their final challenge: a pair of [elite](/Rules.aspx?ID=790) [young white dragon](/Monsters.aspx?ID=139) guard the magical loom on which the wizard must weave her magical robes. As 7th-level creatures, the dragons collectively represent a moderate encounter worth 290 gp for a 7th-level party. James deducts 87 gp from the value of the encounter for the dragon scale and provides the rest as treasures for the wizard's party members. Once the wizard has fought, bargained, or tricked her way into retrieving a scale and accessing the archmage's loom, she attempts a DC 23 [Crafting](/Skills.aspx?ID=4) check at the loom (the standard DC for a 7th-level item) to weave the crafting quest components together into her completed _fire energy robes_.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Quest 2: Weaving the Wizards Robes (Level 7)","next_link":{"label":"Quest 3: Shaping the Armor of Yggdrasil (Level 5)","url":"/Rules.aspx?ID=1954"},"previous_link":{"label":"Quest 1: Forging the Holy Sword (Level 1314)","url":"/Rules.aspx?ID=1952"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 174 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Story-Based Crafting / Example Quests\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 174"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 174 <sup>1.1</sup></row>","speed":{},"text":" Quest 2: Weaving the Wizards Robes (Level 7) Source Treasure Vault pg. 174 1.1 Jessica's character is an evoker wizard who has just reached 7th level and wants to celebrate her ascension by creating a set of fire energy robes . Jessica's wizard has trained with a prestigious archmage as one of the archmage's many apprentices; the robes will serve not just as protection for her wizard on future adventures but as a symbol of the completion of her apprenticeship. Her GM, James, has decided that to create these robes, Jessica's wizard will need to collect spider silk, a gemstone imbued with the power of elemental fire, and a scale from a white dragon to protect the robe's wearer from the gemstone's flames. All three of these materials can be harvested from within the magical demiplane where the evoker's archmage master trains his apprentices, and the final step for Jessica's wizard will be to weave all the components together at the archmage's magical loom. James takes the 320 gp base cost of the fire energy robes and reduces it by 10% for each of the three encounters, arriving at a final total of 224 gp. James has decided that the encounters will consist of one low-difficulty encounter and two moderate-difficulty encounters, with the value of the spider silk set at 50 gp and the value of the other two crafting quest components each set at 87 gp. James plans the following three encounters out for Jessica's wizard. Bargaining for Silk : The first encounter Jessica's wizard will need to navigate is retrieving the silk for her robe from a trio of ether spiders. As 5th-level creatures, the three spiders collectively are worth 60 XP for a 7th-level party and constitute a low-difficulty encounter worth 220 gp. James deducts 50 gp from the value of the encounter for the silk and distributes the rest in the form of various consumables the archmage left behind for his successful apprentices to find. While the ether spiders are deadly threats, Jessica's wizard recognizes that killing the spiders would destroy her master's silk supply, so she instead bargains with the ether spiders and trades them food and treasures from her earlier adventures in exchange for the silk she needs, completing the encounter nonlethally. Retrieving the Fiery Gemstone : The second encounter awaiting Jessica's wizard requires her to travel to the magical furnace powering the archmage's tower and retrieve a gemstone imbued with the power of elemental flame. When Jessica's wizard arrives at the furnace, she discovers that the archmage has prepared a surprise for her and has left the furnace gate open, allowing a pair of salamanders to slip in from the Plane of Fire! As 7th-level creatures, the two salamanders collectively represent a moderate encounter worth 290 gp for a 7th-level party. James deducts 87 gp from the value of the encounter to account for the value of the gemstone and gives the rest of the treasure to the party as consumables that will help them resist the icy breath of the elite young white dragons the PCs will have to face in the final encounter. Claiming a Scale : Singed but undeterred, Jessica's wizard and her party face their final challenge: a pair of elite young white dragon guard the magical loom on which the wizard must weave her magical robes. As 7th-level creatures, the dragons collectively represent a moderate encounter worth 290 gp for a 7th-level party. James deducts 87 gp from the value of the encounter for the dragon scale and provides the rest as treasures for the wizard's party members. Once the wizard has fought, bargained, or tricked her way into retrieving a scale and accessing the archmage's loom, she attempts a DC 23 Crafting check at the loom (the standard DC for a 7th-level item) to weave the crafting quest components together into her completed fire energy robes . ","type":"Rules","url":"/Rules.aspx?ID=1953","weakness":{}}},{"_index":"aon18","_id":"rules-1954","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting","Story-Based Crafting","Example Quests"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1954","markdown":"<title level=\"1\" right=\"Rules\">[Quest 3: Shaping the Armor of Yggdrasil (Level 5)](/Rules.aspx?ID=1954)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 175 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIanara's character is a [druid](/Ancestries.aspx?ID=6) seeking to craft a _+1 [wooden breastplate](/Armor.aspx?ID=36)_ for herself. Having just reached 5th level, Ianara's druid will soon be leaving the relative safety of her grove and the surrounding woodlands to venture out into the wider world as a champion of nature, an endeavor which will call for greater protection than she has had need of so far. Her GM, James, has decided that for Ianara's druid to create this armor, she'll need to gather four essential materials from the woodlands around her grove: fur collected from [grizzly bears](/Monsters.aspx?ID=47) to line the armor, [darkwood](/Equipment.aspx?ID=273) bark collected from trees protected by [arboreal warden](/Monsters.aspx?ID=27), a section of wood freely gifted by an [awakened tree](/Monsters.aspx?ID=28) for the main plate, and sticky sap from a grove guarded by a [dryad](/Monsters.aspx?ID=312) and her pet [basilisk](/Monsters.aspx?ID=44) to bind it all together. James has decided that this crafting quest will require Ianara's druid to complete four Low difficulty encounters, so he has reduced the 160 gp cost of the _+1 wooden breastplate_ by 40% for a final crafting cost of 96 gp, with each component having a value of 24 gp each. He deducts the 24 gp from the 100 gp value of each of the encounters and assigns the remaining 76 gp from each encounter to consumables and crafting quest components for the other characters.\n\n James plans the following four encounters out for Ianara.\n\n **Shaving the Grizzly**: Ianara's first task is to collect the grizzly bear fur, and fortunately, three large grizzlies with fur to spare can be found fishing salmon from a nearby stream. While the bears do constitute a potentially engaging, or even deadly, combat encounter, Ianara's character is a druid and unwilling to harm the creatures just to line her armor. By leveraging a combination of primal magic and [Nature](/Skills.aspx?ID=10)-oriented skill feats, she's able to calm the bears and convince them to donate some of their fur to her.\n\n **Working Around the Wardens**: Next, Ianara's druid must convince a pair of arboreal wardens to allow her to collect fallen scraps of darkwood bark from the grove of darkwood trees they're dedicated to protecting. Whether through combat, stealth, bargaining, or fleetness of foot, the druid manages to retrieve the necessary bark and completes the encounter before seeking out the next component for her armor.\n\n **You're Not Using That, Are You?**: Next, Ianara's druid needs to convince a mighty awakened tree to gift her a section of its living body to form the main plate of her _+1 wooden breastplate_. Combat isn't an option here; not only would attacking an otherwise-peaceful awakened tree potentially be anathema for the druid, but the wood has to be freely gifted or the armor will be ruined. Guile, diplomacy, and magic are Ianara's only options, but fortunately, if anyone can convince a tree to give up a part of itself, it's probably a druid.\n\n **Sticky Situation**: Having collected most of the components to create her armor, the druid just needs the sticky sap to bind everything together. The dryad and basilisk protecting the sap are cantankerous, cruel, and unwilling to share, and their grove is littered with evidence that the basilisk isn't too picky about who or what it petrifies and eats, either. While the party has thus far attempted nonviolent solutions wherever possible, the clearly evil nature of the dryad and basilisk likely mean that Ianara's party might just choose to fight this one out for the good of the forest, though it's also possible that they will choose to try and redeem the dryad and her pet. Regardless of the resolution they choose, once the dryad and basilisk are dealt with, Ianara's druid has all the crafting quest components she needs to [Craft](/Actions.aspx?ID=43) her armor, and she can begin the process of assembling them.\n\n Since the encounters were all contained within the same woodland, James requires Ianara's druid to attempt a [Crafting](/Skills.aspx?ID=4) check inside the druid grove to complete the armor. Ianara's druid successfully completes a DC 20 Crafting check (the standard DC for a 5th-level item) and can now don her _+1 wooden breastplate_.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Quest 3: Shaping the Armor of Yggdrasil (Level 5)","next_link":{"label":"Game Master's Trove","url":"/Rules.aspx?ID=1960"},"previous_link":{"label":"Quest 2: Weaving the Wizards Robes (Level 7)","url":"/Rules.aspx?ID=1953"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 175 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting / Story-Based Crafting / Example Quests\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 175"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 175 <sup>1.1</sup></row>","speed":{},"text":" Quest 3: Shaping the Armor of Yggdrasil (Level 5) Source Treasure Vault pg. 175 1.1 Ianara's character is a druid seeking to craft a +1 wooden breastplate for herself. Having just reached 5th level, Ianara's druid will soon be leaving the relative safety of her grove and the surrounding woodlands to venture out into the wider world as a champion of nature, an endeavor which will call for greater protection than she has had need of so far. Her GM, James, has decided that for Ianara's druid to create this armor, she'll need to gather four essential materials from the woodlands around her grove: fur collected from grizzly bears to line the armor, darkwood bark collected from trees protected by arboreal warden, a section of wood freely gifted by an awakened tree for the main plate, and sticky sap from a grove guarded by a dryad and her pet basilisk to bind it all together. James has decided that this crafting quest will require Ianara's druid to complete four Low difficulty encounters, so he has reduced the 160 gp cost of the +1 wooden breastplate by 40% for a final crafting cost of 96 gp, with each component having a value of 24 gp each. He deducts the 24 gp from the 100 gp value of each of the encounters and assigns the remaining 76 gp from each encounter to consumables and crafting quest components for the other characters. James plans the following four encounters out for Ianara. Shaving the Grizzly : Ianara's first task is to collect the grizzly bear fur, and fortunately, three large grizzlies with fur to spare can be found fishing salmon from a nearby stream. While the bears do constitute a potentially engaging, or even deadly, combat encounter, Ianara's character is a druid and unwilling to harm the creatures just to line her armor. By leveraging a combination of primal magic and Nature-oriented skill feats, she's able to calm the bears and convince them to donate some of their fur to her. Working Around the Wardens : Next, Ianara's druid must convince a pair of arboreal wardens to allow her to collect fallen scraps of darkwood bark from the grove of darkwood trees they're dedicated to protecting. Whether through combat, stealth, bargaining, or fleetness of foot, the druid manages to retrieve the necessary bark and completes the encounter before seeking out the next component for her armor. You're Not Using That, Are You? : Next, Ianara's druid needs to convince a mighty awakened tree to gift her a section of its living body to form the main plate of her +1 wooden breastplate . Combat isn't an option here; not only would attacking an otherwise-peaceful awakened tree potentially be anathema for the druid, but the wood has to be freely gifted or the armor will be ruined. Guile, diplomacy, and magic are Ianara's only options, but fortunately, if anyone can convince a tree to give up a part of itself, it's probably a druid. Sticky Situation : Having collected most of the components to create her armor, the druid just needs the sticky sap to bind everything together. The dryad and basilisk protecting the sap are cantankerous, cruel, and unwilling to share, and their grove is littered with evidence that the basilisk isn't too picky about who or what it petrifies and eats, either. While the party has thus far attempted nonviolent solutions wherever possible, the clearly evil nature of the dryad and basilisk likely mean that Ianara's party might just choose to fight this one out for the good of the forest, though it's also possible that they will choose to try and redeem the dryad and her pet. Regardless of the resolution they choose, once the dryad and basilisk are dealt with, Ianara's druid has all the crafting quest components she needs to Craft her armor, and she can begin the process of assembling them. Since the encounters were all contained within the same woodland, James requires Ianara's druid to attempt a Crafting check inside the druid grove to complete the armor. Ianara's druid successfully completes a DC 20 Crafting check (the standard DC for a 5th-level item) and can now don her +1 wooden breastplate . ","type":"Rules","url":"/Rules.aspx?ID=1954","weakness":{}}},{"_index":"aon18","_id":"rules-1955","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1955","markdown":"<title level=\"1\" right=\"Rules\">[Crafting Alternate Rules](/Rules.aspx?ID=1955)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 158 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1916\" />\r\n\r\n<document level=\"2\" id=\"rules-1920\" />\r\n\r\n<document