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		<id>https://wiki.atkennedy.com/index.php?title=Characters/Greykor_Vonana&amp;diff=959</id>
		<title>Characters/Greykor Vonana</title>
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		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greykor Vonana =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Greykor Vonana&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/tomb-guardian.webp?1780122814947&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 25/25&lt;br /&gt;
| ac          = 17&lt;br /&gt;
| perception  = +1&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +6&lt;br /&gt;
| reflex      = +3&lt;br /&gt;
| will        = +6&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +2 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +0 | &#039;&#039;&#039;CON&#039;&#039;&#039; +1 | &#039;&#039;&#039;INT&#039;&#039;&#039; +1 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +1 | &#039;&#039;&#039;CHA&#039;&#039;&#039; +0&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| age          = 58&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* &#039;&#039;&#039;Ancestry:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/ancestries/dwarf.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Dwarf&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Dwarf&lt;br /&gt;
* &#039;&#039;&#039;Heritage:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/ancestry/anvil-dwarf.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Anvil Dwarf&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Anvil Dwarf&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Alloysmith&lt;br /&gt;
* &#039;&#039;&#039;Class:&#039;&#039;&#039; Guardian&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 58&lt;br /&gt;
* &#039;&#039;&#039;Height:&#039;&#039;&#039; 4&#039; 4&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; 162 lbs&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Beliefs ==&lt;br /&gt;
; &#039;&#039;&#039;Edicts&#039;&#039;&#039;&lt;br /&gt;
: Vigil Domain&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Greykor has the look of a man who spends more time with a hammer than a comb. His skin is the color of deep earth, permanently stained at the knuckles and forearms with the soot of the forge and the metallic dust of his trade. He possesses a barrel-chested build, with shoulders that seem almost too wide for the tunnel doorways he frequents.&lt;br /&gt;
&lt;br /&gt;
His beard is a thick, dark mahogany, meticulously braided with dull iron rings to keep it from catching fire or snagging in his armor—a practical choice over a vain one. His eyes are a sharp, piercing flint-grey, often squinted from years of staring into white-hot crucibles. A thin, jagged scar runs through his left eyebrow, a souvenir from the same geyser accident that took his pinky toe. He moves with a slight, rhythmic limp, and there is a constant, faint scent of sulfur and toasted charcoal that seems to follow him wherever he goes.oes.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
Born beneath the crushing rock of Aetoc, Greykor was the fourth of six children in the chaotic Vonana household. While most Dwarven clans are pillars of tradition and honor, the Vonanas were... flexible. His father, Darrak, was a charismatic entertainer—a teller of tall tales—while his mother, Barbena, was a wanderer with a penchant for &amp;quot;unclaimed&amp;quot; goods. They were neutral evil, looking out for themselves above all else, yet they loved their children in their own twisted, practical way.&lt;br /&gt;
&lt;br /&gt;
Greykor’s childhood ended abruptly when his mother was caught smuggling unauthorized gemstones past the watchful gaze of the Steel Eye’s spies near Mount Hoki. She was imprisoned, leaving Darrak to raise six children alone in a cramped, modest burrow. It was a loud, crowded house, but Darrak managed to keep them fed, mostly through charm and petty grifts.&lt;br /&gt;
&lt;br /&gt;
Greykor was different from his parents; he craved stability. One day, while wandering the industrial districts, he stumbled upon an old Alloysmith named Thrumbar melting down gold stamped with the seal of Erallin the Immense—embezzling from the Dragon Emperor himself. Instead of turning the smith in or blackmailing him, Greykor simply helped him hide the evidence before a patrol arrived. In exchange for his silence, Thrumbar took Greykor as an apprentice. It was during this time, amidst the heat of the forge, that Greykor witnessed a cloaked figure cast a spell over a set of ingots. The metal turned transparent as glass before solidifying back to steel. He never learned what the spell did, but it taught him that metal holds secrets.&lt;br /&gt;
&lt;br /&gt;
As he grew, Greykor watched his siblings drift. His older brother, Gardain, became a criminal enforcer and was left crippled by a botched job. His other brother, Kildak, became a merchant who drove himself into ruin with bad investments. When Kildak came begging for money, Greykor—tired of enabling the family’s vices—refused, and Kildak has hated him ever since. Fortunately, his sisters fared better: Werydd became a successful priest, Finellen a laborer, and Jillian a fellow artisan.&lt;br /&gt;
&lt;br /&gt;
Seeing his family crumble due to a lack of discipline, Greykor decided he would not just hammer metal; he would be the metal. He began training as a Guardian, using his knowledge of alloys to craft heavy plating that could withstand the crushing pincers of subterranean Cave Fishers. He fought not for glory, but to test his craft: &amp;quot;If I am to protect my kin, my steel must not yield.&amp;quot; Because Aetoc is isolated, the only place to meet off-worlders is near the volcanic spaceport of Mount Hoki. It was here he met Gladan Shuv, a human barbarian from the stars. Despite their differences, Gladan’s simple, good nature appealed to Greykor, and they remain close friends.&lt;br /&gt;
&lt;br /&gt;
However, the work is dangerous. During a contract to protect a shipment of Gemstone Crab shells, Greykor’s caravan was ambushed. In the chaos, Greykor held the line. He survived, but a splash of superheated mineral rain from a geyser melted through his boot, taking the pinky toe of his left foot. Not all his interactions with off-worlders were as successful as his friendship with Gladan. As his reputation as a smith grew, he was commissioned by a human Witch named Aias Colton to forge a ritual focus. Greykor, arrogant in his skill, used an experimental alloy. The focus shattered during Aias’s ritual, causing a magical backlash that ruined weeks of work. Aias is now a powerful and successful figure who holds a bitter grudge.&lt;br /&gt;
&lt;br /&gt;
Later, Greykor had a run-in with a human Cleric named Zara Starfollower. During a tavern brawl, Greykor &amp;quot;protected&amp;quot; Zara by shoving her into a supply closet and accidentally jamming the lock. She missed her transport ship because of it. Zara is alive and well; she doesn&#039;t actively hate Greykor, but he counts her as an enemy out of sheer embarrassment. Recently, Greykor has felt the walls of the tunnels closing in. Seeking direction, he visited a soot-stained diviner in the lower markets. The oracle cast bones into a pool of molten lead and gave him a choice: &amp;quot;Go forth into the void, or wait for a boon that may never come.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Greykor chose to move. He packed his heavy shield, checked the straps on his armor—ignoring the phantom ache in his foot—and prepared to leave the tunnels. He is a Guardian looking for someone worth protecting, trying to outrun the selfish legacy of the Vonana name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;⚔ Defense &amp;amp; Saves&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; 25/25&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +1 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 25 ft. (land)&lt;br /&gt;
* &#039;&#039;&#039;Fortitude:&#039;&#039;&#039; +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +3 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039; +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}})&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;📊 Ability Scores&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| +2 || +0 || +1 || +1 || +1 || +0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎓 Skills&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Skill !! Modifier !! Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Arcana || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || +2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafting || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Occultism || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Performance || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Plane Of Metal || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Society || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Survival || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;💰 Wealth &amp;amp; Carry&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Coin !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;✨ Feats &amp;amp; Features&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Heritage=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/ancestry/anvil-dwarf.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Anvil Dwarf&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Anvil Dwarf&#039;&#039;&#039;&lt;br /&gt;
: You are a descendant of a famed crafter and have your own amazing talent. Other dwarves might consider this a blessing from your ancestors or from the Forgefather himself, depending on where you grew up. You become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one.&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Alloysmith&#039;&#039;&#039;&lt;br /&gt;
: Blacksmithing might be an ancient profession, but you are its cutting edge. You&#039;ve studied the properties of different metals, experimented with them by combining them, exposing them to different elements and processes, and have even delved into the metaphysical nature of metal in your quest to master it. You might have taken up adventuring to acquire more funding and materials or to test your designs.&lt;br /&gt;
&lt;br /&gt;
Choose two attribute boosts. One must be to &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Intelligence&#039;&#039;&#039;, and one is a free attribute boost.&lt;br /&gt;
&lt;br /&gt;
You&#039;re trained in the Crafting skill and the Plane of Metal Lore skill. You gain the Specialty Crafting skill feat with the blacksmithing specialty.&lt;br /&gt;
&lt;br /&gt;
=====Feats=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/clan-dagger.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Clan Dagger&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Clan Dagger&#039;&#039;&#039; &amp;lt;small&amp;gt;(dwarf)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You get one Clan Dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Defensive Advance&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Defensive Advance&#039;&#039;&#039; &amp;lt;small&amp;gt;(champion, flourish, guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: With the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy.&lt;br /&gt;
&lt;br /&gt;
You can use Defensive Advance while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/chest/breastplate-helmet-metal.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Guardian&#039;s Armor&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Guardian&#039;s Armor&#039;&#039;&#039; &amp;lt;small&amp;gt;(guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Even when you are struck, your armor protects you from some harm. While wearing medium or heavy armor, you gain resistance to physical damage equal to 1 + half your level. In addition, you can rest normally while wearing medium and heavy armor.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/skills/melee/shield-block-bash-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Guardian&#039;s Techniques&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Guardian&#039;s Techniques&#039;&#039;&#039; &amp;lt;small&amp;gt;(guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: As a guardian, you have learned certain techniques to help keep your allies safe.&lt;br /&gt;
&lt;br /&gt;
==== Ever Ready ====&lt;br /&gt;
&lt;br /&gt;
You always gain a reaction whenever you roll initiative for combat, but you can use it only for reactions from guardian feats or class features. The GM might still rule that you can use other reactions before your first turn based on the situation, as normal.&lt;br /&gt;
&lt;br /&gt;
==== Intercept Attack ====&lt;br /&gt;
&lt;br /&gt;
You keep your charges safe from harm, even if it means you get hurt yourself. You gain the Intercept Attack reaction.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Shield Block&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Shield Block&#039;&#039;&#039; &amp;lt;small&amp;gt;(general)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.&lt;br /&gt;
&lt;br /&gt;
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield&#039;s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/shield/round-wooden-boss-gold-brown.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Shield Block&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Shield Block&#039;&#039;&#039; &amp;lt;small&amp;gt;(champion, commander, druid, exemplar, fighter, guardian, inventor)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Specialty Crafting (Blacksmithing)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Specialty Crafting (Blacksmithing)&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it&#039;s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.&lt;br /&gt;
&lt;br /&gt;
Specialty&lt;br /&gt;
Applicable Items&lt;br /&gt;
&lt;br /&gt;
Alchemy*&lt;br /&gt;
Alchemical items such as elixirs&lt;br /&gt;
&lt;br /&gt;
Artistry&lt;br /&gt;
Fine art, including jewelry&lt;br /&gt;
&lt;br /&gt;
Blacksmithing&lt;br /&gt;
Durable metal goods, including metal armor&lt;br /&gt;
&lt;br /&gt;
Bookmaking&lt;br /&gt;
Books and paper&lt;br /&gt;
&lt;br /&gt;
Glassmaking&lt;br /&gt;
Glass, including glassware and windows&lt;br /&gt;
&lt;br /&gt;
Leatherworking&lt;br /&gt;
Leather goods, including leather armor&lt;br /&gt;
&lt;br /&gt;
Pottery&lt;br /&gt;
Ceramic goods&lt;br /&gt;
&lt;br /&gt;
Shipbuilding&lt;br /&gt;
Ships and boats&lt;br /&gt;
&lt;br /&gt;
Stonemasonry&lt;br /&gt;
Stone goods and structures&lt;br /&gt;
&lt;br /&gt;
Tailoring&lt;br /&gt;
Clothing&lt;br /&gt;
&lt;br /&gt;
Weaving&lt;br /&gt;
Textiles, baskets, and rugs&lt;br /&gt;
&lt;br /&gt;
Woodworking&lt;br /&gt;
Wooden goods and structures&lt;br /&gt;
&lt;br /&gt;
* You must have the Alchemical Crafting skill feat to Craft alchemical items.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Specialty Crafting (Stonemasonry)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Specialty Crafting (Stonemasonry)&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it&#039;s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.&lt;br /&gt;
&lt;br /&gt;
Specialty&lt;br /&gt;
Applicable Items&lt;br /&gt;
&lt;br /&gt;
Alchemy*&lt;br /&gt;
Alchemical items such as elixirs&lt;br /&gt;
&lt;br /&gt;
Artistry&lt;br /&gt;
Fine art, including jewelry&lt;br /&gt;
&lt;br /&gt;
Blacksmithing&lt;br /&gt;
Durable metal goods, including metal armor&lt;br /&gt;
&lt;br /&gt;
Bookmaking&lt;br /&gt;
Books and paper&lt;br /&gt;
&lt;br /&gt;
Glassmaking&lt;br /&gt;
Glass, including glassware and windows&lt;br /&gt;
&lt;br /&gt;
Leatherworking&lt;br /&gt;
Leather goods, including leather armor&lt;br /&gt;
&lt;br /&gt;
Pottery&lt;br /&gt;
Ceramic goods&lt;br /&gt;
&lt;br /&gt;
Shipbuilding&lt;br /&gt;
Ships and boats&lt;br /&gt;
&lt;br /&gt;
Stonemasonry&lt;br /&gt;
Stone goods and structures&lt;br /&gt;
&lt;br /&gt;
Tailoring&lt;br /&gt;
Clothing&lt;br /&gt;
&lt;br /&gt;
Weaving&lt;br /&gt;
Textiles, baskets, and rugs&lt;br /&gt;
&lt;br /&gt;
Woodworking&lt;br /&gt;
Wooden goods and structures&lt;br /&gt;
&lt;br /&gt;
* You must have the Alchemical Crafting skill feat to Craft alchemical items.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Specialty Crafting (Woodworking)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Specialty Crafting (Woodworking)&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it&#039;s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.&lt;br /&gt;
&lt;br /&gt;
Specialty&lt;br /&gt;
Applicable Items&lt;br /&gt;
&lt;br /&gt;