level=\"2\" id=\"rules-1921\" />\r\n\r\n<document level=\"2\" id=\"rules-1924\" />","name":"Crafting Alternate Rules","next_link":{"label":"Nature Crafting","url":"/Rules.aspx?ID=1956"},"previous_link":{"label":"Trappings of Power","url":"/Rules.aspx?ID=1912"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 158 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 158"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 158 <sup>1.1</sup></row>","speed":{},"text":" Crafting Alternate Rules Source Treasure Vault pg. 158 1.1 ","type":"Rules","url":"/Rules.aspx?ID=1955","weakness":{}}},{"_index":"aon18","_id":"rules-1956","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1956","markdown":"<title level=\"1\" right=\"Rules\">[Nature Crafting](/Rules.aspx?ID=1956)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 164 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1926\" />\r\n\r\n<document level=\"2\" id=\"rules-1929\" />\r\n\r\n<document level=\"2\" id=\"rules-1932\" />","name":"Nature Crafting","next_link":{"label":"Story-Based Crafting","url":"/Rules.aspx?ID=1957"},"previous_link":{"label":"Crafting Alternate Rules","url":"/Rules.aspx?ID=1955"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 164 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 164"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 164 <sup>1.1</sup></row>","speed":{},"text":" Nature Crafting Source Treasure Vault pg. 164 1.1 ","type":"Rules","url":"/Rules.aspx?ID=1956","weakness":{}}},{"_index":"aon18","_id":"rules-1957","_score":2.3741803,"_source":{"breadcrumbs":["Secrets of Crafting"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1957","markdown":"<title level=\"1\" right=\"Rules\">[Story-Based Crafting](/Rules.aspx?ID=1957)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 170 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1943\" />\r\n\r\n<document level=\"2\" id=\"rules-1951\" />","name":"Story-Based Crafting","next_link":{"label":"Game Master's Trove","url":"/Rules.aspx?ID=1960"},"previous_link":{"label":"Nature Crafting","url":"/Rules.aspx?ID=1956"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 170 <sup>1.1</sup></row>\r\n\r\nSecrets of Crafting\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 170"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 170 <sup>1.1</sup></row>","speed":{},"text":" Story-Based Crafting Source Treasure Vault pg. 170 1.1 ","type":"Rules","url":"/Rules.aspx?ID=1957","weakness":{}}},{"_index":"aon18","_id":"rules-1958","_score":2.3741803,"_source":{"breadcrumbs":["Trappings of Power"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1958","markdown":"<title level=\"1\" right=\"Rules\">[Animal Companion Mobility Aids](/Rules.aspx?ID=1958)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 106 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile the following items are generally tailored for animal companions and similar creatures, some of them are equally useful to player characters and NPCs.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Animal Companion Mobility Aids","next_link":{"label":"Tails","url":"/Rules.aspx?ID=1959"},"previous_link":{"label":"Coda Instruments","url":"/Rules.aspx?ID=1913"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 106 <sup>1.1</sup></row>\r\n\r\nTrappings of Power\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 106"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 106 <sup>1.1</sup></row>","speed":{},"text":" Animal Companion Mobility Aids Source Treasure Vault pg. 106 1.1 While the following items are generally tailored for animal companions and similar creatures, some of them are equally useful to player characters and NPCs. ","type":"Rules","url":"/Rules.aspx?ID=1958","weakness":{}}},{"_index":"aon18","_id":"rules-1959","_score":2.3741803,"_source":{"breadcrumbs":["Trappings of Power"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1959","markdown":"<title level=\"1\" right=\"Rules\">[Tails](/Rules.aspx?ID=1959)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 108 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhile a simple prosthetic tail can be represented by a [basic prosthesis](/Equipment.aspx?ID=1352), the below options come with many useful added functions. Using a prosthetic tail effectively generally requires being a member of an ancestry or species that typically has a tail, though creatures from tailless ancestries or species may be able to learn to utilize one under appropriate conditions.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Tails","next_link":{"label":"Secrets of Crafting","url":"/Rules.aspx?ID=1914"},"previous_link":{"label":"Animal Companion Mobility Aids","url":"/Rules.aspx?ID=1958"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 108 <sup>1.1</sup></row>\r\n\r\nTrappings of Power\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 108"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 108 <sup>1.1</sup></row>","speed":{},"text":" Tails Source Treasure Vault pg. 108 1.1 While a simple prosthetic tail can be represented by a basic prosthesis, the below options come with many useful added functions. Using a prosthetic tail effectively generally requires being a member of an ancestry or species that typically has a tail, though creatures from tailless ancestries or species may be able to learn to utilize one under appropriate conditions. ","type":"Rules","url":"/Rules.aspx?ID=1959","weakness":{}}},{"_index":"aon18","_id":"rules-1960","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1960","markdown":"<title level=\"1\" right=\"Rules\">[Game Master's Trove](/Rules.aspx?ID=1960)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 177 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThis chapter includes options that are targeted towards GMs more than players. While players are sure to find fun and excitement in the artifacts, archetypes, boons, and other options presented here, these options all require some degree of GM planning and execution and should not simply be assumed to be available to players joining a new game.\n\n The [Artifacts](/equipment/artifacts) section of this chapter expands the artifacts first presented in the _Pathfinder Gamemastery Guide_, with new options expanding the level, theme, and functions available for such items. Artifacts are almost universally powerful and rare. They should be introduced into an adventure as part of a major plot point, either as a reward for the completion of an epic quest or as a tool to help the players complete such an endeavor.\n\n The [Archetype Artifacts](/Rules.aspx?ID=1961) section presents a new type of archetype, one accessed via bonding with a magical artifact that can grow with the character. Granting archetype artifacts as options in a campaign using the [free archetype variant](/Rules.aspx?ID=1333) rules is the assumed function of these options, but having a character's very identity be subsumed by an artifact they have bonded to presents its own interesting and unique roleplaying opportunities.\n\n [Blighted Boons](/Rules.aspx?ID=1962) introduces a new type of consumable, unique to this section. Blighted boons are consumables that can grant great power, but at a terrible price. These items are intended to be the core of a major story the PCs play through. They often put a countdown on the character who uses them, driving that person to use the power to complete a quest and purge the item from their bodies before it consumes them utterly, resulting in their death and destruction. These can be great tools for telling stories of heroes who accept a dreadful doom in exchange for the power to right some horrible wrong or can help add urgency to a campaign where the timeline might not otherwise demand much of the PCs.\n\n [Intelligent](/equipment/intelligent-items) and [Cursed Items](/equipment/cursed-items) expand the options for intelligent and cursed items first introduced in the _Gamemastery Guide_. These items can be used as allies, foils, or even nemeses of the PCs, or simply as fun and quirky story hooks that add texture and flavor to the campaign world.\n\n [Relics](/Rules.aspx?ID=1096) are another _Gamemastery Guide_ expansion, vastly expanding the aspects, gifts, and seeds already available. This section also introduces a new type of relic configuration in the form of item sets. Rather than a single relic whose power grows with the character, item sets are collections of themed items that players can seek out, increasing the power and functionality of the collective ensemble with each added item. Not only can these item sets serve as a fun way to emphasize the flavor of a given character, they can also help you decide what kind of treasure you might want to include in your encounters.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Stories and Power</title>\r\n\r\nMany of the items presented in this section offer great power to the character who uses them, often at a price. The price for this power is a tool that you, as the Game Master, can use to create dramatic tension and high stakes in your stories. Artifacts, boons, and cursed or intelligent items should always be used to advance the stories you tell in your campaigns and create deeper connections between the players and the setting. Work with your players to discuss ways that these rare and potent items might help tell an exciting and otherwise impossible story.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1961\" />\r\n\r\n<document level=\"2\" id=\"rules-1962\" />\r\n\r\n<document level=\"2\" id=\"rules-1970\" />","name":"Game Master's Trove","next_link":{"label":"Housing Costs","url":"/Rules.aspx?ID=1976"},"previous_link":{"label":"Secrets of Crafting","url":"/Rules.aspx?ID=1914"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 177 <sup>1.1</sup></row>\n\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 177"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 177 <sup>1.1</sup></row>","speed":{},"text":" Game Master's Trove Source Treasure Vault pg. 177 1.1 This chapter includes options that are targeted towards GMs more than players. While players are sure to find fun and excitement in the artifacts, archetypes, boons, and other options presented here, these options all require some degree of GM planning and execution and should not simply be assumed to be available to players joining a new game. The Artifacts section of this chapter expands the artifacts first presented in the Pathfinder Gamemastery Guide , with new options expanding the level, theme, and functions available for such items. Artifacts are almost universally powerful and rare. They should be introduced into an adventure as part of a major plot point, either as a reward for the completion of an epic quest or as a tool to help the players complete such an endeavor. The Archetype Artifacts section presents a new type of archetype, one accessed via bonding with a magical artifact that can grow with the character. Granting archetype artifacts as options in a campaign using the free archetype variant rules is the assumed function of these options, but having a character's very identity be subsumed by an artifact they have bonded to presents its own interesting and unique roleplaying opportunities. Blighted Boons introduces a new type of consumable, unique to this section. Blighted boons are consumables that can grant great power, but at a terrible price. These items are intended to be the core of a major story the PCs play through. They often put a countdown on the character who uses them, driving that person to use the power to complete a quest and purge the item from their bodies before it consumes them utterly, resulting in their death and destruction. These can be great tools for telling stories of heroes who accept a dreadful doom in exchange for the power to right some horrible wrong or can help add urgency to a campaign where the timeline might not otherwise demand much of the PCs. Intelligent and Cursed Items expand the options for intelligent and cursed items first introduced in the Gamemastery Guide . These items can be used as allies, foils, or even nemeses of the PCs, or simply as fun and quirky story hooks that add texture and flavor to the campaign world. Relics are another Gamemastery Guide expansion, vastly expanding the aspects, gifts, and seeds already available. This section also introduces a new type of relic configuration in the form of item sets. Rather than a single relic whose power grows with the character, item sets are collections of themed items that players can seek out, increasing the power and functionality of the collective ensemble with each added item. Not only can these item sets serve as a fun way to emphasize the flavor of a given character, they can also help you decide what kind of treasure you might want to include in your encounters. Stories and Power Many of the items presented in this section offer great power to the character who uses them, often at a price. The price for this power is a tool that you, as the Game Master, can use to create dramatic tension and high stakes in your stories. Artifacts, boons, and cursed or intelligent items should always be used to advance the stories you tell in your campaigns and create deeper connections between the players and the setting. Work with your players to discuss ways that these rare and potent items might help tell an exciting and otherwise impossible story. ","type":"Rules","url":"/Rules.aspx?ID=1960","weakness":{}}},{"_index":"aon18","_id":"rules-1961","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1961","markdown":"<title level=\"1\" right=\"Rules\">[Archetype Artifacts](/Rules.aspx?ID=1961)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 182 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n[Archetype artifacts](/archetypes/artifact) are powerful items that grant access to archetype feats linked to the artifact. Once an archetype artifact is invested, it can't be removed or uninvested by normal means. Gaining possession of an archetype artifact and investing it gives you access to its related archetype feats in the same way that taking the dedication feat for a standard archetype allows you to choose its feats whenever you gain a class feat. A character can invest only one archetype artifact at a time. Attempting to invest an additional archetype artifact fails as the first artifact's claim over you outweighs the second's; no benefits are granted, the second artifact is not invested, and you are aware of the failure. If the artifact is destroyed, the bonded character also loses access to any of its granted feats and must immediately retrain all feats granted by the archetype artifact for new feats that they qualify for.