Alchemy*&lt;br /&gt;
Alchemical items such as elixirs&lt;br /&gt;
&lt;br /&gt;
Artistry&lt;br /&gt;
Fine art, including jewelry&lt;br /&gt;
&lt;br /&gt;
Blacksmithing&lt;br /&gt;
Durable metal goods, including metal armor&lt;br /&gt;
&lt;br /&gt;
Bookmaking&lt;br /&gt;
Books and paper&lt;br /&gt;
&lt;br /&gt;
Glassmaking&lt;br /&gt;
Glass, including glassware and windows&lt;br /&gt;
&lt;br /&gt;
Leatherworking&lt;br /&gt;
Leather goods, including leather armor&lt;br /&gt;
&lt;br /&gt;
Pottery&lt;br /&gt;
Ceramic goods&lt;br /&gt;
&lt;br /&gt;
Shipbuilding&lt;br /&gt;
Ships and boats&lt;br /&gt;
&lt;br /&gt;
Stonemasonry&lt;br /&gt;
Stone goods and structures&lt;br /&gt;
&lt;br /&gt;
Tailoring&lt;br /&gt;
Clothing&lt;br /&gt;
&lt;br /&gt;
Weaving&lt;br /&gt;
Textiles, baskets, and rugs&lt;br /&gt;
&lt;br /&gt;
Woodworking&lt;br /&gt;
Wooden goods and structures&lt;br /&gt;
&lt;br /&gt;
* You must have the Alchemical Crafting skill feat to Craft alchemical items.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/creatures/magical/construct-iron-stomping-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Taunt&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Taunt&#039;&#039;&#039; &amp;lt;small&amp;gt;(guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Often, the best way to protect your allies is to have the enemy want to attack you instead. You gain the Taunt action.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Unburdened Iron&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Unburdened Iron&#039;&#039;&#039; &amp;lt;small&amp;gt;(dwarf)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.&lt;br /&gt;
&lt;br /&gt;
In addition, any time you&#039;re taking a penalty to your Speed for some other reason (such as from the Encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but this feat would reduce it to a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.&lt;br /&gt;
&lt;br /&gt;
=====Actions=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/Reaction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Intercept Attack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Intercept Attack&#039;&#039;&#039; &amp;lt;small&amp;gt;(guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; An ally within 10 feet of you takes physical damage.&lt;br /&gt;
&lt;br /&gt;
You fling yourself in the way of oncoming harm to protect an ally. You can Step, but you must end your movement adjacent to the triggering ally. You take the damage instead of the triggering ally. Apply your own immunities, weaknesses, and resistances to the damage, not the ally&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; You can extend this ability to an ally within 15 feet of you if the damage comes from your taunted enemy. If this ally is farther than you can Step to reach, you can Stride instead of Stepping; you still must end the movement adjacent to your ally.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Raise a Shield&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Raise a Shield&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You are wielding a shield.&lt;br /&gt;
&lt;br /&gt;
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Stand&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Stand&#039;&#039;&#039; &amp;lt;small&amp;gt;(move)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You stand up from Prone.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Step&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Step&#039;&#039;&#039; &amp;lt;small&amp;gt;(move)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; Your Speed is at least 10 feet.&lt;br /&gt;
&lt;br /&gt;
You carefully move 5 feet. Unlike most types of movement, Stepping doesn&#039;t trigger reactions, such as Reactive Strike, that can be triggered by move actions or upon leaving or entering a square.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t Step into difficult terrain, and you can&#039;t Step using a Speed other than your land Speed.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Take Cover&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Take Cover&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You are benefiting from cover, are near a feature that allows you to take cover, or are Prone.&lt;br /&gt;
&lt;br /&gt;
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become Unconscious, or end this effect as a free action.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Taunt&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Taunt&#039;&#039;&#039; &amp;lt;small&amp;gt;(concentrate, guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: With an attention-grabbing gesture, noise, cutting remark, or threatening shout, you attempt to draw an enemy to you instead of your allies. Taunt gains the auditory trait, visual trait, or both, depending on how you draw the target&#039;s attention. Even mindless creatures are drawn to your taunts. Choose an enemy within 30 feet to be your taunted enemy. If your taunted enemy takes a hostile action that includes at least one of your allies but doesn&#039;t include you, they take a –1 circumstance penalty to their attack rolls and DCs for that action, and they also become Off-Guard until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
Your enemy remains taunted until the start of your next turn, and you can have only one Taunt in effect at a time. Taunting a new enemy ends this effect on any current target.&lt;br /&gt;
&lt;br /&gt;
Effect: Taunt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎒 Inventory&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Weapons=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/clan-dagger.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Clan Dagger&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Clan Dagger]] || 1 || 0.1 || 0 || 2 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/javelin.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Javelin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Javelin]] || 5 || 0.1 || 0 || 1 sp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/hammers/hammer-war-rounding.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Warhammer&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Warhammer]] || 1 || 1 || 0 || 1 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Armor &amp;amp; Shields=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/armor/chainmail.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Chain Mail&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Chain Mail]] || 1 || 2 || 0 || 6 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/shields/steel-shield.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Steel Shield&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Steel Shield]] || 1 || 1 || 0 || 2 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Equipment=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/smithing/anvil.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Repair Toolkit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Repair Toolkit]] || 1 || 1 || 0 || 2 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Bags &amp;amp; Storage=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/bags/pack-leather-white-tan.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Backpack]] || 1 || 0 || 0 || 1 sp&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/lights/torch-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Torch ×5&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/chalk.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Chalk ×10&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/rations.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Rations ×2&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/ammunition/quiver-simple-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Bedroll&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/survival/rope-wrapped-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Rope&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Waterskin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Waterskin&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/survival/soap.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Soap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Soap&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/commodities/stone/geode-raw-tan.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Flint and Steel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Treasure &amp;amp; Currency=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Gold Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Gold Pieces]] || 2 || 1 || 0 || 1 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-06-01 19:18&#039;&#039;&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=Characters/Gemynd&amp;diff=958</id>
		<title>Characters/Gemynd</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Gemynd&amp;diff=958"/>
		<updated>2026-06-02T00:18:07Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Gemynd =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Gemynd&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/mystery-man.svg&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 14/14&lt;br /&gt;
| ac          = 14&lt;br /&gt;
| perception  = +0&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +4&lt;br /&gt;
| reflex      = +4&lt;br /&gt;
| will        = +5&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +0 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +1 | &#039;&#039;&#039;CON&#039;&#039;&#039; +1 | &#039;&#039;&#039;INT&#039;&#039;&#039; +1 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +0 | &#039;&#039;&#039;CHA&#039;&#039;&#039; +1&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
| languages   = ysoki&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* &#039;&#039;&#039;Ancestry:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/ancestries/goblin.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Goblin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Goblin&lt;br /&gt;
* &#039;&#039;&#039;Heritage:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/light/hand-sparks-smoke-green.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Dokkaebi Goblin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Dokkaebi Goblin&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Scout&lt;br /&gt;
* &#039;&#039;&#039;Class:&#039;&#039;&#039; Psychic&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; ysoki&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Height:&#039;&#039;&#039; 3 ft 2 in&lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; 37 lbs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;⚔ Defense &amp;amp; Saves&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; 14/14&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 14&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 25 ft. (land)&lt;br /&gt;
* &#039;&#039;&#039;Fortitude:&#039;&#039;&#039; +4 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +4 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039; +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}})&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;📊 Ability Scores&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| +0 || +1 || +1 || +1 || +0 || +1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎓 Skills&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Skill !! Modifier !! Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Arcana || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || +3 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafting || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Forest || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Occultism || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Performance || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Society || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Survival || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;💰 Wealth &amp;amp; Carry&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Coin !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;✨ Feats &amp;amp; Features&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Heritage=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/light/hand-sparks-smoke-green.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Dokkaebi Goblin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Dokkaebi Goblin&#039;&#039;&#039; &amp;lt;small&amp;gt;(goblin)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your ancestors mastered illusion-based magic, giving you an innate understanding of it. You can cast Figment as an innate occult cantrip at will. A cantrip is heightened to a spell rank equal to half your level rounded up. You also gain a +1 circumstance bonus to Will saves against illusions.&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
: You called the wilderness home as you found trails and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you served as a scout for soldiers and found you liked battle.&lt;br /&gt;
&lt;br /&gt;
Choose two attribute boosts. One must be to &#039;&#039;&#039;Dexterity&#039;&#039;&#039; or &#039;&#039;&#039;Wisdom&#039;&#039;&#039;, and one is a free attribute boost.&lt;br /&gt;
&lt;br /&gt;
You&#039;re trained in the Survival skill and a Lore skill related to one terrain you scouted in (such as Forest Lore or Cavern Lore). You gain the Forager skill feat.&lt;br /&gt;
&lt;br /&gt;
=====Feats=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/symbols/question-stone-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Conscious Mind&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Conscious Mind&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Whatever the subconscious source of a psychic&#039;s power, all find that a specific external manifestation of their magic comes most easily to them. This conscious outward expression adds several additional spells to your spell repertoire and grants you three psi cantrips. Two of these cantrips are common spells, though you gain an extra benefit with them that other spellcasters don&#039;t get, and the last is unique to your conscious mind. You also get two more unique psi cantrips at higher levels. Choose a conscious mind from the following options.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Distant Grasp:&#039;&#039;&#039; Manipulate physical objects with telekinesis.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Infinite Eye:&#039;&#039;&#039; Observe the world and weaponize your knowledge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Oscillating Wave:&#039;&#039;&#039; Redistribute thermal energy to create blazing heat and bone-chilling cold.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Silent Whisper:&#039;&#039;&#039; Tap into the thoughts of those around you to soothe or influence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Tangible Dream:&#039;&#039;&#039; Weave your imagination into creations of force and light.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Unbound Step:&#039;&#039;&#039; Bend and traverse space with teleportation and phasing.&lt;br /&gt;
&lt;br /&gt;
Specific spells you learn come from your conscious mind, which shapes the raw psychic power from your subconscious into the forms and phenomena that you intentionally cast. You select your conscious mind at 1st level, and it detemines the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Granted Spells&#039;&#039;&#039; You automatically add the spells listed here to your spell repertoire, in addition to those you gain through psychic spellcasting. At 1st level, you gain a 1st-rank spell, and you learn the other spells on the list as soon as you gain the ability to cast psychic spells of that rank, learning the 2nd-rank spell at 3rd level, the 3rd-rank spell at 5th level, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Psi Cantrips&#039;&#039;&#039; These are two common cantrips you automatically gain at 1st level. While these are the same cantrips used by other spellcasters, you cast them as psi cantrips, enabling you to amp them for greater effect. Your mastery of psychic magic also grants you a passive benefit that applies every time you cast these cantrips, even when you haven&#039;t amped them. These benefits apply only with cantrips you gain from your conscious mind; you would cast a cantrip you gained with your psychic spellcasting class feature, for example, as normal even if it appears in a different conscious mind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Psi Cantrips&#039;&#039;&#039; These psi cantrips are unique to your conscious mind. You automatically gain the surface psi cantrip at 1st level, automatically gain the deeper psi cantrip at 6th level, and automatically gain the deepest psi cantrip at 10th level.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Dokkaebi Fire&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Dokkaebi Fire&#039;&#039;&#039; &amp;lt;small&amp;gt;(goblin)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can create illusory wisps of ghostly blue flame. You can cast Ignition as an innate occult cantrip at will. A cantrip is heightened to a spell rank equal to half your level rounded up. Your Dokkaebi Fire is purely illusory; while it emits light, it deals mental damage instead of fire damage (so it can&#039;t light objects on fire or affect mindless creatures), and it has the illusion and mental traits instead of the fire trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; If you have the Burn It! feat, its effects apply to your dokkaebi fire even though it deals mental damage—dokkaebi consider these flames as real as any mortal fire, and so they are.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Forager&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Forager&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living.&lt;br /&gt;