\n\n Archetype artifacts are intended to be used in conjunction with the [free archetype](/Rules.aspx?ID=1333) variant rules originally presented in the _Pathfinder Gamemastery Guide_. However, some stories might work better without this variant; for instance, if a character wants to play an otherwise-ordinary baker or stable hand who stumbles upon an artifact that becomes their main source of power, rather than an apprentice wizard who bonds to one for greater power. Since players must have possession of the archetype artifact to take its feats, you should ensure that they come across it before they would gain their first free archetype feat (typically meaning they should acquire the artifact just before they reach 2nd level.) Generally, archetype artifacts should not be given to players unless all the players at the table have access to either their own archetype artifact or another archetype gained via the free archetype variant.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Archetype Artifacts","next_link":{"label":"Blighted Boons","url":"/Rules.aspx?ID=1962"},"previous_link":{"label":"Secrets of Crafting","url":"/Rules.aspx?ID=1914"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 182 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 182"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 182 <sup>1.1</sup></row>","speed":{},"text":" Archetype Artifacts Source Treasure Vault pg. 182 1.1 Archetype artifacts are powerful items that grant access to archetype feats linked to the artifact. Once an archetype artifact is invested, it can't be removed or uninvested by normal means. Gaining possession of an archetype artifact and investing it gives you access to its related archetype feats in the same way that taking the dedication feat for a standard archetype allows you to choose its feats whenever you gain a class feat. A character can invest only one archetype artifact at a time. Attempting to invest an additional archetype artifact fails as the first artifact's claim over you outweighs the second's; no benefits are granted, the second artifact is not invested, and you are aware of the failure. If the artifact is destroyed, the bonded character also loses access to any of its granted feats and must immediately retrain all feats granted by the archetype artifact for new feats that they qualify for. Archetype artifacts are intended to be used in conjunction with the free archetype variant rules originally presented in the Pathfinder Gamemastery Guide . However, some stories might work better without this variant; for instance, if a character wants to play an otherwise-ordinary baker or stable hand who stumbles upon an artifact that becomes their main source of power, rather than an apprentice wizard who bonds to one for greater power. Since players must have possession of the archetype artifact to take its feats, you should ensure that they come across it before they would gain their first free archetype feat (typically meaning they should acquire the artifact just before they reach 2nd level.) Generally, archetype artifacts should not be given to players unless all the players at the table have access to either their own archetype artifact or another archetype gained via the free archetype variant. ","type":"Rules","url":"/Rules.aspx?ID=1961","weakness":{}}},{"_index":"aon18","_id":"rules-1962","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1962","markdown":"<title level=\"1\" right=\"Rules\">[Blighted Boons](/Rules.aspx?ID=1962)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMagical manifestations of unusual power, blighted boons resemble consumables in that a creature can take in the manifestation to gain its effects. However, these manifestations contain powers not meant for mortals. Once someone partakes, they begin a slide toward disaster as the power eats away at their body, mind, or both. Death is a blessing compared to the fates awaiting those who consume some blighted boons.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1963\" />\r\n\r\n<document level=\"2\" id=\"rules-1964\" />\r\n\r\n<document level=\"2\" id=\"rules-1965\" />\r\n\r\n<document level=\"2\" id=\"rules-1969\" />","name":"Blighted Boons","next_link":{"label":"Set Relics","url":"/Rules.aspx?ID=1970"},"previous_link":{"label":"Archetype Artifacts","url":"/Rules.aspx?ID=1961"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 186"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>","speed":{},"text":" Blighted Boons Source Treasure Vault pg. 186 1.1 Magical manifestations of unusual power, blighted boons resemble consumables in that a creature can take in the manifestation to gain its effects. However, these manifestations contain powers not meant for mortals. Once someone partakes, they begin a slide toward disaster as the power eats away at their body, mind, or both. Death is a blessing compared to the fates awaiting those who consume some blighted boons. ","type":"Rules","url":"/Rules.aspx?ID=1962","weakness":{}}},{"_index":"aon18","_id":"rules-1963","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove","Blighted Boons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1963","markdown":"<title level=\"1\" right=\"Rules\">[Using Blighted Boons](/Rules.aspx?ID=1963)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen someone finds a blighted boon, they discover its manifestation. Manifestations can seem innocuous, such as a potion in a bottle. Other manifestations are grander displays, such as crystallized flame. Some blighted boons have a storied history, so anyone who knows the legends knows the risks. Other blighted boons are more obscure, functioning like hazardous treasure.\n\n Blighted boons can elevate your campaign in multiple ways. A creature might [partake](/Rules.aspx?ID=1964) of a blighted boon without understanding the ramifications of doing so. Other beings might seek out a blighted boon for its gift, often to use the imparted might in a dire situation that merits taking the risks. Some blighted boons present their effects to potential users in visions or by other means. For such boons, no one can consume them without understanding, at least partly, what they're doing. In any case, a blighted boon offers great, temporary power at a cost, requiring daring undertakings to undo the long-term effects before it's too late.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Using Blighted Boons","next_link":{"label":"Partaking","url":"/Rules.aspx?ID=1964"},"previous_link":{"label":"Archetype Artifacts","url":"/Rules.aspx?ID=1961"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove / Blighted Boons\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 186"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>","speed":{},"text":" Using Blighted Boons Source Treasure Vault pg. 186 1.1 When someone finds a blighted boon, they discover its manifestation. Manifestations can seem innocuous, such as a potion in a bottle. Other manifestations are grander displays, such as crystallized flame. Some blighted boons have a storied history, so anyone who knows the legends knows the risks. Other blighted boons are more obscure, functioning like hazardous treasure. Blighted boons can elevate your campaign in multiple ways. A creature might partake of a blighted boon without understanding the ramifications of doing so. Other beings might seek out a blighted boon for its gift, often to use the imparted might in a dire situation that merits taking the risks. Some blighted boons present their effects to potential users in visions or by other means. For such boons, no one can consume them without understanding, at least partly, what they're doing. In any case, a blighted boon offers great, temporary power at a cost, requiring daring undertakings to undo the long-term effects before it's too late. ","type":"Rules","url":"/Rules.aspx?ID=1963","weakness":{}}},{"_index":"aon18","_id":"rules-1964","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove","Blighted Boons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1964","markdown":"<title level=\"1\" right=\"Rules\">[Partaking](/Rules.aspx?ID=1964)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSomeone who partakes of a blighted boon unwillingly can attempt a saving throw to resist the effect. The save DC equals 10 + the partaker's level. Those who willingly consume the boon can't attempt a save. A creature that fails the save or doesn't attempt one moves to the blighted boon's stage 1.\n\n When a blighted boon imparts its initial effect on a partaker, the boon's manifestation disappears. Any pieces that remain contain none of the boon's power.\n\n Those who roll a success or critical success at the save resist the boon. Such a partaker gains no further effect. In some cases, a blighted boon remanifests after this refusal, giving others the opportunity to partake of its power. Blighted boons that have this power say so in their descriptions. Others are used up, as with a consumable magic item.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Partaking","next_link":{"label":"Progression","url":"/Rules.aspx?ID=1965"},"previous_link":{"label":"Using Blighted Boons","url":"/Rules.aspx?ID=1963"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove / Blighted Boons\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 186"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>","speed":{},"text":" Partaking Source Treasure Vault pg. 186 1.1 Someone who partakes of a blighted boon unwillingly can attempt a saving throw to resist the effect. The save DC equals 10 + the partaker's level. Those who willingly consume the boon can't attempt a save. A creature that fails the save or doesn't attempt one moves to the blighted boon's stage 1. When a blighted boon imparts its initial effect on a partaker, the boon's manifestation disappears. Any pieces that remain contain none of the boon's power. Those who roll a success or critical success at the save resist the boon. Such a partaker gains no further effect. In some cases, a blighted boon remanifests after this refusal, giving others the opportunity to partake of its power. Blighted boons that have this power say so in their descriptions. Others are used up, as with a consumable magic item. ","type":"Rules","url":"/Rules.aspx?ID=1964","weakness":{}}},{"_index":"aon18","_id":"rules-1965","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove","Blighted Boons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1965","markdown":"<title level=\"1\" right=\"Rules\">[Progression](/Rules.aspx?ID=1965)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA blighted boon grows in potency within the user's body, progressing in stages. While in any stage from a blighted boon, the [partaker](/Rules.aspx?ID=1964) is temporarily immune to other versions of the same blighted boon. Unless the boon's description says otherwise, the effects of each stage combine, often growing stronger over time.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1966\" />\r\n\r\n<document level=\"2\" id=\"rules-1967\" />\r\n\r\n<document level=\"2\" id=\"rules-1968\" />","name":"Progression","next_link":{"label":"Purging","url":"/Rules.aspx?ID=1969"},"previous_link":{"label":"Partaking","url":"/Rules.aspx?ID=1964"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove / Blighted Boons\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 186"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>","speed":{},"text":" Progression Source Treasure Vault pg. 186 1.1 A blighted boon grows in potency within the user's body, progressing in stages. While in any stage from a blighted boon, the partaker is temporarily immune to other versions of the same blighted boon. Unless the boon's description says otherwise, the effects of each stage combine, often growing stronger over time. ","type":"Rules","url":"/Rules.aspx?ID=1965","weakness":{}}},{"_index":"aon18","_id":"rules-1966","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove","Blighted Boons","Progression"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1966","markdown":"<title level=\"1\" right=\"Rules\">[Intervals](/Rules.aspx?ID=1966)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nBlighted boon stages advance in intervals, amounts of time shown in parentheses for each stage. Once a stage's interval passes, the [partaker](/Rules.aspx?ID=1964) can attempt a saving throw against the blighted boon. The save DC equals 10 + the partaker's level + the blighted boon's current stage + the number of previous successful saving throws. On a failure, the partaker advances to the next stage. Success means the boon remains at its current stage for the same interval. The partaker can't reduce a blighted boon's stage. To do that, the blight must be subjected to successful purging.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Intervals","next_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=1967"},"previous_link":{"label":"Partaking","url":"/Rules.aspx?ID=1964"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove / Blighted Boons / Progression\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 186"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>","speed":{},"text":" Intervals Source Treasure Vault pg. 186 1.1 Blighted boon stages advance in intervals, amounts of time shown in parentheses for each stage. Once a stage's interval passes, the partaker can attempt a saving throw against the blighted boon. The save DC equals 10 + the partaker's level + the blighted boon's current stage + the number of previous successful saving throws. On a failure, the partaker advances to the next stage. Success means the boon remains at its current stage for the same interval. The partaker can't reduce a blighted boon's stage. To do that, the blight must be subjected to successful purging. ","type":"Rules","url":"/Rules.aspx?ID=1966","weakness":{}}},{"_index":"aon18","_id":"rules-1967","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove","Blighted Boons","Progression"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1967","markdown":"<title level=\"1\" right=\"Rules\">[Saving Throws](/Rules.aspx?ID=1967)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf an effect a [partaker](/Rules.aspx?ID=1964) creates with a blighted boon requires the target to attempt a saving throw, the DC equals the character's class DC or the DC you assign to an NPC or monster. If the partaker must attempt a save against the blighted boon, unless stated otherwise (such as in the Intervals section), the DC equals 10 + the partaker's level + the blighted boon's current stage.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Saving Throws","next_link":{"label":"Death","url":"/Rules.aspx?ID=1968"},"previous_link":{"label":"Intervals","url":"/Rules.aspx?ID=1966"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove / Blighted Boons / Progression\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 186"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>","speed":{},"text":" Saving Throws Source Treasure Vault pg. 186 1.1 If an effect a partaker creates with a blighted boon requires the target to attempt a saving throw, the DC equals the character's class DC or the DC you assign to an NPC or monster. If the partaker must attempt a save against the blighted boon, unless stated otherwise (such as in the Intervals section), the DC equals 10 + the partaker's level + the blighted boon's current stage. ","type":"Rules","url":"/Rules.aspx?ID=1967","weakness":{}}},{"_index":"aon18","_id":"rules-1968","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove","Blighted Boons","Progression"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1968","markdown":"<title level=\"1\" right=\"Rules\">[Death](/Rules.aspx?ID=1968)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nMost blighted boons affect those who die under the boon's effects in special, unusual ways, as noted in a boon's description. Also, every blighted boon destroys a user who uses the boon's power too long. This doom varies in form.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Death","next_link":{"label":"Purging","url":"/Rules.aspx?ID=1969"},"previous_link":{"label":"Saving Throws","url":"/Rules.aspx?ID=1967"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove / Blighted Boons / Progression\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 186"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 186 <sup>1.1</sup></row>","speed":{},"text":" Death Source Treasure Vault pg. 186 1.1 Most blighted boons affect those who die under the boon's effects in special, unusual ways, as noted in a boon's description. Also, every blighted boon destroys a user who uses the boon's power too long. This doom varies in form. ","type":"Rules","url":"/Rules.aspx?ID=1968","weakness":{}}},{"_index":"aon18","_id":"rules-1969","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove","Blighted Boons"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1969","markdown":"<title level=\"1\" right=\"Rules\">[Purging](/Rules.aspx?ID=1969)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 187 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA blighted boon is difficult to get rid of, and the Purging section of each boon entry details the only way to do so. If a [partaker](/Rules.aspx?ID=1964) satisfies the Purging conditions, all the blighted boon's effects end. For other effects that suppress or [_dispel magic_](/Spells.aspx?ID=78), treat a blighted boon as an [artifact](/Traits.aspx?ID=253).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Purging","next_link":{"label":"Set Relics","url":"/Rules.aspx?ID=1970"},"previous_link":{"label":"Progression","url":"/Rules.aspx?ID=1965"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 187 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove / Blighted Boons\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 187"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 187 <sup>1.1</sup></row>","speed":{},"text":" Purging Source Treasure Vault pg. 187 1.1 A blighted boon is difficult to get rid of, and the Purging section of each boon entry details the only way to do so. If a partaker satisfies the Purging conditions, all the blighted boon's effects end. For other effects that suppress or dispel magic , treat a blighted boon as an artifact. ","type":"Rules","url":"/Rules.aspx?ID=1969","weakness":{}}},{"_index":"aon18","_id":"rules-1970","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1970","markdown":"<title level=\"1\" right=\"Rules\">[Set Relics](/Rules.aspx?ID=1970)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 200 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSome permanent magic items are strongly attuned to one another, forming a [relic seed](/Rules.aspx?ID=1096) called a set relic or item set. Such items fit a theme, empowering a specific type of character. A set relic grants gifts and benefits based on its items working and growing more powerful in concert.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1971\" />\r\n\r\n<document level=\"2\" id=\"rules-1972\" />\r\n\r\n<document level=\"2\" id=\"rules-1973\" />\r\n\r\n<document level=\"2\" id=\"rules-1974\" />\r\n\r\n<document level=\"2\" id=\"rules-1975\" />","name":"Set Relics","next_link":{"label":"Housing Costs","url":"/Rules.aspx?ID=1976"},"previous_link":{"label":"Blighted Boons","url":"/Rules.aspx?ID=1962"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 200 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 200"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 200 <sup>1.1</sup></row>","speed":{},"text":" Set Relics Source Treasure Vault pg. 200 1.1 Some permanent magic items are strongly attuned to one another, forming a relic seed called a set relic or item set. Such items fit a theme, empowering a specific type of character. A set relic grants gifts and benefits based on its items working and growing more powerful in concert. ","type":"Rules","url":"/Rules.aspx?ID=1970","weakness":{}}},{"_index":"aon18","_id":"rules-1971","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove","Set Relics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1971","markdown":"<title level=\"1\" right=\"Rules\">[Set Relics in the Campaign](/Rules.aspx?ID=1971)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 200 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSet relics are more powerful than typical relic seeds, but they also make acquiring treasure more exciting. To balance things, ensure each character has access to a set relic suited to their abilities. Also, consider what it takes for characters to acquire this considerable power. Seeking the items or materials to craft them should lead to specific quests and challenges, or even whole adventures. Strongly consider [adjusting treasure](/Rules.aspx?ID=1102) to account for these valuable items.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Set Relics in the Campaign","next_link":{"label":"Starting a Set Relic","url":"/Rules.aspx?ID=1972"},"previous_link":{"label":"Blighted Boons","url":"/Rules.aspx?ID=1962"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 200 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove / Set Relics\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 200"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 200 <sup>1.1</sup></row>","speed":{},"text":" Set Relics in the Campaign Source Treasure Vault pg. 200 1.1 Set relics are more powerful than typical relic seeds, but they also make acquiring treasure more exciting. To balance things, ensure each character has access to a set relic suited to their abilities. Also, consider what it takes for characters to acquire this considerable power. Seeking the items or materials to craft them should lead to specific quests and challenges, or even whole adventures. Strongly consider adjusting treasure to account for these valuable items. ","type":"Rules","url":"/Rules.aspx?ID=1971","weakness":{}}},{"_index":"aon18","_id":"rules-1972","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove","Set Relics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1972","markdown":"<title level=\"1\" right=\"Rules\">[Starting a Set Relic](/Rules.aspx?ID=1972)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 201 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA character starts a set relic when they acquire one item from the set, usually the lowest-level item. (You can allow characters to start the set with a different item.) This starting item has a minor gift and two aspects, as with other relics. The set then works as a single relic regarding its aspects and relic level.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Starting a Set Relic","next_link":{"label":"Utilizing a Set Relic","url":"/Rules.aspx?ID=1973"},"previous_link":{"label":"Set Relics in the Campaign","url":"/Rules.aspx?ID=1971"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 201 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove / Set Relics\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 201"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 201 <sup>1.1</sup></row>","speed":{},"text":" Starting a Set Relic Source Treasure Vault pg. 201 1.1 A character starts a set relic when they acquire one item from the set, usually the lowest-level item. (You can allow characters to start the set with a different item.) This starting item has a minor gift and two aspects, as with other relics. The set then works as a single relic regarding its aspects and relic level. ","type":"Rules","url":"/Rules.aspx?ID=1972","weakness":{}}},{"_index":"aon18","_id":"rules-1973","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove","Set Relics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1973","markdown":"<title level=\"1\" right=\"Rules\">[Utilizing a Set Relic](/Rules.aspx?ID=1973)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 201 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA user must carry or wear items comprising a set relic to gain their benefits as part of the set. Any item the set relic's wielder fails to wear or carry, as well as any item stowed in an extradimensional space, doesn't count toward the gifts and item-number features the set relic can grant. The character must also invest any item that has the [invested](/Traits.aspx?ID=98) trait, or that item doesn't count for the power of the set relic. Consequently, if a user loses an item that's part of the set relic, any benefits that item brought to the set relic disappear until the item is recovered, invested if necessary, and carried or worn again.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Utilizing a Set Relic","next_link":{"label":"Advancing a Set Relic","url":"/Rules.aspx?ID=1974"},"previous_link":{"label":"Starting a Set Relic","url":"/Rules.aspx?ID=1972"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 201 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove / Set Relics\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 201"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 201 <sup>1.1</sup></row>","speed":{},"text":" Utilizing a Set Relic Source Treasure Vault pg. 201 1.1 A user must carry or wear items comprising a set relic to gain their benefits as part of the set. Any item the set relic's wielder fails to wear or carry, as well as any item stowed in an extradimensional space, doesn't count toward the gifts and item-number features the set relic can grant. The character must also invest any item that has the invested trait, or that item doesn't count for the power of the set relic. Consequently, if a user loses an item that's part of the set relic, any benefits that item brought to the set relic disappear until the item is recovered, invested if necessary, and carried or worn again. ","type":"Rules","url":"/Rules.aspx?ID=1973","weakness":{}}},{"_index":"aon18","_id":"rules-1974","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove","Set Relics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1974","markdown":"<title level=\"1\" right=\"Rules\">[Advancing a Set Relic](/Rules.aspx?ID=1974)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 201 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nEach part of a set relic that a character collects further empowers the relic's gifts and provides additional features.\n\n **Gifts**: A set relic grants you gifts based on the number of items properly utilized as part of the set relic, as well as a minimum level, which the wielder's level must equal or exceed. This progression matches that detailed on the _Gamemastery Guide's_ [Table 222: Relic Gifts](/Rules.aspx?ID=1101) in terms of number of gifts, minimum level, gift type, and gp equivalent. Each known set relic (see the sets presented below) shows a number before listing a gift. This number corresponds with the number of gifts on Table 222, as well as the number of items in the set relic that must be properly utilized to access the indicated gift.\n\n **Collective Features**: A set relic also grants its user features, boosting to the relic's gifts, based on the number of items properly utilized in the relic. Such features are cumulative. Once a character has four items from a set, for instance, that wielder gains the features for having two, three, and four items. Each known set relic lists the number of items and the feature linked with properly utilizing that number of items as part of the set relic.\n\n **Smaller Sets**: For set relics that have fewer than five items, the relic can still permit the wielder to access gifts that are more powerful. One of the items in the set must be of or higher than the minimum level given for the gift on Table 222 for the relic to grant the gift. Meeting this requirement might involve the wielder improving an existing item to the appropriate level or finding a new item of a suitable level.\n\n **Improving Set Items**: The items in a set relic need not remain static. They can be improved, according to rules for items of their type, with runes and to higher-level versions. If a set relic lists a specific advanced form of an item, you must possess that form of the item and properly utilize it to gain its benefits as part of the set relic.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Advancing a Set Relic","next_link":{"label":"Known Set Relics","url":"/Rules.aspx?ID=1975"},"previous_link":{"label":"Utilizing a Set Relic","url":"/Rules.aspx?ID=1973"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 201 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove / Set Relics\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 201"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 201 <sup>1.1</sup></row>","speed":{},"text":" Advancing a Set Relic Source Treasure Vault pg. 201 1.1 Each part of a set relic that a character collects further empowers the relic's gifts and provides additional features. Gifts : A set relic grants you gifts based on the number of items properly utilized as part of the set relic, as well as a minimum level, which the wielder's level must equal or exceed. This progression matches that detailed on the Gamemastery Guide's Table 222: Relic Gifts in terms of number of gifts, minimum level, gift type, and gp equivalent. Each known set relic (see the sets presented below) shows a number before listing a gift. This number corresponds with the number of gifts on Table 222, as well as the number of items in the set relic that must be properly utilized to access the indicated gift. Collective Features : A set relic also grants its user features, boosting to the relic's gifts, based on the number of items properly utilized in the relic. Such features are cumulative. Once a character has four items from a set, for instance, that wielder gains the features for having two, three, and four items. Each known set relic lists the number of items and the feature linked with properly utilizing that number of items as part of the set relic. Smaller Sets : For set relics that have fewer than five items, the relic can still permit the wielder to access gifts that are more powerful. One of the items in the set must be of or higher than the minimum level given for the gift on Table 222 for the relic to grant the gift. Meeting this requirement might involve the wielder improving an existing item to the appropriate level or finding a new item of a suitable level. Improving Set Items : The items in a set relic need not remain static. They can be improved, according to rules for items of their type, with runes and to higher-level versions. If a set relic lists a specific advanced form of an item, you must possess that form of the item and properly utilize it to gain its benefits as part of the set relic. ","type":"Rules","url":"/Rules.aspx?ID=1974","weakness":{}}},{"_index":"aon18","_id":"rules-1975","_score":2.3741803,"_source":{"breadcrumbs":["Game Master's Trove","Set Relics"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1975","markdown":"<title level=\"1\" right=\"Rules\">[Known Set Relics](/Rules.aspx?ID=1975)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 201 <sup>1.1</sup></row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nSeveral set relics are known to exist. You can adjust them with items tailored to your players' characters or create custom sets, using the benefits described here as a guideline. Set relics in this section use aspects found in this book or the _Gamemastery Guide_.