&lt;br /&gt;
Increase the number of additional creatures you feed on a success to eight if you&#039;re an expert in Survival, 16 if you&#039;re a master, and 32 if you&#039;re legendary.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/psy-cantrips-and-amps.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Psi Cantrips and Amps&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Psi Cantrips and Amps&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: The magic of your mind manifests as psi cantrips, which you can modify by spending Focus Points. Like other cantrips, you can cast psi cantrips as often as you like, and they are automatically heightened to half your level rounded up. Your psi cantrips are in addition to the cantrips you choose from the occult list as part of your psychic spellcasting. Generally, only feats can give you more psi cantrips. Unlike other cantrips, you can&#039;t swap out psi cantrips gained from psychic feats at a later level, unless you swap out the specific feat via retraining. At 1st level, you learn three psi cantrips determined by your choice of conscious mind; one is a unique psi cantrip and two are common cantrips, typically from the occult spellcasting tradition, that you always cast as psi cantrips. You automatically gain more psi cantrips as you progress in your career as a psychic.&lt;br /&gt;
&lt;br /&gt;
You start with a focus pool of 2 Focus Points. However, unlike other spellcasters, you don&#039;t gain focus spells that cost Focus Points to cast. Instead, you use your Focus Points to boost or modify your psi cantrips by applying amps—specialized thoughtforms that alter the expression of your psychic power. Each of your psi cantrips has a special amp heading. Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point to add the amp effect. You can also gain additional amps through feats, allowing you to substitute a psi cantrip&#039;s normal amp effect for another one. You choose which amp to use, if you choose to use any, each time you cast a psi cantrip. Unless otherwise noted, you can apply only one amp to a given psi cantrip.&lt;br /&gt;
&lt;br /&gt;
You refill your focus pool during your daily preparations, and you can regain Focus Points by spending 10 minutes using the Refocus activity to explore your mind, whether via meditation, practicing a craft or activity that gives you the mental space to self-reflect, or talking through your thoughts and feelings with yourself or another. If you&#039;ve spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points when you Refocus, up to your maximum of 2. If you&#039;ve spent Focus Points on focus spells or abilities other than those from the psychic class (for instance, to cast a focus spell you gained from an archetype), you regain only 1 Focus Point.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/psychic-spellcasting.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Psychic Spellcasting&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Psychic Spellcasting&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You access the vast well of power that resides within your own mind, calling forth psychic magic with nothing but thought and will. You can cast occult spells using the Cast a Spell activity. You alter some of the standard spell components when casting spells you know from your psychic spellcasting. Instead of speaking, you substitute any verbal components with a special mental component determined by your subconscious mind class feature. This represents how you exert your mind toward your intended effect. Any of these components impart the concentrate trait to the spell you&#039;re casting. You also substitute any material components with somatic components, though these tend to be simple movements of the hand or head compared to those used by other spellcasters. Your spells still have clear and noticeable visual and auditory manifestations, as normal for a spellcaster.&lt;br /&gt;
&lt;br /&gt;
Each day, you can cast one 1st-rank spell. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.&lt;br /&gt;
&lt;br /&gt;
As you increase in level as a psychic, your number of spells per day increases, as does the highest rank of spells you can cast.&lt;br /&gt;
&lt;br /&gt;
Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is determined by your subconscious mind, your spell attack rolls and spell DCs use the modifier for the ability stated in your subconscious mind.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Heightening Spells&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell&#039;s rank to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast to heighten it to that rank. Many spells have specific improvements when heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Cantrips&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Some of your spells are cantrips. A cantrip is a special type of spell that doesn&#039;t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up-this is usually equal to the highest level of psychic spell slot you have. For example, as a 1st-level psychic, your cantrips are 1st-rank spells, and as a 5th-level psychic, your cantrips are 3rd-rank spells.&lt;br /&gt;
&lt;br /&gt;
As a psychic, you get the ability to improve some of your cantrips with special benefits and psi amps. Over the course of your career, your choice of conscious mind class feature gives you extra cantrips, benefits and psi amps for cantrips, and a collection of unique psi cantrips.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-symbol-spiral-silver-blue.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Spell Repertoire&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Spell Repertoire&#039;&#039;&#039; &amp;lt;small&amp;gt;(bard, oracle, psychic, sorcerer, summoner)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Bard&#039;&#039;&#039; The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.&lt;br /&gt;
&lt;br /&gt;
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.&lt;br /&gt;
&lt;br /&gt;
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn&#039;t give you another spell slot, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oracle&#039;&#039;&#039; The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells on the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.&lt;br /&gt;
&lt;br /&gt;
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.&lt;br /&gt;
&lt;br /&gt;
Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn&#039;t give you another spell slot, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic&#039;&#039;&#039; The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-rank occult spell of your choice and three occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. Your choice of conscious mind also grants you additional spells in your repertoire, starting with an additional 1st-rabk spell and two cantrips listed in your conscious mind, which you cast as psi cantrips.&lt;br /&gt;
&lt;br /&gt;
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-rank spell; at 3rd level, you select one 2nd-level spell, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher levels.&lt;br /&gt;
&lt;br /&gt;
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your conscious mind, it wouldn&#039;t give you another spell slot, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerer&#039;&#039;&#039; The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.&lt;br /&gt;
&lt;br /&gt;
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Sorcerer Spells per Day table above), you add a spell to your spell repertoire of the same rank. When you gain a new rank of spells, your first new spell is always the sorcerous gift spell for that rank that&#039;s listed in your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.&lt;br /&gt;
&lt;br /&gt;
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn&#039;t give you another spell slot or vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can&#039;t swap out bloodline spells. You can also swap out spells by retraining during downtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoner&#039;&#039;&#039; The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it doesn&#039;t give you another spell slot, and vice versa.&lt;br /&gt;
&lt;br /&gt;
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2–4: Summoner Spells per Day), you add a spell of the same rank to your spell repertoire. At 2nd level, you select another 1st-rank spell. At 3rd level, you add the first 2nd-rank spell to your repertoire. At 4th level you gain your second and your spell repertoire reaches its maximum size of five spells.&lt;br /&gt;
&lt;br /&gt;
At 5th level, in addition to adding two 3rd-rank spells to your repertoire, you lose your lowest rank of spell slots. Any time you lose a rank of spell slots, you lose two spells in your repertoire as well. These can come from spells you already know or out of the number of new spells you&#039;re learning. On levels in which you don&#039;t change your spell slots, you can swap out multiple spells, as described below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. If it&#039;s a rank at which you lose a set of lower-rank slots, you can replace the two in either order. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime.&lt;br /&gt;
&lt;br /&gt;
At 6th level and every even level thereafter, you can swap out any number of your spells for different spells of a rank you can cast. When you do, you must keep at least one spell you can cast with your lowest rank of spell slots so you don&#039;t end up with slots you can&#039;t use. For instance, at 6th level you would need to keep at least one 2nd-rank spell, but all your other spells could be 3rd rank.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/symbols/question-stone-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Subconscious Mind&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Subconscious Mind&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: A psychic&#039;s power is born in the depths of their psyche, far from the surface. Your subconscious mind might represent the way your power comes to you naturally, or it may be a framework you use to safely access the infinite potential of your mind. Either way, your subconscious mind fundamentally shapes how you access and wield psychic magic. Choose a subconscious mind from the options below. This choice will determine your key ability, special spellcasting components you use, and an action you can take while you have Unleashed your Psyche. The following options are available.&lt;br /&gt;
&lt;br /&gt;
* Emotional Acceptance (Cha): Throwing yourself headlong into your emotions is what lets you access your power.&lt;br /&gt;
&lt;br /&gt;
* Gathered Lore (Int): Tutors taught you specific axioms and lessons to help you harness your mind.&lt;br /&gt;
&lt;br /&gt;
* Precise Discipline (Int): Meticulously aligning your thoughts brings your mental power into reality.&lt;br /&gt;
&lt;br /&gt;
* Wandering Reverie (Cha): Your imagination fuels your magic through instinct and free association.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/the-silent-whisper.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;The Silent Whisper&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;The Silent Whisper&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Every mind murmurs constantly, and the static from those nearby reverberates in your head like wind through leaves. What better focus for your magic then, than the very thoughts of those around you? Your versatile telepathic abilities let you soothe and communicate with your allies or control your enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Granted Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1st: Mindlink&lt;br /&gt;
&lt;br /&gt;
* 2nd: Stupefy&lt;br /&gt;
&lt;br /&gt;
* 3rd: Heroism&lt;br /&gt;
&lt;br /&gt;
* 4th: Telepathy&lt;br /&gt;
&lt;br /&gt;
* 5th: Synaptic Pulse&lt;br /&gt;
&lt;br /&gt;
* 6th: Sending&lt;br /&gt;
&lt;br /&gt;
* 7th: Visions of Danger&lt;br /&gt;
&lt;br /&gt;
* 8th: Uncontrollable Dance&lt;br /&gt;
&lt;br /&gt;
* 9th: Telepathic Demand&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Psi Cantrips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Daze&lt;br /&gt;
&lt;br /&gt;
You can &#039;&#039;daze&#039;&#039; from a great distance. The range increases to 120 feet. Your &#039;&#039;daze&#039;&#039; also gains the following amp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp&#039;&#039;&#039; Your spell cracks the target&#039;s mental defenses, leaving it susceptible to further psychic attack. The spell&#039;s damage changes to 1d10. If the target fails its Will save, until the end of its next turn, it gains weakness 1 to mental damage and takes a –1 status penalty to Will saves. On a critical failure, the weakness is 3 (in addition to the target being Stunned 1). The weakness applies before daze deals damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp Heightened (+2)&#039;&#039;&#039; The spell&#039;s damage increases by 2d10, and the weakness on a failure or critical failure increases by 1.&lt;br /&gt;
&lt;br /&gt;
Message&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;message&#039;&#039; is not so easily bound by obstacles. The spell can travel up to 120 feet to reach the target, bending around walls and obstacles; this means you don&#039;t need a straight line of effect or line of sight to cast &#039;&#039;message&#039;&#039; as long as you know the target&#039;s space and there is an unblocked path of 120 feet or less that can reach them. It also gains the following amp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp&#039;&#039;&#039; Your telepathic message allows you to coordinate your actions while you pass on information. The target of the message can immediately spend its reaction to Step or Stride.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp Heightened (4th)&#039;&#039;&#039; The target of the message can choose to Shove, Strike, or Trip with its reaction instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Psi Cantrips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
surface: Forbidden Thought&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp&#039;&#039;&#039; Your telepathic push is particularly shocking to those who resist it. If the target fails its save, it&#039;s also Stunned 1.&lt;br /&gt;
&lt;br /&gt;
deeper: Shatter Mind&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp&#039;&#039;&#039; You increase the area of the spell to your choice of a @Template[cone|distance:30] or @Template[cone|distance:60], and the damage dice for the spell change to d10s. Creatures that fail are Stupefied 1 until the start of your next turn (or Stupefied 2 on a critical failure).&lt;br /&gt;
&lt;br /&gt;