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Known Set Relics","next_link":{"label":"Housing Costs","url":"/Rules.aspx?ID=1976"},"previous_link":{"label":"Advancing a Set Relic","url":"/Rules.aspx?ID=1974"},"rarity":"common","release_date":"2023-02-22","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 201 <sup>1.1</sup></row>\r\n\r\nGame Master's Trove / Set Relics\r\n</additional-info>","source":["Treasure Vault"],"source_raw":["Treasure Vault pg. 201"],"source_category":"Rulebooks","source_markdown":"<row gap=\"tiny\">[Treasure Vault](/Sources.aspx?ID=191) pg. 201 <sup>1.1</sup></row>","speed":{},"text":" Known Set Relics Source Treasure Vault pg. 201 1.1 Several set relics are known to exist. You can adjust them with items tailored to your players' characters or create custom sets, using the benefits described here as a guideline. Set relics in this section use aspects found in this book or the Gamemastery Guide . ","type":"Rules","url":"/Rules.aspx?ID=1975","weakness":{}}},{"_index":"aon18","_id":"rules-1976","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1976","markdown":"<title level=\"1\" right=\"Rules\">[Housing Costs](/Rules.aspx?ID=1976)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Travel Guide](/Sources.aspx?ID=141) pg. 17</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1977\" />\r\n\r\n<document level=\"2\" id=\"rules-1978\" />","name":"Housing Costs","next_link":{"label":"The Harrow Court","url":"/Rules.aspx?ID=1980"},"previous_link":{"label":"Game Master's Trove","url":"/Rules.aspx?ID=1960"},"rarity":"common","release_date":"2022-08-31","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Travel Guide](/Sources.aspx?ID=141) pg. 17</row>\n\n</additional-info>","source":["Travel Guide"],"source_raw":["Travel Guide pg. 17"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Travel Guide](/Sources.aspx?ID=141) pg. 17</row>","speed":{},"text":" Housing Costs Source Travel Guide pg. 17 ","type":"Rules","url":"/Rules.aspx?ID=1976","weakness":{}}},{"_index":"aon18","_id":"rules-1977","_score":2.3741803,"_source":{"breadcrumbs":["Housing Costs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1977","markdown":"<title level=\"1\" right=\"Rules\">[Rural Housing](/Rules.aspx?ID=1977)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Travel Guide](/Sources.aspx?ID=141) pg. 17</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe following table provides a number of different types of homes and their prices. The prices for housing are the cost to purchase a home outright and the monthly cost. Characters who prefer to rent a home can use the monthly rent costs listed instead. These costs are meant to represent an average cost in most rural areas, but can vary significantly based on location, local regulations, and other factors as determined by the GM. GMs who wish to modify these costs should generally remain within a 15% adjustment of the listed costs. Characters with connections or that have earned local respect might receive discounts on these of up to 10% of the total cost. The cost for additional rooms on a home are assumed to range between 5% to 15% of the home's base cost and includes the cost for material and labor, though the GM is free to vary this as necessary.\n\n## Table 1: Housing Costs\n<row gap=\"tiny\">\n<table><tr><td>**House payment (10 year period)** </td><td>**Price**</td><td>**Monthly**</td></tr> <tr><td>Thatch hut (poor home) </td><td>100 gp </td><td>2 gp</td></tr> <tr><td>Wood cottage (comfortable home)</td><td> 300 gp </td><td>6 gp</td></tr> <tr><td>Stone house (quality home) </td><td>2,000 gp </td><td>40 gp</td></tr> <tr><td>Wood, stone, and metal manse (fine home) </td><td>6,000 gp </td><td>120 gp</td></tr> <tr><td>Villa (luxury home) </td><td>15,000 gp </td><td>300 gp </td></tr></table><br />\n<table><tr><td>**House** </td><td>**Monthly rent**</td></tr> <tr><td>Thatch hut (poor home) </td><td>8 gp</td></tr> <tr><td>Wood cottage (comfortable home) </td><td>20 gp</td></tr> <tr><td>Stone house (quality home) </td><td>80 gp </td></tr> <tr><td>Wood, stone, and metal manse (fine home)</td><td> 240 gp</td></tr> <tr><td>Villa (luxury home) </td><td>600 gp</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Rural Housing","next_link":{"label":"Urban Housing","url":"/Rules.aspx?ID=1978"},"previous_link":{"label":"Game Master's Trove","url":"/Rules.aspx?ID=1960"},"rarity":"common","release_date":"2022-08-31","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Travel Guide](/Sources.aspx?ID=141) pg. 17</row>\r\n\r\nHousing Costs\r\n</additional-info>","source":["Travel Guide"],"source_raw":["Travel Guide pg. 17"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Travel Guide](/Sources.aspx?ID=141) pg. 17</row>","speed":{},"text":" Rural Housing Source Travel Guide pg. 17 The following table provides a number of different types of homes and their prices. The prices for housing are the cost to purchase a home outright and the monthly cost. Characters who prefer to rent a home can use the monthly rent costs listed instead. These costs are meant to represent an average cost in most rural areas, but can vary significantly based on location, local regulations, and other factors as determined by the GM. GMs who wish to modify these costs should generally remain within a 15% adjustment of the listed costs. Characters with connections or that have earned local respect might receive discounts on these of up to 10% of the total cost. The cost for additional rooms on a home are assumed to range between 5% to 15% of the home's base cost and includes the cost for material and labor, though the GM is free to vary this as necessary. ## Table 1: Housing Costs House payment (10 year period) Price Monthly Thatch hut (poor home) 100 gp 2 gp Wood cottage (comfortable home) 300 gp 6 gp Stone house (quality home) 2,000 gp 40 gp Wood, stone, and metal manse (fine home) 6,000 gp 120 gp Villa (luxury home) 15,000 gp 300 gp House Monthly rent Thatch hut (poor home) 8 gp Wood cottage (comfortable home) 20 gp Stone house (quality home) 80 gp Wood, stone, and metal manse (fine home) 240 gp Villa (luxury home) 600 gp ","type":"Rules","url":"/Rules.aspx?ID=1977","weakness":{}}},{"_index":"aon18","_id":"rules-1978","_score":2.3741803,"_source":{"breadcrumbs":["Housing Costs"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1978","markdown":"<title level=\"1\" right=\"Rules\">[Urban Housing](/Rules.aspx?ID=1978)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Travel Guide](/Sources.aspx?ID=141) pg. 21</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nCharacters that wish to buy homes in urban markets can use the prices noted on [Table 1](/Rules.aspx?ID=1977). These prices use the same guidelines for adjustments as the rural housing costs. Additionally, a character might instead purchase an apartment, which is typically half the cost of a home of similar quality (a comfortable apartment would cost 150 gp, for example). Renting an apartment typically runs one-fourth of the cost for renting a home. Some cities might have local support programs that can reduce these costs further. As space can be limited in urban environments, adding rooms to an urban home is usually more expensive, running upwards of 25% of the home's cost. This additional cost includes the cost of permits and fees required for such an undertaking.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Urban Housing","next_link":{"label":"The Harrow Court","url":"/Rules.aspx?ID=1980"},"previous_link":{"label":"Rural Housing","url":"/Rules.aspx?ID=1977"},"rarity":"common","release_date":"2022-08-31","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Travel Guide](/Sources.aspx?ID=141) pg. 21</row>\r\n\r\nHousing Costs\r\n</additional-info>","source":["Travel Guide"],"source_raw":["Travel Guide pg. 21"],"source_category":"Lost Omens","source_markdown":"<row gap=\"tiny\">[Travel Guide](/Sources.aspx?ID=141) pg. 21</row>","speed":{},"text":" Urban Housing Source Travel Guide pg. 21 Characters that wish to buy homes in urban markets can use the prices noted on Table 1. These prices use the same guidelines for adjustments as the rural housing costs. Additionally, a character might instead purchase an apartment, which is typically half the cost of a home of similar quality (a comfortable apartment would cost 150 gp, for example). Renting an apartment typically runs one-fourth of the cost for renting a home. Some cities might have local support programs that can reduce these costs further. As space can be limited in urban environments, adding rooms to an urban home is usually more expensive, running upwards of 25% of the home's cost. This additional cost includes the cost of permits and fees required for such an undertaking. ","type":"Rules","url":"/Rules.aspx?ID=1978","weakness":{}}},{"_index":"aon18","_id":"rules-1980","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1980","markdown":"<title level=\"1\" right=\"Rules\">[The Harrow Court](/Rules.aspx?ID=1980)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Harrowing Three may have created the _Deck of Destiny_, but their focus on using it to set the future in stone distracted them from understanding the true scope of their accomplishment. By infusing each of the deck's 54 cards with raw quintessence scraped from all corners of the Great Beyond, they had unwittingly planted the seeds that would eventually grow into the demiplane known as [the Harrow Court](/Planes.aspx?ID=23).\n\n It wasn't until the cards of the deck were scattered and became individual artifacts that the potential for the Harrow Court became possible. The more each card of the _Deck of Destiny_ ached to return to the fold, the more the quintessence within them began to build power. When one card from each of the deck's six suits were reunited, that power reached a mystical critical mass, resulting in the spontaneous creation of the Harrow Court—an event realized, at first, only by a precious few: the PCs themselves.\n\n In this Adventure Path, the Harrow Court serves as a home base for the PCs. Once they trigger the demiplane's creation, they'll continue to unlock expansions to the realm as they discover cards and “add” them to the Court, incarnating the card into the demiplane to alter its reality. While there's an implied order to the elements added to the demiplane (reflecting the order in which the cards are discovered during the adventure), which cards and what order they're brought to the Harrow Court is left entirely in the PCs' hands.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1981\" />\r\n\r\n<document level=\"2\" id=\"rules-1987\" />","name":"The Harrow Court","next_link":{"label":"Optional Campaign Rules","url":"/Rules.aspx?ID=1989"},"previous_link":{"label":"Housing Costs","url":"/Rules.aspx?ID=1976"},"rarity":"common","release_date":"2023-04-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 69</row>\n\n</additional-info>","source":["Pathfinder #190: The Choosing"],"source_raw":["Pathfinder #190: The Choosing pg. 69"],"source_category":"Adventure Paths","source_group":"Stolen Fate","source_markdown":"<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 69</row>","speed":{},"text":" The Harrow Court Source Pathfinder #190: The Choosing pg. 69 The Harrowing Three may have created the Deck of Destiny , but their focus on using it to set the future in stone distracted them from understanding the true scope of their accomplishment. By infusing each of the deck's 54 cards with raw quintessence scraped from all corners of the Great Beyond, they had unwittingly planted the seeds that would eventually grow into the demiplane known as the Harrow Court. It wasn't until the cards of the deck were scattered and became individual artifacts that the potential for the Harrow Court became possible. The more each card of the Deck of Destiny ached to return to the fold, the more the quintessence within them began to build power. When one card from each of the deck's six suits were reunited, that power reached a mystical critical mass, resulting in the spontaneous creation of the Harrow Court—an event realized, at first, only by a precious few: the PCs themselves. In this Adventure Path, the Harrow Court serves as a home base for the PCs. Once they trigger the demiplane's creation, they'll continue to unlock expansions to the realm as they discover cards and “add” them to the Court, incarnating the card into the demiplane to alter its reality. While there's an implied order to the elements added to the demiplane (reflecting the order in which the cards are discovered during the adventure), which cards and what order they're brought to the Harrow Court is left entirely in the PCs' hands. ","type":"Rules","url":"/Rules.aspx?ID=1980","weakness":{}}},{"_index":"aon18","_id":"rules-1981","_score":2.3741803,"_source":{"breadcrumbs":["The Harrow Court"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1981","markdown":"<title level=\"1\" right=\"Rules\">[Into the Court](/Rules.aspx?ID=1981)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe easiest way to enter the Harrow Court is to use the [Enter Harrow Court](/Actions.aspx?ID=2041) activity—indeed, this is the only way to enter the demiplane the first time, for the PCs' arrival in the Harrow Court actually finalizes the creation of the demiplane. The act of investing a card from the _Deck of Destiny_ and then bringing that card into the Harrow Court automatically activates that card's incarnation effect on the demiplane as well (see Epitomes). After this initial investiture, that incarnation effect persists even if the card doesn't remain invested over the course of the adventure.\n\n Before one can use the Enter the Harrow Court activity, six cards —one from each suit—must be brought together. At this point, only the PCs can use a card from the _Deck of Destiny_ to Enter the Harrow Court, as the demiplane's formation is inexorably linked to their souls and fates.