deepest: Contagious Idea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp&#039;&#039;&#039; You can choose to spread the thought from the second target to a third target, in the same manner as spreading it from the first target to the second. A pleasant thought grants twice as many temporary Hit Points (10, plus an additional 2 for each level heightened).&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/unleash-psyche.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Unleash Psyche&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Unleash Psyche&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: When one thins the barrier between their inner mind and the outer world, one can unleash true psychic power. However, the mind wasn&#039;t meant to tap its full strength for long, leading to backlash once your unleashed psyche ends.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/wandering-reverie.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Wandering Reverie&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Wandering Reverie&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: The subconscious is by definition buried below the surface. Thus, only by stripping away the clamor and interference of everyday thought can you bring this more fundamental part of your mind to bear. Whether through sleep, self-hypnosis, or special exercises to empty your mind, you&#039;ve found a way to access a deeper, more chaotic state of free association that better channels your psychic power.&lt;br /&gt;
&lt;br /&gt;
Your thought components come from your imagination, images, and sensations your mind freely associates. You might have a passing daydream of small creatures bringing you an object as you telekinetically attract it or you may blink to find you&#039;ve teleported to your desired location. Spell manifestations from imagination components have surreal or indistinct qualities, and the exact details fade quickly from observers&#039; memory, as sensations from a dream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Ability&#039;&#039;&#039; Your key ability score is Charisma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyche Action&#039;&#039;&#039; Fade Into Daydreams&lt;br /&gt;
&lt;br /&gt;
=====Actions=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Fade Into Daydreams&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Fade Into Daydreams&#039;&#039;&#039; &amp;lt;small&amp;gt;(illusion, psyche, psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become Concealed until the start of your next turn. This concealment can&#039;t be used to Hide, as normal for concealing effects that leave your location obvious.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/FreeAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Unleash Psyche&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Unleash Psyche&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; Your turn begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements&#039;&#039;&#039; You&#039;re in an encounter, you Cast a Spell on your previous turn, and you aren&#039;t Stupefied.&lt;br /&gt;
&lt;br /&gt;
You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall Unconscious, whichever comes first. You can&#039;t voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur.&lt;br /&gt;
&lt;br /&gt;
* You&#039;re constantly surrounded by the visual manifestation of your psychic magic.&lt;br /&gt;
&lt;br /&gt;
* When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell&#039;s rank. This applies only to spells that don&#039;t have a duration and that you cast using psychic spellcasting.&lt;br /&gt;
&lt;br /&gt;
* You can use actions that have the psyche trait. After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can&#039;t use Unleash Psyche again for 2 rounds, and you&#039;re Stupefied 1 for 2 rounds.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎒 Inventory&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Weapons=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/daggers/dagger-straight-blue.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Dagger&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Dagger]] || 1 || 0.1 || 0 || 2 sp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/sling.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Sling&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Sling]] || 1 || 0.1 || 0 || —&lt;br /&gt;
|}&lt;br /&gt;
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=====Armor &amp;amp; Shields=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/chest/shirt-collared-pink.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Explorer&#039;s Clothing&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Explorer&#039;s Clothing]] || 1 || 0.1 || 0 || 1 sp&lt;br /&gt;
|}&lt;br /&gt;
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=====Ammunition=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/sling-bullets.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Sling Bullets&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Sling Bullets]] || 50 || 0.1 || 0 || 1 cp&lt;br /&gt;
|}&lt;br /&gt;
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=====Equipment=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/navigation/compass-worn-copper.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Compass&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Compass]] || 1 || 0 || 0 || 1 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/hand/lockpicks-steel-grey.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Thieves&#039; Toolkit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Thieves&#039; Toolkit]] || 1 || 0.1 || 0 || 3 gp&lt;br /&gt;
|}&lt;br /&gt;
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=====Bags &amp;amp; Storage=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/bags/pack-leather-white-tan.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Backpack]] || 1 || 0 || 0 || 1 sp&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/rations.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Rations ×2&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/chalk.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Chalk ×10&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/head/hood-leather-fur-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Clothing (Cold-Weather)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Clothing (Cold-Weather)&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/survival/rope-wrapped-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Rope&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/crowbar.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Crowbar&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Crowbar&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/environment/settlement/tent.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Tent (Pup)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Tent (Pup)&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/survival/soap.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Soap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Soap&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/ammunition/quiver-simple-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Bedroll&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/held-items/folding-ladder.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Folding Ladder&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Folding Ladder&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/fire/flame-burning-campfire-smoke.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Marvelous Miniature (Campfire)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Marvelous Miniature (Campfire)&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/hand/lockpicks-steel-grey.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Thieves&#039; Toolkit (Replacement Picks)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Thieves&#039; Toolkit (Replacement Picks) ×3&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/commodities/stone/geode-raw-tan.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Flint and Steel&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/lights/torch-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Torch ×5&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Waterskin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Waterskin&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/bags/pouch-simple-leather-tan.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Climbing Kit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Climbing Kit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Treasure &amp;amp; Currency=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/copper-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Copper Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Copper Pieces]] || 5 || 1 || 0 || 1 cp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Gold Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Gold Pieces]] || 1 || 1 || 0 || 1 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Silver Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Silver Pieces]] || 9 || 1 || 0 || 1 sp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🔮 Spellcasting&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Occult Focus Spells (Occult) — Focus=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/daze.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Daze&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Daze]] &amp;lt;small&amp;gt;[cantrip, concentrate, manipulate, mental, nonlethal]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/forbidden-thought.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Forbidden Thought&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Forbidden Thought]] &amp;lt;small&amp;gt;[cantrip, concentrate, manipulate, mental, psychic]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/message.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Message&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Message]] &amp;lt;small&amp;gt;[auditory, cantrip, concentrate, illusion, linguistic, mental, subtle]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Occult Spontaneous Spells (Occult) — Spontaneous=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039; &amp;lt;small&amp;gt;(1/1 slots)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/magic-missile.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Force Barrage&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Force Barrage]] &amp;lt;small&amp;gt;[concentrate, force, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/phase-bolt.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Phase Bolt&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Phase Bolt]] &amp;lt;small&amp;gt;[attack, cantrip, concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Occult Innate Spells (Occult) — Innate=====&lt;br /&gt;
&lt;br /&gt;
=====Other Spells=====&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/ghost-sound.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Figment&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Figment]]&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/fire/explosion-embers-evade-silhouette.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Ignition&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Ignition]]&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/mindlink.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Mindlink&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Mindlink]]&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/shield.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Shield&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Shield]]&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/mage-hand.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Telekinetic Hand&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Telekinetic Hand]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-06-01 19:18&#039;&#039;&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=Characters/Ezren_(Level_1)&amp;diff=957</id>
		<title>Characters/Ezren (Level 1)</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Ezren_(Level_1)&amp;diff=957"/>
		<updated>2026-06-02T00:18:07Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ezren (Level 1) =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Ezren (Level 1)&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/pc-ezren-the-wizard.webp&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 16/16&lt;br /&gt;
| ac          = 14&lt;br /&gt;
| perception  = +1&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +4&lt;br /&gt;
| reflex      = +4&lt;br /&gt;
| will        = +6&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +0 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +1 | &#039;&#039;&#039;CON&#039;&#039;&#039; +1 | &#039;&#039;&#039;INT&#039;&#039;&#039; +2 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +1 | &#039;&#039;&#039;CHA&#039;&#039;&#039; +0&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| gender       = M/He/Him&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
| languages   = draconic, dwarven, halfling, sakvroth, varisian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* &#039;&#039;&#039;Ancestry:&#039;&#039;&#039; Human&lt;br /&gt;
* &#039;&#039;&#039;Heritage:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/navigation/map-chart-tan.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Skilled Human (Society)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Skilled Human (Society)&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Merchant&lt;br /&gt;
* &#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/classes/wizard.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Wizard&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Wizard&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; draconic, dwarven, halfling, sakvroth, varisian&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Ethnicity:&#039;&#039;&#039; Varisian&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
For many adventurers, wanderlust strikes at a young age when minds are impressionable and the urge to escape the doldrums of homelife become too much to resist. In other cases, there&#039;s never a choice at all—being raised on the streets leaves few other options available for those who do not wish to become criminals. Rarest are those who come to adventuring late in life.&lt;br /&gt;
&lt;br /&gt;
This was Ezren&#039;s path to adventure. Born to a successful spice merchant in one of Absalom&#039;s more affluent districts, Ezren&#039;s childhood was pleasantly safe. As the fourth of six siblings, he never knew the responsibility implicit in being the eldest (and therefore the one expected to carry on father&#039;s trade) or the freedom of being the youngest. He enjoyed the comforts of a well-to-do family, lived in a neighborhood relatively safe from crime, and seemed poised for a life of mediocrity.&lt;br /&gt;
&lt;br /&gt;
That changed when his father was taken away, charged with heresy by the church of Abadar. The charges were too spurious to stick, and while his father escaped excommunication, the damage had been done—his father&#039;s business fell to pieces. Shocked, dismayed, and convinced that his father was innocent, Ezren abandoned his future and spent his adult life trying to repair his father&#039;s ruined reputation. So when Ezren finally uncovered irrefutable proof of his father&#039;s guilt, and he realized he&#039;d wasted his life on a lie, he turned his evidence over to the church and said goodbye to his home, his family, and his life.&lt;br /&gt;
&lt;br /&gt;
At the age of 42, Ezren is full aware that he&#039;s missed his adulthood, yet at the same time he looks forward to discovering the world, and making a difference for a cause that he believes in. His dissatisfaction with family, religion, and government left him precious little to trust but his own intellect—in fighting for his father&#039;s redemption, he had become a gifted researcher, scholar, and intellectual. Lacking the spry limbs of youth, the trust in religion, the strong arm of the soldier, or the way with words of the politician, Ezren felt he had but one option open. He traveled to tarnished Oppara, capital of Taldor and one of the oldest cities of the continent of Avistan, hoping to join one of several prestigious schools of wizardry. Yet time and time again, he was turned away due to his age. No wizard seemed to want an apprentice who, in many cases, was older than them. So Ezren was forced to strike out on his own once again.&lt;br /&gt;
&lt;br /&gt;
Over the next decade, as he traveled Avistan, Ezren studied where he could, picking up tricks of the wizard&#039;s trade here and there. The combination of arcane study mixed with his worldly first-hand experiences have given him an edge over young wizards fresh out of apprenticeship and eager to make names for themselves. Ezren knows about the many ways the world can trick and betray you, but now he&#039;s finally begun to master the art of magic, giving him the tools to fight back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;⚔ Defense &amp;amp; Saves&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; 16/16&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 14&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +1 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 25 ft. (land)&lt;br /&gt;
* &#039;&#039;&#039;Fortitude:&#039;&#039;&#039; +4 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +4 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039; +6 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}})&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;📊 Ability Scores&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| +0 || +1 || +1 || +2 || +1 || +0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎓 Skills&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Skill !! Modifier !! Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Arcana || +2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafting || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Mercantile Lore || +2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Occultism || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Performance || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Society || +5 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Survival || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;💰 Wealth &amp;amp; Carry&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Coin !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;✨ Feats &amp;amp; Features&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Heritage=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/navigation/map-chart-tan.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Skilled Human (Society)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Skilled Human (Society)&#039;&#039;&#039;&lt;br /&gt;
: Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Merchant&#039;&#039;&#039;&lt;br /&gt;
: In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a good deal on a suit of armor could prevent your death.&lt;br /&gt;
&lt;br /&gt;
Choose two attribute boosts. One must be to &#039;&#039;&#039;Intelligence&#039;&#039;&#039; or &#039;&#039;&#039;Charisma&#039;&#039;&#039;, and one is a free attribute boost.&lt;br /&gt;
&lt;br /&gt;
You&#039;re trained in the Diplomacy skill and the Mercantile Lore skill. You gain the Bargain Hunter skill feat.&lt;br /&gt;
&lt;br /&gt;
=====Feats=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/wands/wand-carved-pink.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Arcane Bond&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Arcane Bond&#039;&#039;&#039; &amp;lt;small&amp;gt;(wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/symbols/question-stone-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Arcane School&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Arcane School&#039;&#039;&#039; &amp;lt;small&amp;gt;(wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Most wizards acquire their knowledge of spells from a formal educational institution, such as the Arcanamirium or the Magaambya. At 1st level, you choose your arcane school, which grants you magical abilities.&lt;br /&gt;
&lt;br /&gt;
You gain additional spells and spell slots from the curriculum taught at the school you attended. Arcane schools are described in detail on page 198. Some wizards follow the school of unified magical theory, which attempts to forge a new school by studying independently and drawing information from a multitude of texts and tutors. Though a wizard with this approach lacks the focus of formal training, they have greater flexibility.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/scrolls/scroll-writing-tan-grey.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Arcane Thesis&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Arcane Thesis&#039;&#039;&#039; &amp;lt;small&amp;gt;(wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: During your studies to become a full-fledged wizard, you produced a thesis of unique magical research. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like &#039;&#039;&amp;quot;On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.&amp;quot;&#039;&#039;&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Bargain Hunter&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Bargain Hunter&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Cooperative Nature&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Cooperative Nature&#039;&#039;&#039; &amp;lt;small&amp;gt;(human)&amp;lt;/small&amp;gt;&lt;br /&gt;
: The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/scrolls/scroll-runed-brown-purple.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Experimental Spellshaping&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Experimental Spellshaping&#039;&#039;&#039; &amp;lt;small&amp;gt;(wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your thesis posits that the magical practice of spellshaping can be realized more efficiently by altering variables and parameters as you cast, imitating the wizards of long ago who had to work out their own spells themselves. This allows you efficient access to various spellshape effects.&lt;br /&gt;
&lt;br /&gt;
You gain one 1st-rank spellshape wizard feat of your choice. Starting at 4th level, during your daily preparations, you can gain a spellshape wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Reach Spell&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Reach Spell&#039;&#039;&#039; &amp;lt;small&amp;gt;(bard, cleric, concentrate, druid, oracle, sorcerer, spellshape, witch, wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can extend your spells&#039; range. If the next action you use is to Cast a Spell that has a range, increase that spell&#039;s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-rounded-teal.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;School of Unified Magical Theory&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;School of Unified Magical Theory&#039;&#039;&#039; &amp;lt;small&amp;gt;(wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You eschew the idea that magic can be neatly expressed by the teachings of any single school or college, instead directing your self-study to pick up the best of every school of magic. In doing so, you&#039;ll find the truths that lie at the intersection of each school, coming closer to the ideal nature of arcane magic. One day, you&#039;ll uncover that single elegant theory detailing all magic (perhaps a theory bearing your name?), but until then, your studies continue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Curriculum&#039;&#039;&#039; You don&#039;t have a set curriculum, and so you don&#039;t have curriculum spells and can&#039;t benefit from abilities that specifically affect them. Instead, you gain an additional 1st-level wizard class feat, and you add one 1st-rank spell of your choice to your spellbook to represent your diverse studies.&lt;br /&gt;
&lt;br /&gt;
Your studies into the very nature of magic itself have let you use it more efficiently—instead of using Drain Bonded Item only once per day, you can use it once per day for each rank of spell you can cast, recalling a spell of that rank each time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;School Spells&#039;&#039;&#039; initial: Hand of the Apprentice; advanced: Interdisciplinary Incantation&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Widen Spell&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Widen Spell&#039;&#039;&#039; &amp;lt;small&amp;gt;(druid, manipulate, oracle, sorcerer, spellshape, witch, wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-eye-purple.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Wizard Spellcasting&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Wizard Spellcasting&#039;&#039;&#039; &amp;lt;small&amp;gt;(wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Through dedicated study and practice, you can construct spells with academic rigor by shaping arcane magic. You are a spellcaster, and you can cast spells of the arcane tradition using the Cast a Spell activity. As a wizard, when you cast spells, your incantations likely specify exactly what forces you call on and how to shape them, and your gestures precisely shape and direct your magic while circles of arcane runes flare to life.&lt;br /&gt;
&lt;br /&gt;
At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spellbook (see below), as well as one extra curriculum cantrip and one extra curriculum spell of each rank you can cast from your arcane school. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.&lt;br /&gt;
&lt;br /&gt;
As you increase in level as a wizard, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Wizard Spells per Day table.&lt;br /&gt;
&lt;br /&gt;
Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier. Details on calculating these statistics appear on page 403.&lt;br /&gt;
&lt;br /&gt;
=== Heightening Spells ===&lt;br /&gt;
&lt;br /&gt;
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell&#039;s rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.&lt;br /&gt;
&lt;br /&gt;
=== Cantrips ===&lt;br /&gt;
&lt;br /&gt;
Some of your spells are cantrips. A cantrip is a special type of spell that doesn&#039;t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of wizard spell slot you have. For example, as a 1st-level wizard, your cantrips are 1st-rank spells, and as a 5th-level wizard, your cantrips are 3rd-rank spells.&lt;br /&gt;
&lt;br /&gt;
=== Spellbook ===&lt;br /&gt;
&lt;br /&gt;
Every arcane spell has a written version, which you record in your personalized book of spells. You start with a spellbook worth 10 sp or less, which you receive for free and must study each day to prepare your spells. Your spellbook&#039;s form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like &#039;&#039;The Tome of Silent Shadows&#039;&#039; or something more academic, like &#039;&#039;Advanced Pyromantic Applications of Jalmeri Elemental Theory&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The spellbook contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. You also add two 1st-rank spells from the curriculum of your arcane school (except in the case of the school of unified magical theory, as described in that school).&lt;br /&gt;
&lt;br /&gt;
Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to and learn via Learn a Spell. When you gain spell slots of a new rank, you also add an additional spell from your school&#039;s curriculum (unless it&#039;s the school of unified magical theory).&lt;br /&gt;
&lt;br /&gt;
=====Actions=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Cast a Spell&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Cast a Spell&#039;&#039;&#039; &amp;lt;small&amp;gt;(general)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell&#039;s stat block. As soon as the spellcasting actions are complete, the spell effect occurs.&lt;br /&gt;
&lt;br /&gt;
Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell&#039;s stat block-for example, &amp;quot;[reaction] verbal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long Casting&#039;&#039;&#039; Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it&#039;s not necessary to break down which one you&#039;re providing at a given time. You can&#039;t use other actions or reactions while casting such a spell, though at the GM&#039;s discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can&#039;t cast them in an encounter. If combat breaks out while you&#039;re casting one, your spell is disrupted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Components&#039;&#039;&#039; Each spell lists the spell components required to cast it after the action icons or text, such as &amp;quot;[three-actions] material, somatic, verbal.&amp;quot; The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can&#039;t provide the components, you fail to Cast the Spell.&lt;br /&gt;
&lt;br /&gt;
* Material (manipulate)&lt;br /&gt;
&lt;br /&gt;
* Somatic (manipulate)&lt;br /&gt;
&lt;br /&gt;
* Verbal (concentrate)&lt;br /&gt;
&lt;br /&gt;
* Focus (manipulate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disrupted and Lost Spells&#039;&#039;&#039; Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you&#039;ve already expended the spell slot, spent the spell&#039;s costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately ends.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/FreeAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Drain Bonded Item&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Drain Bonded Item&#039;&#039;&#039; &amp;lt;small&amp;gt;(arcane, wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039; once per day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements&#039;&#039;&#039; Your bonded item is on your person.&lt;br /&gt;
&lt;br /&gt;
You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell&#039;s other requirements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎒 Inventory&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Weapons=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/staves/staff-simple.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Staff&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Staff]] || 1 || 1 || 0 || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Armor &amp;amp; Shields=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/chest/shirt-collared-pink.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Explorer&#039;s Clothing&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Explorer&#039;s Clothing]] || 1 || 0.1 || 0 || 1 sp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Consumables=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Elixir of Life (Minor)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Elixir of Life (Minor)]] || 1 || 0.1 || 1 || 3 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Elixir of Life (Minor)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Elixir of Life (Minor)]] || 1 || 0.1 || 1 || 3 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/scrolls/scroll-symbol-eye-brown.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Scroll of Grim Tendrils (Rank 1)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Scroll of Grim Tendrils (Rank 1)]] || 1 || 0.1 || 1 || 4 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Equipment=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/worn-items/other-worn-items/wayfinder.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Wayfinder&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Wayfinder]] || 1 || 0 || 2 || 28 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Bags &amp;amp; Storage=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/bags/pack-leather-white-tan.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Backpack]] || 1 || 0 || 0 || 1 sp&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/commodities/stone/geode-raw-tan.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Flint and Steel&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/ammunition/quiver-simple-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Bedroll&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-symbol-spiral-silver-blue.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Spellbook (Blank)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Spellbook (Blank)&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/rations.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Rations ×2&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/grapling-hook.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Grappling Hook&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Grappling Hook&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/misc/ladder-improvised.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Marvelous Miniature (Ladder)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Marvelous Miniature (Ladder)&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/survival/rope-wrapped-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Rope&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/lights/torch-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Torch ×5&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/survival/soap.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Soap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Soap&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Waterskin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Waterskin&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/scribal/ink-quill-red.