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1982\" />\r\n\r\n<document level=\"2\" id=\"rules-1983\" />","name":"Into the Court","next_link":{"label":"Epitomes","url":"/Rules.aspx?ID=1987"},"previous_link":{"label":"Housing Costs","url":"/Rules.aspx?ID=1976"},"rarity":"common","release_date":"2023-04-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 69</row>\r\n\r\nThe Harrow Court\r\n</additional-info>","source":["Pathfinder #190: The Choosing"],"source_raw":["Pathfinder #190: The Choosing pg. 69"],"source_category":"Adventure Paths","source_group":"Stolen Fate","source_markdown":"<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 69</row>","speed":{},"text":" Into the Court Source Pathfinder #190: The Choosing pg. 69 The easiest way to enter the Harrow Court is to use the Enter Harrow Court activity—indeed, this is the only way to enter the demiplane the first time, for the PCs' arrival in the Harrow Court actually finalizes the creation of the demiplane. The act of investing a card from the Deck of Destiny and then bringing that card into the Harrow Court automatically activates that card's incarnation effect on the demiplane as well (see Epitomes). After this initial investiture, that incarnation effect persists even if the card doesn't remain invested over the course of the adventure. Before one can use the Enter the Harrow Court activity, six cards —one from each suit—must be brought together. At this point, only the PCs can use a card from the Deck of Destiny to Enter the Harrow Court, as the demiplane's formation is inexorably linked to their souls and fates. ","type":"Rules","url":"/Rules.aspx?ID=1981","weakness":{}}},{"_index":"aon18","_id":"rules-1982","_score":2.3741803,"_source":{"breadcrumbs":["The Harrow Court","Into the Court"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1982","markdown":"<title level=\"1\" right=\"Rules\">[Harrow Court Features](/Rules.aspx?ID=1982)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 69</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nOnce the Harrow Court has been created, it's possible for anyone to travel to the Harrow Court using spells such as [_plane shift_](/Spells.aspx?ID=222) or [_gate_](/Spells.aspx?ID=130), but the newness of the plane and its obscurity means such methods are difficult. Traveling via _plane shift_, for example, requires the use of a tuning fork attuned to the Harrow Court. If the PCs wish to create such a tuning fork, they must succeed at a DC 30 [Crafting](/Skills.aspx?ID=4) check and expend 200 gp in raw materials. The check must be made while in the Harrow Court, after which the newly created focus can function for the casting of any plane shift spell to travel to the demiplane. Other methods to enter the Harrow Court exist—some of which the PCs may discover (or endure) as the Stolen Fate Adventure Path progresses (these methods are presented in the adventure text as they occur).\n\n Once a character arrives in the Harrow Court, exit from the demiplane is possible via six portals found within Harrowheart or via plane traveling spells like _plane shift_. A character who arrives in the demiplane by using the [Enter the Harrow Court](/Actions.aspx?ID=2041) activity can use that same activity to open a portal back to their initial point of entrance from the [Material Plane](/Planes.aspx?ID=1). Certain card epitomes can provide additional options to exit the Harrow Court via this method, but until those cards are epitomized, using the Enter the Harrow Court activity only returns the traveler to their original point of departure from the previous plane.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Harrow Court Features","next_link":{"label":"Exploring the Harrow Court","url":"/Rules.aspx?ID=1983"},"previous_link":{"label":"Housing Costs","url":"/Rules.aspx?ID=1976"},"rarity":"common","release_date":"2023-04-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 69</row>\r\n\r\nThe Harrow Court / Into the Court\r\n</additional-info>","source":["Pathfinder #190: The Choosing"],"source_raw":["Pathfinder #190: The Choosing pg. 69"],"source_category":"Adventure Paths","source_group":"Stolen Fate","source_markdown":"<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 69</row>","speed":{},"text":" Harrow Court Features Source Pathfinder #190: The Choosing pg. 69 Once the Harrow Court has been created, it's possible for anyone to travel to the Harrow Court using spells such as plane shift or gate , but the newness of the plane and its obscurity means such methods are difficult. Traveling via plane shift , for example, requires the use of a tuning fork attuned to the Harrow Court. If the PCs wish to create such a tuning fork, they must succeed at a DC 30 Crafting check and expend 200 gp in raw materials. The check must be made while in the Harrow Court, after which the newly created focus can function for the casting of any plane shift spell to travel to the demiplane. Other methods to enter the Harrow Court exist—some of which the PCs may discover (or endure) as the Stolen Fate Adventure Path progresses (these methods are presented in the adventure text as they occur). Once a character arrives in the Harrow Court, exit from the demiplane is possible via six portals found within Harrowheart or via plane traveling spells like plane shift . A character who arrives in the demiplane by using the Enter the Harrow Court activity can use that same activity to open a portal back to their initial point of entrance from the Material Plane. Certain card epitomes can provide additional options to exit the Harrow Court via this method, but until those cards are epitomized, using the Enter the Harrow Court activity only returns the traveler to their original point of departure from the previous plane. ","type":"Rules","url":"/Rules.aspx?ID=1982","weakness":{}}},{"_index":"aon18","_id":"rules-1983","_score":2.3741803,"_source":{"breadcrumbs":["The Harrow Court","Into the Court"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1983","markdown":"<title level=\"1\" right=\"Rules\">[Exploring the Harrow Court](/Rules.aspx?ID=1983)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 70</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe PCs can explore the demiplane as they wish, and can even make use of the demiplane as a place to rest, recover, and pursue [Downtime](/Traits.aspx?ID=49) activities. The map of Harrowheart provided here can be used to calculate travel times as needed when PCs pursue activities, particularly those tied to specific points of interest. \r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1984\" />\r\n\r\n<document level=\"2\" id=\"rules-1985\" />\r\n\r\n<document level=\"2\" id=\"rules-1986\" />","name":"Exploring the Harrow Court","next_link":{"label":"Epitomes","url":"/Rules.aspx?ID=1987"},"previous_link":{"label":"Harrow Court Features","url":"/Rules.aspx?ID=1982"},"rarity":"common","release_date":"2023-04-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 70</row>\r\n\r\nThe Harrow Court / Into the Court\r\n</additional-info>","source":["Pathfinder #190: The Choosing"],"source_raw":["Pathfinder #190: The Choosing pg. 70"],"source_category":"Adventure Paths","source_group":"Stolen Fate","source_markdown":"<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 70</row>","speed":{},"text":" Exploring the Harrow Court Source Pathfinder #190: The Choosing pg. 70 The PCs can explore the demiplane as they wish, and can even make use of the demiplane as a place to rest, recover, and pursue Downtime activities. The map of Harrowheart provided here can be used to calculate travel times as needed when PCs pursue activities, particularly those tied to specific points of interest. ","type":"Rules","url":"/Rules.aspx?ID=1983","weakness":{}}},{"_index":"aon18","_id":"rules-1984","_score":2.3741803,"_source":{"breadcrumbs":["The Harrow Court","Into the Court","Exploring the Harrow Court"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1984","markdown":"<title level=\"1\" right=\"Rules\">[Harrowheart](/Rules.aspx?ID=1984)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 70</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHarrowheart is a sprawling complex featuring dozens of rooms—more than enough of each type to suffice for the PCs. No map of Harrowheart is provided. A PC can travel to any room in the castle within a few minutes. Feel free to create a map of the castle if you wish or allow your PCs to design one.\n\n With the exception of the Grand Hall (of which there is always only one in Harrowheart), the total number of each of the following types of rooms is always equal to the number of PCs in the party. If this number changes as the campaign progresses, Harrowheart's layout changes as well when no one is looking. As the PCs grow the court by incarnating more cards, each of the rooms is increasingly attended by droves of simulacra servants ranging from cooks to valets and more, all eager and ready to ensure the player characters' visits to Harrowheart are as comfortable as possible.\n\n **Bedrooms**: These chambers are a perfect place to rest and relax. They can be outfitted as recovery rooms as well, to provide places for long-term rest or other medical care as needed.\n\n **Dining Halls**: These chambers range from sprawling rooms capable of hosting galas to intimate nooks for single dining. Meals provided by cooks in adjoining kitchens are filling but not overly flavorful. While the materials used to cook these meals vanish like all other materials if taken from Harrowheart, the sustenance they provide is real—a character who eats and drinks in one of the castle's dining halls remains full and sated, even if they immediately leave the demiplane after finishing their meal.\n\n **Grand Hall**: The grand hall occupies the center of Harrowheart. This is where the PCs arrive when they use the Enter the Harrow Court activity. Several doors provide access to other parts of the castle, but the most significant features of the grand hall are the six looming alcoves along its northern wall. The six arches over the entrances to these alcoves are adorned with imagery associated with the six suits of the Harrow—hammers, keys, shields, tomes, stars, and crowns. These archways can be activated as portals to travel to points across Golarion where cards from the _Deck of Destiny_ lie in wait—see Part 2 of this adventure for more details.\n\n **Training Rooms**: The first time a training room is entered, it's empty, featuring only a single meditation mat lying on the center of the floor. A character who spends a minute meditating on the mat can adjust the room's contents to be a shrine, laboratory, library, dojo, garden, sparring hall, or any similar room that matches the themes of their class. The room thereafter can be used by any character of that class for the [Retraining](/Actions.aspx?ID=522) downtime activity. A character can adjust the room's contents to support a different class by meditating at the center of the room—provided the room isn't already in use.\n\n **Workshops**: Harrowheart's workshops feature numerous tools and resources for creating a wide range of items, including magical items. The tools located in each workshop are of high quality and grant a +1 item bonus to any [Crafting](/Skills.aspx?ID=4) check made within. Raw materials must be provided by the crafter, of course, as no materials found within Harrowheart can exist outside the demiplane.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Harrowheart","next_link":{"label":"The Realm","url":"/Rules.aspx?ID=1985"},"previous_link":{"label":"Harrow Court Features","url":"/Rules.aspx?ID=1982"},"rarity":"common","release_date":"2023-04-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 70</row>\r\n\r\nThe Harrow Court / Into the Court / Exploring the Harrow Court\r\n</additional-info>","source":["Pathfinder #190: The Choosing"],"source_raw":["Pathfinder #190: The Choosing pg. 70"],"source_category":"Adventure Paths","source_group":"Stolen Fate","source_markdown":"<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 70</row>","speed":{},"text":" Harrowheart Source Pathfinder #190: The Choosing pg. 70 Harrowheart is a sprawling complex featuring dozens of rooms—more than enough of each type to suffice for the PCs. No map of Harrowheart is provided. A PC can travel to any room in the castle within a few minutes. Feel free to create a map of the castle if you wish or allow your PCs to design one. With the exception of the Grand Hall (of which there is always only one in Harrowheart), the total number of each of the following types of rooms is always equal to the number of PCs in the party. If this number changes as the campaign progresses, Harrowheart's layout changes as well when no one is looking. As the PCs grow the court by incarnating more cards, each of the rooms is increasingly attended by droves of simulacra servants ranging from cooks to valets and more, all eager and ready to ensure the player characters' visits to Harrowheart are as comfortable as possible. Bedrooms : These chambers are a perfect place to rest and relax. They can be outfitted as recovery rooms as well, to provide places for long-term rest or other medical care as needed. Dining Halls : These chambers range from sprawling rooms capable of hosting galas to intimate nooks for single dining. Meals provided by cooks in adjoining kitchens are filling but not overly flavorful. While the materials used to cook these meals vanish like all other materials if taken from Harrowheart, the sustenance they provide is real—a character who eats and drinks in one of the castle's dining halls remains full and sated, even if they immediately leave the demiplane after finishing their meal. Grand Hall : The grand hall occupies the center of Harrowheart. This is where the PCs arrive when they use the Enter the Harrow Court activity. Several doors provide access to other parts of the castle, but the most significant features of the grand hall are the six looming alcoves along its northern wall. The six arches over the entrances to these alcoves are adorned with imagery associated with the six suits of the Harrow—hammers, keys, shields, tomes, stars, and crowns. These archways can be activated as portals to travel to points across Golarion where cards from the Deck of Destiny lie in wait—see Part 2 of this adventure for more details. Training Rooms : The first time a training room is entered, it's empty, featuring only a single meditation mat lying on the center of the floor. A character who spends a minute meditating on the mat can adjust the room's contents to be a shrine, laboratory, library, dojo, garden, sparring hall, or any similar room that matches the themes of their class. The room thereafter can be used by any character of that class for the Retraining downtime activity. A character can adjust the room's contents to support a different class by meditating at the center of the room—provided the room isn't already in use. Workshops : Harrowheart's workshops feature numerous tools and resources for creating a wide range of items, including magical items. The tools located in each workshop are of high quality and grant a +1 item bonus to any Crafting check made within. Raw materials must be provided by the crafter, of course, as no materials found within Harrowheart can exist outside the demiplane. ","type":"Rules","url":"/Rules.aspx?ID=1984","weakness":{}}},{"_index":"aon18","_id":"rules-1985","_score":2.3741803,"_source":{"breadcrumbs":["The Harrow Court","Into the Court","Exploring the Harrow Court"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1985","markdown":"<title level=\"1\" right=\"Rules\">[The Realm](/Rules.aspx?ID=1985)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 71</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nHarrowheart is situated on a hill at the very center of the Harrow Court, surrounded by a small village in turn surrounded by farmlands and pastures. It's in this village that the simulacra who play the role of servants in Harrowheart “live,” and all the food and drink served in Harrowheart's dining halls come from the surrounding farmlands. Beyond these fertile plains lie scorching deserts, trackless swamps, a deep lake, and a sprawling forest. Surrounding them all is a range of looming mountains.