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Writing Set&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Writing Set&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/chalk.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Chalk ×10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Treasure &amp;amp; Currency=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Gold Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Gold Pieces]] || 1 || 1 || 0 || 1 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Silver Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Silver Pieces]] || 4 || 1 || 0 || 1 sp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🔮 Spellcasting&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Arcane Focus Spells (Arcane) — Focus=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/hand-of-the-apprentice.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Hand of the Apprentice&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Hand of the Apprentice]] &amp;lt;small&amp;gt;[attack, focus, manipulate, wizard]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Arcane Prepared Spells (Arcane) — Prepared=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039; &amp;lt;small&amp;gt;(0/2 slots)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/dragon-breath.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Breathe Fire&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Breathe Fire]] &amp;lt;small&amp;gt;[concentrate, fire, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/acid/orb-bubble-smoke-drip.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Caustic Blast&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Caustic Blast]] &amp;lt;small&amp;gt;[acid, cantrip, concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/detect-magic.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Detect Magic&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Detect Magic]] &amp;lt;small&amp;gt;[cantrip, concentrate, detection, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/lightning/bolt-strike-forked-blue.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Electric Arc&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Electric Arc]] &amp;lt;small&amp;gt;[cantrip, concentrate, electricity, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/magic-missile.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Force Barrage&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Force Barrage]] &amp;lt;small&amp;gt;[concentrate, force, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/grim-tendrils.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Grim Tendrils&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Grim Tendrils]] &amp;lt;small&amp;gt;[concentrate, manipulate, void]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/light.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Light&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Light]] &amp;lt;small&amp;gt;[cantrip, concentrate, light, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/shield.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Shield&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Shield]] &amp;lt;small&amp;gt;[cantrip, concentrate, force]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-06-01 19:18&#039;&#039;&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=Characters/Cap%27n_Robin_Stryker&amp;diff=956</id>
		<title>Characters/Cap&#039;n Robin Stryker</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Cap%27n_Robin_Stryker&amp;diff=956"/>
		<updated>2026-06-02T00:18:07Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Cap&#039;n Robin Stryker =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Cap&#039;n Robin Stryker&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/mystery-man.svg&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 22/22&lt;br /&gt;
| ac          = 15&lt;br /&gt;
| perception  = +0&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +4&lt;br /&gt;
| reflex      = +7&lt;br /&gt;
| will        = +5&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +1 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +2 | &#039;&#039;&#039;CON&#039;&#039;&#039; +1 | &#039;&#039;&#039;INT&#039;&#039;&#039; +0 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +0 | &#039;&#039;&#039;CHA&#039;&#039;&#039; +1&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| age          = 33&lt;br /&gt;
| gender       = He/Him&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* &#039;&#039;&#039;Ancestry:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/ancestries/tanuki.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Tanuki&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Tanuki&lt;br /&gt;
* &#039;&#039;&#039;Heritage:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/kitchenware/pot-meal.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Steadfast Tanuki&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Steadfast Tanuki&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Aspiring Free-Captain&lt;br /&gt;
* &#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/classes/swashbuckler.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Swashbuckler&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Swashbuckler&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;⚔ Defense &amp;amp; Saves&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; 22/22&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 15&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 25 ft. (land)&lt;br /&gt;
* &#039;&#039;&#039;Fortitude:&#039;&#039;&#039; +4 ({{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +7 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039; +5 ({{color|#4682b4|&#039;&#039;&#039;Expert&#039;&#039;&#039;}})&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;📊 Ability Scores&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| +1 || +2 || +1 || +0 || +0 || +1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎓 Skills&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Skill !! Modifier !! Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics || +2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Arcana || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafting || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Occultism || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Performance || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Sailing || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Society || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || +2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Survival || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || +2 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;💰 Wealth &amp;amp; Carry&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Coin !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;✨ Feats &amp;amp; Features&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Heritage=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/kitchenware/pot-meal.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Steadfast Tanuki&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Steadfast Tanuki&#039;&#039;&#039; &amp;lt;small&amp;gt;(tanuki)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your pride in your true tanuki form knows no bounds. You gain your choice of Everyday Form or Teakettle Form as a bonus ancestry feat.&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Aspiring Free-Captain&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;Prerequisite&#039;&#039;&#039; Region - High Seas&lt;br /&gt;
&lt;br /&gt;
You seek to join the Free Captains of the Shackles and have learned everything you need to know about sailing and bossing people around. Now you just need a crew and a ship.&lt;br /&gt;
&lt;br /&gt;
Choose two attribute boosts. One must be to &#039;&#039;&#039;Wisdom&#039;&#039;&#039; or &#039;&#039;&#039;Charisma&#039;&#039;&#039;, and one is a free attribute boost.&lt;br /&gt;
&lt;br /&gt;
You&#039;re trained in the Intimidation skill and the Sailing Lore skill. You gain the Group Coercion skill feat.&lt;br /&gt;
&lt;br /&gt;
=====Feats=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/swords/scimitar-broad.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Confident Finisher&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Confident Finisher&#039;&#039;&#039; &amp;lt;small&amp;gt;(swashbuckler)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You gain an elegant finishing attack you can make when you have panache. The finisher trait is described below. You gain the Confident Finisher action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finisher&#039;&#039;&#039; Finishers are spectacular finishing moves that use your panache. Finishers can be used only with weapons that deal additional damage with precise strike (agile or finesse melee weapons or unarmed attacks, for most swashbucklers). You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can&#039;t use actions that have the attack trait for the rest of your turn.&lt;br /&gt;
&lt;br /&gt;
Some finisher actions also grant an effect on a failure. Effects added on a failure don&#039;t apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Dirty Trick&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Dirty Trick&#039;&#039;&#039; &amp;lt;small&amp;gt;(attack, general, manipulate, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You have a hand free and are within melee reach of an opponent.&lt;br /&gt;
&lt;br /&gt;
You hook a foe&#039;s bootlaces together, pull their hat over their eyes, loosen their belt, or otherwise confound their mobility through an underhanded tactic. Attempt a @Check[thievery|defense:reflex] check against the target&#039;s Reflex DC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The target is Clumsy 1 until they use an Interact action to end the impediment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; As critical success, but the condition ends automatically after 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Failure&#039;&#039;&#039; You fall Prone as your attempt backfires.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Disarming Flair&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Disarming Flair&#039;&#039;&#039; &amp;lt;small&amp;gt;(swashbuckler)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You knock weapons from the hands of your foes with style. When you Disarm, the action gains the bravado trait.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Group Coercion&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Group Coercion&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can strong-arm people effectively, even when you don&#039;t have them isolated. When you Coerce, you can compare your Intimidation check result to the Will DCs of up to five targets instead of one.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to 10 if you&#039;re an expert, 25 if you&#039;re a master, and 50 if you&#039;re legendary.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/commodities/treasure/crown-gold-laurel-wreath.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Panache&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Panache&#039;&#039;&#039; &amp;lt;small&amp;gt;(swashbuckler)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular style, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This heightened state of flair is called panache.&lt;br /&gt;
&lt;br /&gt;
Effect: Panache&lt;br /&gt;
&lt;br /&gt;
You gain panache by performing actions that have the bravado trait. Tumble Through and additional actions determined by your swashbuckler&#039;s style gain the bravado trait when you use them. The GM might determine that a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, can gain the bravado trait. These checks typically involve at least a single action and a non-trivial DC. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.&lt;br /&gt;
&lt;br /&gt;
Powerful finisher actions, including Confident Finisher, can be used only while you have panache and cause you to lose your panache.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/precise-strike.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Precise Strike&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Precise Strike&#039;&#039;&#039; &amp;lt;small&amp;gt;(swashbuckler)&amp;lt;/small&amp;gt;&lt;br /&gt;
: When you make a Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the Strike is part of a finisher, the additional damage is 2d6 precision damage instead.&lt;br /&gt;
&lt;br /&gt;
As your swashbuckler level increases, so does your additional damage for precise strike. At 5th, 9th, 13th, and 17th level, increase the amount of additional damage on a Strike by 1 and the additional damage on a finisher by 1d6.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/gaming/playing-cards.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Rascal&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Rascal&#039;&#039;&#039; &amp;lt;small&amp;gt;(swashbuckler)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You aren&#039;t afraid to use underhanded tactics to get the edge over your opponents. You are trained in Thievery and gain the Dirty Trick general feat. When you use Dirty Trick, the action gains the bravado trait.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Scorched on the Crackling Mountain&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Scorched on the Crackling Mountain&#039;&#039;&#039; &amp;lt;small&amp;gt;(tanuki)&amp;lt;/small&amp;gt;&lt;br /&gt;
: By ritualistically marking your fur with fire, like an infamous tanuki of legend, you protect yourself against future flames. You gain a black stripe down your back that looks charred. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which can be reduced to DC 5 with appropriate assistance. The first time each day you would be reduced to 0 Hit Points by a fire effect, you avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. Two hairs plucked from your tail can be used as flint and steel to create a fire, emitting a strange crackling sound as they ignite.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/skills/melee/maneuver-greatsword-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Stylish Combatant&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Stylish Combatant&#039;&#039;&#039;&lt;br /&gt;
: You gain a +1 circumstance bonus to skill checks with the bravado trait while in a combat encounter. While you have panache, you gain a +5-foot status bonus to your Speeds.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/symbols/question-stone-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Swashbuckler&#039;s Style&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Swashbuckler&#039;s Style&#039;&#039;&#039; &amp;lt;small&amp;gt;(swashbuckler)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your own distinctive style lets you gracefully handle any situation. Choose a swashbuckler&#039;s style. This style determines the additional actions you use to gain panache and makes you trained in the skill related to that action.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Teakettle Form&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Teakettle Form&#039;&#039;&#039; &amp;lt;small&amp;gt;(tanuki)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your shapeshifting is advanced enough to take the form of not just creatures, but objects as well. When you Change Shape, you can assume the form of a simple tool or object of 1 Bulk or less, such as a teakettle or umbrella. When transformed into an object, you can function as that object for allies to use; for instance, turning into a crowbar so you can help an ally pry open a crate. You can speak while in object form, but you can&#039;t attack, cast spells, or move except to Crawl (usually by hopping or flopping across the ground in an undignified manner).&lt;br /&gt;
&lt;br /&gt;
=====Actions=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Change Shape&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Change Shape&#039;&#039;&#039; &amp;lt;small&amp;gt;(concentrate, polymorph)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You return to your natural shape or adopt a new shape as described by the source of this action.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Confident Finisher&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Confident Finisher&#039;&#039;&#039; &amp;lt;small&amp;gt;(finisher)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You make an incredibly graceful attack, piercing your foe&#039;s defenses. Make a Strike with the following failure effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure&#039;&#039;&#039; You deal half your Precise Strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-06-01 19:18&#039;&#039;&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Giant_Hermit_Crab&amp;diff=950</id>