\n\n The PCs are free to explore as they see fit, and as they epitomize more cards, the options and activities they can pursue in these terrains increases, but until those options are epitomized, there's not much more to do in the wilds surrounding Harrowheart other than sightsee.\n\n In order to pursue activities in these outlying terrains, a PC must travel to the required terrain. Resolve travel using Exploration Mode, and use the map of the Harrow Court on page 70 to calculate time spent traveling. Sometimes, a PC may find themselves having to spend the night outside Harrowheart's comforts. In these instances, the character must use [Survival](/Skills.aspx?ID=16) to [Subsist](/Actions.aspx?ID=27). (As with the dining rooms, sustenance gathered while Subsisting is filling, even while the food itself cannot exist outside of the demiplane.) Each terrain entry below notes additional features a PC faces when traversing the terrain. The DC listed in parentheses after the terrain's name indicates the Survival DC to Subsist in that terrain.\n\n **Desert (DC 30)**: The desert is [difficult terrain](/Rules.aspx?ID=459). Daytime temperatures are [severe heat](/Rules.aspx?ID=642), while nighttime temperatures are mild cold.\n\n **Farmland (DC 10)**: Temperatures in the farmland are normal during day and night.\n\n **Forest (DC 25)**: The forest is difficult terrain. Temperatures are normal during day and night.\n\n **Lake (DC 25)**: Small boats and rafts are commonplace along the lake's shores. There's always an available watercraft within no more than a ten-minute walk along the water's edge. Temperatures here are normal during the day and mild cold at night.\n\n **Mountain (DC 35)**: The mountains are greater difficult terrain. Temperatures here are mild cold during the day and severe cold at night.\n\n**Swamp (DC 25)**: The swamp is greater difficult terrain. Temperatures here are mild heat during the day and normal at night.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"The Realm","next_link":{"label":"Points of Interest","url":"/Rules.aspx?ID=1986"},"previous_link":{"label":"Harrowheart","url":"/Rules.aspx?ID=1984"},"rarity":"common","release_date":"2023-04-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 71</row>\r\n\r\nThe Harrow Court / Into the Court / Exploring the Harrow Court\r\n</additional-info>","source":["Pathfinder #190: The Choosing"],"source_raw":["Pathfinder #190: The Choosing pg. 71"],"source_category":"Adventure Paths","source_group":"Stolen Fate","source_markdown":"<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 71</row>","speed":{},"text":" The Realm Source Pathfinder #190: The Choosing pg. 71 Harrowheart is situated on a hill at the very center of the Harrow Court, surrounded by a small village in turn surrounded by farmlands and pastures. It's in this village that the simulacra who play the role of servants in Harrowheart “live,” and all the food and drink served in Harrowheart's dining halls come from the surrounding farmlands. Beyond these fertile plains lie scorching deserts, trackless swamps, a deep lake, and a sprawling forest. Surrounding them all is a range of looming mountains. The PCs are free to explore as they see fit, and as they epitomize more cards, the options and activities they can pursue in these terrains increases, but until those options are epitomized, there's not much more to do in the wilds surrounding Harrowheart other than sightsee. In order to pursue activities in these outlying terrains, a PC must travel to the required terrain. Resolve travel using Exploration Mode, and use the map of the Harrow Court on page 70 to calculate time spent traveling. Sometimes, a PC may find themselves having to spend the night outside Harrowheart's comforts. In these instances, the character must use Survival to Subsist. (As with the dining rooms, sustenance gathered while Subsisting is filling, even while the food itself cannot exist outside of the demiplane.) Each terrain entry below notes additional features a PC faces when traversing the terrain. The DC listed in parentheses after the terrain's name indicates the Survival DC to Subsist in that terrain. Desert (DC 30) : The desert is difficult terrain. Daytime temperatures are severe heat, while nighttime temperatures are mild cold. Farmland (DC 10) : Temperatures in the farmland are normal during day and night. Forest (DC 25) : The forest is difficult terrain. Temperatures are normal during day and night. Lake (DC 25) : Small boats and rafts are commonplace along the lake's shores. There's always an available watercraft within no more than a ten-minute walk along the water's edge. Temperatures here are normal during the day and mild cold at night. Mountain (DC 35) : The mountains are greater difficult terrain. Temperatures here are mild cold during the day and severe cold at night. Swamp (DC 25) : The swamp is greater difficult terrain. Temperatures here are mild heat during the day and normal at night. ","type":"Rules","url":"/Rules.aspx?ID=1985","weakness":{}}},{"_index":"aon18","_id":"rules-1986","_score":2.3741803,"_source":{"breadcrumbs":["The Harrow Court","Into the Court","Exploring the Harrow Court"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1986","markdown":"<title level=\"1\" right=\"Rules\">[Points of Interest](/Rules.aspx?ID=1986)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIn each of the six terrains lie three points of interest; these are locations where certain epitomes manifest their associated activities. When the PCs epitomize such a card, they get to choose what point of interest in the appropriate terrain hosts that activity. Once this location is selected, it cannot be changed.\n\n All points of interest are numbered, allowing you to track which ones are assigned to particular epitomes.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Points of Interest","next_link":{"label":"Epitomes","url":"/Rules.aspx?ID=1987"},"previous_link":{"label":"The Realm","url":"/Rules.aspx?ID=1985"},"rarity":"common","release_date":"2023-04-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 72</row>\r\n\r\nThe Harrow Court / Into the Court / Exploring the Harrow Court\r\n</additional-info>","source":["Pathfinder #190: The Choosing"],"source_raw":["Pathfinder #190: The Choosing pg. 72"],"source_category":"Adventure Paths","source_group":"Stolen Fate","source_markdown":"<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 72</row>","speed":{},"text":" Points of Interest Source Pathfinder #190: The Choosing pg. 72 In each of the six terrains lie three points of interest; these are locations where certain epitomes manifest their associated activities. When the PCs epitomize such a card, they get to choose what point of interest in the appropriate terrain hosts that activity. Once this location is selected, it cannot be changed. All points of interest are numbered, allowing you to track which ones are assigned to particular epitomes. ","type":"Rules","url":"/Rules.aspx?ID=1986","weakness":{}}},{"_index":"aon18","_id":"rules-1987","_score":2.3741803,"_source":{"breadcrumbs":["The Harrow Court"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1987","markdown":"<title level=\"1\" right=\"Rules\">[Epitomes](/Rules.aspx?ID=1987)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe defining characteristic of the Harrow Court are its epitomes—one for each card in the _Deck of Destiny_. Each of these epitomes helps to expand the demiplane by adding new opportunities to the realm. While the PCs themselves may experience the wonder and surprise at each new addition to the demiplane, the simulacra of the Harrow Court remember the new additions as if they had always been there, their memories updating and society adjusting as needed to incorporate the changes seamlessly.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Epitomes</title>\r\n\r\nAs the PCs epitomize more cards, you'll need to track which epitomes manifest in the Harrow Court. One way to do this is to devote a Harrow deck to this task—when a card is epitomized, move it into a separate stack or collection from the rest of the cards. You can also use the map on page 70 of this volume, which includes spaces for the PCs track this information as they build the realm up with additional epitomes.\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1988\" />","name":"Epitomes","next_link":{"label":"Optional Campaign Rules","url":"/Rules.aspx?ID=1989"},"previous_link":{"label":"Into the Court","url":"/Rules.aspx?ID=1981"},"rarity":"common","release_date":"2023-04-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 72</row>\r\n\r\nThe Harrow Court\r\n</additional-info>","source":["Pathfinder #190: The Choosing"],"source_raw":["Pathfinder #190: The Choosing pg. 72"],"source_category":"Adventure Paths","source_group":"Stolen Fate","source_markdown":"<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 72</row>","speed":{},"text":" Epitomes Source Pathfinder #190: The Choosing pg. 72 The defining characteristic of the Harrow Court are its epitomes—one for each card in the Deck of Destiny . Each of these epitomes helps to expand the demiplane by adding new opportunities to the realm. While the PCs themselves may experience the wonder and surprise at each new addition to the demiplane, the simulacra of the Harrow Court remember the new additions as if they had always been there, their memories updating and society adjusting as needed to incorporate the changes seamlessly. Epitomes As the PCs epitomize more cards, you'll need to track which epitomes manifest in the Harrow Court. One way to do this is to devote a Harrow deck to this task—when a card is epitomized, move it into a separate stack or collection from the rest of the cards. You can also use the map on page 70 of this volume, which includes spaces for the PCs track this information as they build the realm up with additional epitomes. ","type":"Rules","url":"/Rules.aspx?ID=1987","weakness":{}}},{"_index":"aon18","_id":"rules-1988","_score":2.3741803,"_source":{"breadcrumbs":["The Harrow Court","Epitomes"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1988","markdown":"<title level=\"1\" right=\"Rules\">[Activating an Epitome](/Rules.aspx?ID=1988)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 72</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nA card's epitome activates immediately as soon as it arrives within the Harrow Court, as long as the card itself is invested. Likewise, if a PC invests a card while within the Harrow Court, its epitome activates automatically. Once a card's epitome activates, the player characters immediately become aware of those effects, regardless of where in the Harrow Court the epitome manifests. An epitome remains active forever (or at least, until the Harrow Court's destruction)—there's no way to reverse an epitome once it takes place, although at the GM's discretion, an effect like a [_wish_](/Spells.aspx?ID=377) can reverse a single epitome of the caster's choice.\n\n Specific effects for each card's epitome are detailed in the Adventure Toolbox beginning on page 75. Epitome effects for cards discovered in the next two adventures will appear in Adventure Toolboxes for those adventures.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Activating an Epitome","next_link":{"label":"Optional Campaign Rules","url":"/Rules.aspx?ID=1989"},"previous_link":{"label":"Into the Court","url":"/Rules.aspx?ID=1981"},"rarity":"common","release_date":"2023-04-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 72</row>\r\n\r\nThe Harrow Court / Epitomes\r\n</additional-info>","source":["Pathfinder #190: The Choosing"],"source_raw":["Pathfinder #190: The Choosing pg. 72"],"source_category":"Adventure Paths","source_group":"Stolen Fate","source_markdown":"<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 72</row>","speed":{},"text":" Activating an Epitome Source Pathfinder #190: The Choosing pg. 72 A card's epitome activates immediately as soon as it arrives within the Harrow Court, as long as the card itself is invested. Likewise, if a PC invests a card while within the Harrow Court, its epitome activates automatically. Once a card's epitome activates, the player characters immediately become aware of those effects, regardless of where in the Harrow Court the epitome manifests. An epitome remains active forever (or at least, until the Harrow Court's destruction)—there's no way to reverse an epitome once it takes place, although at the GM's discretion, an effect like a wish can reverse a single epitome of the caster's choice. Specific effects for each card's epitome are detailed in the Adventure Toolbox beginning on page 75. Epitome effects for cards discovered in the next two adventures will appear in Adventure Toolboxes for those adventures. ","type":"Rules","url":"/Rules.aspx?ID=1988","weakness":{}}},{"_index":"aon18","_id":"rules-1989","_score":2.3741803,"_source":{"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1989","markdown":"<title level=\"1\" right=\"Rules\">[Optional Campaign Rules](/Rules.aspx?ID=1989)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 82</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nThe Stolen Fate Adventure Path makes significant use of harrow cards as a central plot element, and having an actual harrow deck on hand when you run the game can make for an even more immersive experience. Indeed, one of the primary plot points of Stolen Fate has the PCs tracking down the scattered cards from a mysterious and very powerful harrow deck. As the group discovers more cards, you can keep track of which ones they've recovered by keeping a stack of actual harrow cards to represent their discoveries.\n\n Since each of these harrow cards grants additional powers if player characters invest them, having physical cards can help to remind players of their options and give Stolen Fate a truly unique feel. \n\nIf your table thinks it might be fun, though, you can include the harrow in another way—as an element to give the PCs even more agency over their fates alongside the use of Hero Points. Keep in mind that the method of manipulating fate detailed below works best when you and the players are comfortable with improvisation and playing a bit fast and loose with the rules, all in order to present a more exciting story that feels like the PCs are indeed manipulating destiny rather than being stuck on a single fated path that they have no agency over. These optional rules aren't for everyone, so before you incorporate them into your table, make sure every player is comfortable with their inclusion in the game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1990\" />\r\n\r\n<document level=\"2\" id=\"rules-1991\" />\r\n\r\n<document level=\"2\" id=\"rules-1992\" />","name":"Optional Campaign Rules","previous_link":{"label":"The Harrow Court","url":"/Rules.aspx?ID=1980"},"rarity":"common","release_date":"2023-04-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 82</row>\n\n</additional-info>","source":["Pathfinder #190: The Choosing"],"source_raw":["Pathfinder #190: The Choosing pg. 82"],"source_category":"Adventure Paths","source_group":"Stolen Fate","source_markdown":"<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 82</row>","speed":{},"text":" Optional Campaign Rules Source Pathfinder #190: The Choosing pg. 82 The Stolen Fate Adventure Path makes significant use of harrow cards as a central plot element, and having an actual harrow deck on hand when you run the game can make for an even more immersive experience. Indeed, one of the primary plot points of Stolen Fate has the PCs tracking down the scattered cards from a mysterious and very powerful harrow deck. As the group discovers more cards, you can keep track of which ones they've recovered by keeping a stack of actual harrow cards to represent their discoveries. Since each of these harrow cards grants additional powers if player characters invest them, having physical cards can help to remind players of their options and give Stolen Fate a truly unique feel. If your table thinks it might be fun, though, you can include the harrow in another way—as an element to give the PCs even more agency over their fates alongside the use of Hero Points. Keep in mind that the method of manipulating fate detailed below works best when you and the players are comfortable with improvisation and playing a bit fast and loose with the rules, all in order to present a more exciting story that feels like the PCs are indeed manipulating destiny rather than being stuck on a single fated path that they have no agency over. These optional rules aren't for everyone, so before you incorporate them into your table, make sure every player is comfortable with their inclusion in the game. ","type":"Rules","url":"/Rules.aspx?ID=1989","weakness":{}}},{"_index":"aon18","_id":"rules-1990","_score":2.3741803,"_source":{"breadcrumbs":["Optional Campaign Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1990","markdown":"<title level=\"1\" right=\"Rules\">[Manipulating Fate](/Rules.aspx?ID=1990)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 83</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you choose to include this optional set of rules, at the start of each game session, shuffle a full harrow deck and deal one card, face down, to each player, instructing them to set that card aside and to not look at its face. At any time during the game session, any player can call upon fate itself—whether to help solve a vexing puzzle, succeed at an important task, avoid a looming grisly fate, or otherwise affect the immediate outcome of the situation at hand. When they do so, they turn their card over and reveal its face to everyone.\n\n At this point, compare the card's suit to the PC's key ability and the card's alignment to the PC's alignment. The closer the card's suit matches to the PC's key ability and the closer its alignment matches the character, the more outrageous and unexpectedly effective the manipulation of fate should be. Conversely, if the revealed card matches to the PC's least important ability score or is an oppositional alignment, the manipulation of fate should be less profound and not as guaranteed to be successful. A player should never be penalized for flipping their card—even the worst possible card should have a minor benefit to the PC in some way.\n\n Once a card is flipped, it's returned to the deck. Cards left unflipped at the end of a session are returned to the deck as well—a PC gains no reward nor suffers any penalty for not using a card during the game.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Manipulating Fate","next_link":{"label":"Adjudicating Results","url":"/Rules.aspx?ID=1991"},"previous_link":{"label":"The Harrow Court","url":"/Rules.aspx?ID=1980"},"rarity":"common","release_date":"2023-04-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 83</row>\r\n\r\nOptional Campaign Rules\r\n</additional-info>","source":["Pathfinder #190: The Choosing"],"source_raw":["Pathfinder #190: The Choosing pg. 83"],"source_category":"Adventure Paths","source_group":"Stolen Fate","source_markdown":"<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 83</row>","speed":{},"text":" Manipulating Fate Source Pathfinder #190: The Choosing pg. 83 If you choose to include this optional set of rules, at the start of each game session, shuffle a full harrow deck and deal one card, face down, to each player, instructing them to set that card aside and to not look at its face. At any time during the game session, any player can call upon fate itself—whether to help solve a vexing puzzle, succeed at an important task, avoid a looming grisly fate, or otherwise affect the immediate outcome of the situation at hand. When they do so, they turn their card over and reveal its face to everyone. At this point, compare the card's suit to the PC's key ability and the card's alignment to the PC's alignment. The closer the card's suit matches to the PC's key ability and the closer its alignment matches the character, the more outrageous and unexpectedly effective the manipulation of fate should be. Conversely, if the revealed card matches to the PC's least important ability score or is an oppositional alignment, the manipulation of fate should be less profound and not as guaranteed to be successful. A player should never be penalized for flipping their card—even the worst possible card should have a minor benefit to the PC in some way. Once a card is flipped, it's returned to the deck. Cards left unflipped at the end of a session are returned to the deck as well—a PC gains no reward nor suffers any penalty for not using a card during the game. ","type":"Rules","url":"/Rules.aspx?ID=1990","weakness":{}}},{"_index":"aon18","_id":"rules-1991","_score":2.3741803,"_source":{"breadcrumbs":["Optional Campaign Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1991","markdown":"<title level=\"1\" right=\"Rules\">[Adjudicating Results](/Rules.aspx?ID=1991)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 83</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nWhen it comes to interpreting how fate is changed in the PC's favor, the GM has a lot of leeway. Look at the card's art. Take into mind the card's name. Consider the card's suit and alignment. Use all of these elements as inspiration to describe, in the game, how chance shifts in the PC's favor. Examples of some potential ways to interpret and apply these results follow.\n\n Merisiel just took a critical hit from a giant and was reduced to dying 2, but worse, it happened while she was hanging from a ledge over a pit of acid. To avoid falling 50 feet into a pit of acid while at dying 2, Merisiel's player flips their card.\n\n **Perfect Match**: If the card is a perfect match ([_The Rabbit Prince_](/Equipment.aspx?ID=2487), which matches Merisiel's alignment of chaotic neutral and her key ability score, Dexterity), the GM could state that the giant not only missed their attack, but that Merisiel was able to leap onto the giant's hand and spring off it to even greater safety on solid ground.\n\n **Neutral Match**: If the card is a relatively neutral match (_[The Owl](/Equipment.aspx?ID=2512)_, for example, which is close to her alignment and matches neither her highest nor lowest ability score), the GM could reveal that Merisiel was wise enough to clamber up onto the edge of the pit the instant before she was struck by the giant, but then collapses [unconscious](/Conditions.aspx?ID=38) at the pit's edge rather than falling.\n\n **Horrible Match**: If the card is a horrible match (_[The Forge](/Equipment.aspx?ID=2506)_, which is opposite to her alignment and matches her least-important ability score), then perhaps she falls unconscious and lets go, but her armor snags and keeps her suspended just below the edge of the pit—she can be reached and rescued by her allies, but the damage to her armor leaves it [broken](/Conditions.aspx?ID=2) in the aftermath.\n\n Regardless of the card's nature, all three of the above card flips save Merisiel from taking a deadly plunge while unconscious into a pit of acid, with the perfect match allowing her to continue the fight, and the horrible match only barely saving her from sizzling doom.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Adjudicating Results","next_link":{"label":"Simulating Harrow Draws","url":"/Rules.aspx?ID=1992"},"previous_link":{"label":"Manipulating Fate","url":"/Rules.aspx?ID=1990"},"rarity":"common","release_date":"2023-04-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 83</row>\r\n\r\nOptional Campaign Rules\r\n</additional-info>","source":["Pathfinder #190: The Choosing"],"source_raw":["Pathfinder #190: The Choosing pg. 83"],"source_category":"Adventure Paths","source_group":"Stolen Fate","source_markdown":"<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 83</row>","speed":{},"text":" Adjudicating Results Source Pathfinder #190: The Choosing pg. 83 When it comes to interpreting how fate is changed in the PC's favor, the GM has a lot of leeway. Look at the card's art. Take into mind the card's name. Consider the card's suit and alignment. Use all of these elements as inspiration to describe, in the game, how chance shifts in the PC's favor. Examples of some potential ways to interpret and apply these results follow. Merisiel just took a critical hit from a giant and was reduced to dying 2, but worse, it happened while she was hanging from a ledge over a pit of acid. To avoid falling 50 feet into a pit of acid while at dying 2, Merisiel's player flips their card. Perfect Match : If the card is a perfect match ( The Rabbit Prince , which matches Merisiel's alignment of chaotic neutral and her key ability score, Dexterity), the GM could state that the giant not only missed their attack, but that Merisiel was able to leap onto the giant's hand and spring off it to even greater safety on solid ground. Neutral Match : If the card is a relatively neutral match ( The Owl , for example, which is close to her alignment and matches neither her highest nor lowest ability score), the GM could reveal that Merisiel was wise enough to clamber up onto the edge of the pit the instant before she was struck by the giant, but then collapses unconscious at the pit's edge rather than falling. Horrible Match : If the card is a horrible match ( The Forge , which is opposite to her alignment and matches her least-important ability score), then perhaps she falls unconscious and lets go, but her armor snags and keeps her suspended just below the edge of the pit—she can be reached and rescued by her allies, but the damage to her armor leaves it broken in the aftermath. Regardless of the card's nature, all three of the above card flips save Merisiel from taking a deadly plunge while unconscious into a pit of acid, with the perfect match allowing her to continue the fight, and the horrible match only barely saving her from sizzling doom. ","type":"Rules","url":"/Rules.aspx?ID=1991","weakness":{}}},{"_index":"aon18","_id":"rules-1992","_score":2.3741803,"_source":{"breadcrumbs":["Optional Campaign Rules"],"breadcrumbs_spa":[],"category":"rules","exclude_from_search":false,"id":"rules-1992","markdown":"<title level=\"1\" right=\"Rules\">[Simulating Harrow Draws](/Rules.aspx?ID=1992)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 83</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nIf you don't have an actual harrow deck handy, you can simulate draws using the table below. Alternately, you can mark up a deck of regular playing cards with the names of each harrow card (in which case you'll need to include both jokers in your deck to have a full set of 54 cards to draw from).\n\n## Rolling Harrow Card Draws\n<row gap=\"tiny\">\n<table><tr><td>**d6**</td><td>**Suit**</td><td>**d10** </td><td>**Alignment**</td><tr> <tr><td>1 </td><td>Hammers (STR) </td><td>1 </td><td>Lawful Good</td></tr> <tr><td>2 </td><td>Keys (DEX) </td><td>2 </td><td>Lawful Neutral</td></tr> <tr><td>3 </td><td>Shields (CON) </td><td>3 </td><td>Lawful Evil</td></tr> <tr><td>4 </td><td>Books (INT) </td><td>4 </td><td>Neutral Good</td></tr> <tr><td>5 </td><td>Stars (WIS) </td><td>5 </td><td>Neutral</td></tr> <tr><td>6 </td><td>Crowns (CHA) </td><td>6 </td><td>Neutral Evil</td></tr> <tr><td></td><td></td><td>7 </td><td>Chaotic Good</td></tr> <tr><td></td><td></td><td>8 </td><td>Chaotic Neutral</td></tr> <tr><td></td><td></td><td>9 </td><td>Chaotic Evil</td></tr> <tr><td></td><td></td><td>10 </td><td>Roll Again</td></tr></table></row>\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>","name":"Simulating Harrow Draws","previous_link":{"label":"Adjudicating Results","url":"/Rules.aspx?ID=1991"},"rarity":"common","release_date":"2023-04-26","resistance":{},"search_markdown":"<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 83</row>\r\n\r\nOptional Campaign Rules\r\n</additional-info>","source":["Pathfinder #190: The Choosing"],"source_raw":["Pathfinder #190: The Choosing pg. 83"],"source_category":"Adventure Paths","source_group":"Stolen Fate","source_markdown":"<row gap=\"tiny\">[Pathfinder #190: The Choosing](/Sources.aspx?ID=198) pg. 83</row>","speed":{},"text":" Simulating Harrow Draws Source Pathfinder #190: The Choosing pg. 83 If you don't have an actual harrow deck handy, you can simulate draws using the table below. Alternately, you can mark up a deck of regular playing cards with the names of each harrow card (in which case you'll need to include both jokers in your deck to have a full set of 54 cards to draw from). ## Rolling Harrow Card Draws d6 Suit d10 Alignment 1 Hammers (STR) 1 Lawful Good 2 Keys (DEX) 2 Lawful Neutral 3 Shields (CON) 3 Lawful Evil 4 Books (INT) 4 Neutral Good 5 Stars (WIS) 5 Neutral 6 Crowns (CHA) 6 Neutral Evil 7 Chaotic Good 8 Chaotic Neutral 9 Chaotic Evil 10 Roll Again ","type":"Rules","url":"/Rules.aspx?ID=1992","weakness":{}}}]