		<title>NPCs/Giant Hermit Crab</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Giant_Hermit_Crab&amp;diff=950"/>
		<updated>2026-05-31T03:28:59Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Giant Hermit Crab =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Giant Hermit Crab&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/bestial/aquatic/hermit-crab-giant.webp&lt;br /&gt;
| level      = 5&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = amphibious, animal&lt;br /&gt;
| hp         = 114&lt;br /&gt;
| ac         = 21&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 20 ft., 10 ft. Climb, 15 ft. Swim&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Lucky hermit crabs with plentiful resources can live for decades and grow to tremendous sizes, often with magical help. Too large for most natural shells, giant hermit crabs use a variety of debris instead, including wagons, boats, treasure chests, and even abandoned pieces of giant armor.&lt;br /&gt;
&lt;br /&gt;
Hermit crabs have hard exoskeletons like other crabs, but with much weaker abdomens. They find and &amp;quot;wear&amp;quot; shells as homes and protection, getting around with their front legs and claws. Surprisingly fierce, hermit crabs fight for new shells as they grow bigger, using an assortment of hollow alternatives as substitutes when shells of the right size can&#039;t be found.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Fire_Scamp&amp;diff=949</id>
		<title>NPCs/Fire Scamp</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Fire_Scamp&amp;diff=949"/>
		<updated>2026-05-31T03:28:59Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fire Scamp =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Fire Scamp&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/elemental/fire/mephit-fire.webp&lt;br /&gt;
| level      = 1&lt;br /&gt;
| size       = Small&lt;br /&gt;
| traits     = elemental, fire&lt;br /&gt;
| hp         = 16&lt;br /&gt;
| ac         = 17&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 20 ft., 25 ft. Fly&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Although arguably quite friendly, fire scamps are considered far more dangerous than their kin. They delight in fire and playing pranks on everyone they befriend. Even given time to understand others&#039; dislike of fire, most fire scamps enjoy the feel of flames enough to constantly test their limits.&lt;br /&gt;
&lt;br /&gt;
Compared to the nations of other scamps, the nations on the Plane of Fire are by far the strongest. This backing inspires fire scamps to challenge authority more quickly than the others.&lt;br /&gt;
&lt;br /&gt;
Elemental scamps are bat-like critters marked by elemental powers. Scamps are dispatched from the Elemental Planes by more powerful residents or called to the Universe by neophyte summoners. All scamps have a hint of magical power due to a lingering connection to their home plane, which they largely use to pull simple pranks.&lt;br /&gt;
&lt;br /&gt;
Scamps rapidly form a pecking order of cleverness. Humanoids often confuse scamps when meeting such creatures for the first time. These confused scamps usually resort to an escalating series of pranks and mischief, seeing what they can get away with to establish their place in the hierarchy.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Earth_Wisp&amp;diff=948</id>
		<title>NPCs/Earth Wisp</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Earth_Wisp&amp;diff=948"/>
		<updated>2026-05-31T03:28:58Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Earth Wisp =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Earth Wisp&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/elemental/earth/earth-wisp.webp&lt;br /&gt;
| level      = 0&lt;br /&gt;
| size       = Tiny&lt;br /&gt;
| traits     = earth, elemental&lt;br /&gt;
| hp         = 15&lt;br /&gt;
| ac         = 15&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 20 ft., 20 ft. Burrow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Earth wisps are rolling spheres of rock, mud, and leaves, perpetually humming with low, rumbling energy. They&#039;re timid and aloof but fiercely loyal to those they know and trust.&lt;br /&gt;
&lt;br /&gt;
Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting symphonies that traded members with their every meeting. These symphonies of free wisps created music out of their combined resonances, but when the wicked Elemental Lords realized the value of the wisps&#039; resonance, they captured whole symphonies for use as servants.&lt;br /&gt;
&lt;br /&gt;
Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the Universe, but they&#039;re usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades.&lt;br /&gt;
&lt;br /&gt;
Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity sometimes exhibited between elementals of different planes. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Fire_Wisp&amp;diff=947</id>
		<title>NPCs/Fire Wisp</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Fire_Wisp&amp;diff=947"/>
		<updated>2026-05-31T03:28:58Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Fire Wisp =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Fire Wisp&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/elemental/fire/fire-wisp.webp&lt;br /&gt;
| level      = 0&lt;br /&gt;
| size       = Tiny&lt;br /&gt;
| traits     = elemental, fire&lt;br /&gt;
| hp         = 15&lt;br /&gt;
| ac         = 15&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 40 ft., 15 ft. Fly&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Fire wisps are sizzling spheres of flame and ash, perpetually crackling and shimmering with heat. They&#039;re carefree, boisterous, and quick to action—sometimes recklessly so.&lt;br /&gt;
&lt;br /&gt;
Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting symphonies that traded members with their every meeting. These symphonies of free wisps created music out of their combined resonances, but when the wicked Elemental Lords realized the value of the wisps&#039; resonance, they captured whole symphonies for use as servants.&lt;br /&gt;
&lt;br /&gt;
Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the Universe, but they&#039;re usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades.&lt;br /&gt;
&lt;br /&gt;
Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity sometimes exhibited between elementals of different planes. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Air_Scamp&amp;diff=946</id>
		<title>NPCs/Air Scamp</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Air_Scamp&amp;diff=946"/>
		<updated>2026-05-31T03:28:58Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Air Scamp =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Air Scamp&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/elemental/air/mephit-air.webp&lt;br /&gt;
| level      = 1&lt;br /&gt;
| size       = Small&lt;br /&gt;
| traits     = air, elemental&lt;br /&gt;
| hp         = 12&lt;br /&gt;
| ac         = 16&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 20 ft., 40 ft. Fly&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A pale blue head and paper-thin wings peek out from the cloud that clings to the air scamp. Air scamps are short-sighted and flighty, even relative to their kin; they are as likely to fly recklessly into battle as they are to whine in terror at a loud noise.&lt;br /&gt;
&lt;br /&gt;
Elemental scamps are bat-like critters marked by elemental powers. Scamps are dispatched from the Elemental Planes by more powerful residents or called to the Universe by neophyte summoners. All scamps have a hint of magical power due to a lingering connection to their home plane, which they largely use to pull simple pranks.&lt;br /&gt;
&lt;br /&gt;
Scamps rapidly form a pecking order of cleverness. Humanoids often confuse scamps when meeting such creatures for the first time. These confused scamps usually resort to an escalating series of pranks and mischief, seeing what they can get away with to establish their place in the hierarchy.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Adolescent_Crystal_Claw_(air)&amp;diff=945</id>
		<title>NPCs/Adolescent Crystal Claw (air)</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Adolescent_Crystal_Claw_(air)&amp;diff=945"/>
		<updated>2026-05-31T03:28:58Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Adolescent Crystal Claw (air) =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Adolescent Crystal Claw (air)&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/bestial/aquatic/common-eurypterid.webp&lt;br /&gt;
| level      = -1&lt;br /&gt;
| size       = Small&lt;br /&gt;
| traits     = air, animal, elemental&lt;br /&gt;
| hp         = 9&lt;br /&gt;
| ac         = 15&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 30 ft., 15 ft. Climb&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The smallest of the giant eurypterids can grow to about the size of a large dog. These eurypterids are a staple food for people living in marshlands, who add the meat to heavily spiced stews, but they&#039;re otherwise considered dangerous pests.&lt;br /&gt;
&lt;br /&gt;
Fearsome predators and durable pests, eurypterids are hard-carapaced arthropods sometimes referred to as sea scorpions. Though aquatic creatures, they have robust respiratory systems that allow them to survive indefinitely on land. All eurypterids possess claws as well as stingers that can inject venom.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Flash_Beetle&amp;diff=944</id>
		<title>NPCs/Flash Beetle</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Flash_Beetle&amp;diff=944"/>
		<updated>2026-05-31T03:28:58Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Flash Beetle =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Flash Beetle&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/bestial/invertebrate/flash-beetle.webp&lt;br /&gt;
| level      = -1&lt;br /&gt;
| size       = Small&lt;br /&gt;
| traits     = animal&lt;br /&gt;
| hp         = 6&lt;br /&gt;
| ac         = 16&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 20 ft., 15 ft. Fly&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
These 3-foot-long insects boast a pair of glowing organs on the back of the abdomen that give off bright light and that continue to glow for days, even after the creature&#039;s death. Flash beetles are commonly herded and harvested by miners and spelunkers, as their glow is considered safer than torches and less expensive than lamps. Denizens of the Darklands often domesticate and train these insects, using them as pets, livestock, or caging them to use as organic sources of light in areas frequented by visitors unaccustomed to the darkness.&lt;br /&gt;
&lt;br /&gt;
Not all beetles are harmless creatures that can be easily crushed underfoot. Oversized and ravenous giant beetles can be found throughout the temperate and tropical regions of the world. They are often benign creatures, though when threatened or roused, giant beetles are quite dangerous. Their powerful mandibles and tough exoskeletons make for a challenging combatant.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Cobbleswarm&amp;diff=943</id>
		<title>NPCs/Cobbleswarm</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Cobbleswarm&amp;diff=943"/>
		<updated>2026-05-31T03:28:58Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Cobbleswarm =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Cobbleswarm&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/aberrant/monstrous/cobbleswarm.webp&lt;br /&gt;
| level      = 2&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = aberration, earth, swarm&lt;br /&gt;
| hp         = 20&lt;br /&gt;
| ac         = 16&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 20 ft., 10 ft. Burrow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Busy road builders might unknowingly use cobble mites in construction.&lt;br /&gt;
&lt;br /&gt;
Cobble mites resemble squarish stones a few inches across with mouths like split geodes. Though indolent and harmless alone, they&#039;re dangerous in large groups.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Reefclaw&amp;diff=942</id>
		<title>NPCs/Reefclaw</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Reefclaw&amp;diff=942"/>
		<updated>2026-05-31T03:28:58Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Reefclaw =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Reefclaw&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/aberrant/monstrous/reefclaw.webp&lt;br /&gt;
| level      = 1&lt;br /&gt;
| size       = Small&lt;br /&gt;
| traits     = aberration, aquatic&lt;br /&gt;
| hp         = 17&lt;br /&gt;
| ac         = 20&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 5 ft., 30 ft. Swim&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw&#039;s oversized claws are powerful weapons with a viselike grip and the ability to inject potent venom into unfortunate prey.&lt;br /&gt;
&lt;br /&gt;
Though reefclaws can&#039;t speak, they are intelligent enough to understand the local language of humanoids near their hunting grounds. The creatures sometimes listen to conversations, either to gain intelligence on the best place to ambush aquatic or land-dwelling prey, or merely for entertainment value—reefclaws are particularly fond of listening to people with high-pitched voices. Reefclaws are usually solitary hunters, but small swarms of female reefclaws have been known to gather around a single male for mating purposes or together for the communal raising of their broods. In the latter case, the females will perform widespread hunts in order to bring back a large enough bounty to feed their young. Such hunting parties are extremely dangerous—they&#039;ve been known to tip over small fishing boats and attack those who fall overboard.&lt;br /&gt;
&lt;br /&gt;
Once a reefclaw has decided upon a course of action, it follows through even if doing so spells its own end. More than one reefclaw survivor has said that the creature released its bone-crushing grasp only after the brains were leaking from its broken skull, and even then, the reefclaw was able to perform a terrible last slash as part of its dying breath. During mating season, female reefclaws are often a little more pragmatic and release their prey before endangering themselves and their offspring.&lt;br /&gt;
&lt;br /&gt;
Despite their intelligence and the accompanying moral quandaries, reefclaws frequently find their way onto the dinner plates of land-dwelling hunters such as humans and hobgoblins. According to those who have a taste for reefclaw flesh, the meat is either delectably sweet (for reefclaws raised in colder waters) or slightly tangy (in the case of warm-water reefclaws). Most people who know of reefclaws&#039; intellect find the act of eating them distasteful, but this does not dissuade unscrupulous nobles in coastal regions, for whom reefclaw meat is a delicacy well worth the expense. Likewise, fishers whose focus is on the bottom line of their ledgers are more than willing to hunt the dangerous creatures—or, even better, hire out the task to naive adventurers.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Water_Wisp&amp;diff=941</id>
		<title>NPCs/Water Wisp</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Water_Wisp&amp;diff=941"/>
		<updated>2026-05-31T03:28:58Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Water Wisp =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Water Wisp&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/elemental/water/water-wisp.webp&lt;br /&gt;
| level      = 0&lt;br /&gt;
| size       = Tiny&lt;br /&gt;
| traits     = elemental, water&lt;br /&gt;
| hp         = 20&lt;br /&gt;
| ac         = 13&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 25 ft., 25 ft. Swim&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Water wisps are swimming spheres of foam and water, perpetually humming with a wash of soft sounds. They&#039;re gentle, nurturing, and quick to help anyone in need.&lt;br /&gt;
&lt;br /&gt;
Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting symphonies that traded members with their every meeting. These symphonies of free wisps created music out of their combined resonances, but when the wicked Elemental Lords realized the value of the wisps&#039; resonance, they captured whole symphonies for use as servants.&lt;br /&gt;
&lt;br /&gt;
Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the Universe, but they&#039;re usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades.&lt;br /&gt;
&lt;br /&gt;
Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity sometimes exhibited between elementals of different planes. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Storm_Worm_Swarm&amp;diff=940</id>
		<title>NPCs/Storm Worm Swarm</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Storm_Worm_Swarm&amp;diff=940"/>
		<updated>2026-05-31T03:28:58Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Storm Worm Swarm =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Storm Worm Swarm&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/bestial/invertebrate/empress-worm-mage-eater-swarm.webp&lt;br /&gt;
| level      = 5&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = animal, swarm&lt;br /&gt;
| hp         = 60&lt;br /&gt;
| ac         = 20&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 15 ft., 30 ft. Burrow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms.&lt;br /&gt;
&lt;br /&gt;
These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.&lt;br /&gt;
&lt;br /&gt;
These luminous, purple worms present just one more reason to avoid the Mana Wastes between Geb and Nex, where magic is unreliable at best and more often dangerously unpredictable.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Bore_Worm_Swarm&amp;diff=939</id>
		<title>NPCs/Bore Worm Swarm</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Bore_Worm_Swarm&amp;diff=939"/>
		<updated>2026-05-31T03:28:58Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Bore Worm Swarm =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Bore Worm Swarm&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/bestial/invertebrate/empress-worm-bore-swarm.webp&lt;br /&gt;
| level      = 5&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = animal, swarm&lt;br /&gt;
| hp         = 60&lt;br /&gt;
| ac         = 20&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 15 ft., 30 ft. Burrow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms.&lt;br /&gt;
&lt;br /&gt;
These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.&lt;br /&gt;
&lt;br /&gt;
The humble bore worm is a small and simple creature, both biologically and magically. These qualities allow it to adapt rapidly to different environments, some of them quite extreme, and also makes it susceptible to magical radiation and experimentation. Many a Darklands apprentice takes their first steps in the school of transmutation by practicing on these worms, while variations-both natural and cultivated-are scattered about beneath Golarion&#039;s surface.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Giant_Centipede&amp;diff=938</id>
		<title>NPCs/Giant Centipede</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Giant_Centipede&amp;diff=938"/>
		<updated>2026-05-31T03:28:58Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Giant Centipede =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Giant Centipede&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/bestial/invertebrate/centipede-giant.webp&lt;br /&gt;
| level      = -1&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = animal&lt;br /&gt;
| hp         = 8&lt;br /&gt;
| ac         = 15&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 30 ft., 30 ft. Climb&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Most giant centipedes (known as sewer centipedes when found in cities) nest in small groups but hunt alone when they seek out food. Attempts to domesticate giant centipedes for use as guardians or pets generally end poorly, but some communities of goblins, kobolds, and mitflits have developed effective methods of utilizing these vermin as guardians. Other groups roast and eat centipedes, often with pungent peppers as a savory delicacy, although care must be taken in preparing the meal to avoid tainting the flesh with the creature&#039;s venom.&lt;br /&gt;
&lt;br /&gt;
Hunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. Scurrying about with surprising speed on the scores of legs attached to their long, segmented bodies, centipedes strike with poisoned mandibles to slow and torment their prey with a vicious toxin before they settle down to feed in slow and disgusting leisure.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Giant_Crab&amp;diff=937</id>
		<title>NPCs/Giant Crab</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Giant_Crab&amp;diff=937"/>
		<updated>2026-05-31T03:28:58Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Giant Crab =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Giant Crab&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/bestial/aquatic/crab-giant.webp&lt;br /&gt;
| level      = 2&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = animal, aquatic&lt;br /&gt;
| hp         = 24&lt;br /&gt;
| ac         = 19&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 25 ft., 15 ft. Swim&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Crabs are scavenging crustaceans known for their hard shells and iconic sideways gait. They use their claws to defend themselves, hunt, and fight other crabs for territory. When confronted with threats from outside their species, most crabs prefer to flee, but when retreat isn&#039;t possible, they clamp on to their foes as tightly as they can.&lt;br /&gt;
&lt;br /&gt;
The statistics presented here represent giant crabs that live close to the water&#039;s surface. Crabs that live deeper underwater often exhibit more extreme adaptations to their environment. Crabs who live in the depths where little light reaches gain darkvision and cold resistance, and those adapted to the most hostile reaches of the deep sea can detect nearby creatures through subtle shifts in ocean currents.&lt;br /&gt;
&lt;br /&gt;
These skittering creatures are prized for their delicious meat, but their size makes them dangerous targets for harvesting.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Mudwretch&amp;diff=936</id>
		<title>NPCs/Mudwretch</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Mudwretch&amp;diff=936"/>
		<updated>2026-05-31T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mudwretch =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Mudwretch&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/elemental/earth/mudwretch.webp&lt;br /&gt;
| level      = 2&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = earth, elemental, water&lt;br /&gt;
| hp         = 40&lt;br /&gt;
| ac         = 16&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 20 ft., 20 ft. Swim&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
In its resting form, a mudwretch looks like a large puddle of thick, dark mud, heaped at the center in a slightly drier patch of loam. When a living creature approaches, though, the mudwretch lurches upward, piling its muddy flesh upon itself to form a roughly humanoid shape, often in vague mockery of the approaching creature&#039;s general form in cases where the creature is a humanoid itself.&lt;br /&gt;
&lt;br /&gt;
Mudwretches possess a low level of intellect, and while they do not form societies or cultures of their own, they are attracted to ruins or abandoned settlements. They have little need to eat, but without a constant source of moisture, a mudwretch dries out, suffering from low throbbing aches until it can resaturate. Often, blood from living creatures has to do-a dried mudwretch is more dangerous to intruders than one that&#039;s comfortably wallowing on a river bank.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Crystal_Claw_(Air)&amp;diff=935</id>
		<title>NPCs/Crystal Claw (Air)</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Crystal_Claw_(Air)&amp;diff=935"/>
		<updated>2026-05-31T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crystal Claw (Air) =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Crystal Claw (Air)&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/bestial/invertebrate/cave-scorpion.webp&lt;br /&gt;
| level      = 1&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = animal&lt;br /&gt;
| hp         = 20&lt;br /&gt;
| ac         = 16&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 30 ft., 15 ft. Climb&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Cave scorpions prefer to reside in underground lairs. Most have lost nearly all of their pigmentation, making them appear ghostly when they lurk at the edge of the light. While they prefer to eat large insects, cave scorpions can and will attack humanoids. Some Darklands societies have developed techniques to herd or lure scorpions into pest-infested tunnels and warrens at the edge of their settlements, where the scorpions thrive in a dual role of exterminators and guardians.&lt;br /&gt;
&lt;br /&gt;
Scorpions are frightening enough at their normal diminutive size, but when they grow to reach or surpass the size of a human, they become absolutely terrifying.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Water_Scamp&amp;diff=934</id>
		<title>NPCs/Water Scamp</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Water_Scamp&amp;diff=934"/>
		<updated>2026-05-31T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Water Scamp =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Water Scamp&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/elemental/water/mephit-water.webp&lt;br /&gt;
| level      = 1&lt;br /&gt;
| size       = Small&lt;br /&gt;
| traits     = amphibious, elemental, water&lt;br /&gt;
| hp         = 20&lt;br /&gt;
| ac         = 16&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 20 ft., 25 ft. Fly, 25 ft. Swim&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Water scamps are marked apart from other scamps by sleek fur that traps a layer of water next to their skin. Although they can fly like their kin and conjure enough water to never dry out, water scamps leave the water only when they must. Although air-breathing scholars consider these scamps quiet and rather skittish, underwater civilizations find their exuberance and playfulness can be overwhelming.&lt;br /&gt;
&lt;br /&gt;
Elemental scamps are bat-like critters marked by elemental powers. Scamps are dispatched from the Elemental Planes by more powerful residents or called to the Universe by neophyte summoners. All scamps have a hint of magical power due to a lingering connection to their home plane, which they largely use to pull simple pranks.&lt;br /&gt;
&lt;br /&gt;
Scamps rapidly form a pecking order of cleverness. Humanoids often confuse scamps when meeting such creatures for the first time. These confused scamps usually resort to an escalating series of pranks and mischief, seeing what they can get away with to establish their place in the hierarchy.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Coral_Capuchin&amp;diff=933</id>
		<title>NPCs/Coral Capuchin</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Coral_Capuchin&amp;diff=933"/>
		<updated>2026-05-31T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Coral Capuchin =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Coral Capuchin&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/bestial/mythological/coral-capuchin.webp&lt;br /&gt;
| level      = 1&lt;br /&gt;
| size       = Tiny&lt;br /&gt;
| traits     = amphibious, beast&lt;br /&gt;
| hp         = 20&lt;br /&gt;
| ac         = 16&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 25 ft., 15 ft. Climb, 15 ft. Fly, 15 ft. Swim&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A coral capuchin resembles a hairless pink monkey with large eyes and batlike wings. Something of a tropical nuisance, these amphibious creatures follow trade ships, hoping to filch small valuables they can take home or perhaps find a sailor they can befriend to secure a regular supply of food.&lt;br /&gt;
&lt;br /&gt;
Coral capuchins live in tropical climates, and while they can breathe water or air with equal ease, their membranous skin means they rely heavily on having a nearby source of water. Fresh- and saltwater serve equally well for this purpose, though the creatures generally congregate near oceans and seas for other reasons. Jungles, islands, and warm coastlines are their most common nesting sites, though they usually hide their nests high in trees or in other locations out of easy reach of predators, scavengers, or anything that might steal the trinkets they&#039;ve collected.&lt;br /&gt;
&lt;br /&gt;
These little flyers are insatiably curious, and they love to follow humanoids around. Capuchins largely agree that humanoids have the best food and trinkets. Smarter than animals and capable of rudimentary speech, the creatures can be quite useful with the right training, learning how seek out sunken treasures or hunt down rats and other pests on a ship. Some spellcasters residing along tropical coastlines have taken coral capuchins as familiars, though many claim the critters as far more trouble than any benefits they provide are worth. A capuchin familiar might pilfer spellcasting components, gemstones, vials, crafting materials, and other trinkets from their master, though a clever magic user will intersperse more appealing (and less valuable) baubles to draw their familiar&#039;s attention away from actually important items.&lt;br /&gt;
&lt;br /&gt;
Capuchin clans live together under a single matriarch, a slightly larger female who can be identified by her unusually prismatic skin and colorful eyes. These females refuse to be tamed or kept as pets and violently resist all forms of capture. The most powerful among them even possess divine powers which they call upon to protect their homes and kin. In return, the remainder of the clan fights fiercely to protect their matriarch, defending her (and her trinkets) from threats far larger than themselves.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Lava_Worm_Swarm&amp;diff=932</id>
		<title>NPCs/Lava Worm Swarm</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Lava_Worm_Swarm&amp;diff=932"/>
		<updated>2026-05-31T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Lava Worm Swarm =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Lava Worm Swarm&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/bestial/invertebrate/empress-worm-lava-swarm.webp&lt;br /&gt;
| level      = 5&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = animal, swarm&lt;br /&gt;
| hp         = 60&lt;br /&gt;
| ac         = 20&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 15 ft., 30 ft. Burrow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms.&lt;br /&gt;
&lt;br /&gt;
These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Dwelling in the deepest, hottest reaches of the Darklands, these bizarre creatures consume not living matter but minerals and rare earths. They&#039;re most often found near volcanoes or open magma and will swim through the lava in pursuit of a meal.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Earth_Scamp&amp;diff=931</id>
		<title>NPCs/Earth Scamp</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Earth_Scamp&amp;diff=931"/>
		<updated>2026-05-31T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Earth Scamp =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Earth Scamp&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/elemental/earth/mephit-earth.webp&lt;br /&gt;
| level      = 1&lt;br /&gt;
| size       = Small&lt;br /&gt;
| traits     = earth, elemental&lt;br /&gt;
| hp         = 20&lt;br /&gt;
| ac         = 15&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 20 ft., 20 ft. Burrow, 15 ft. Fly&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
An earth scamp&#039;s rocky exterior could camouflage it well among loose rocks if not for the scamp&#039;s large eyes and bat-like wings. Earth scamps can fly, but the act of flight is uncomfortable and unnerving to them—they rarely leave the ground if they can help it. In fact, most earth scamps would rather never visit the surface at all, staying nestled deeply within the rocks they resemble.&lt;br /&gt;
&lt;br /&gt;
Elemental scamps are bat-like critters marked by elemental powers. Scamps are dispatched from the Elemental Planes by more powerful residents or called to the Universe by neophyte summoners. All scamps have a hint of magical power due to a lingering connection to their home plane, which they largely use to pull simple pranks.&lt;br /&gt;
&lt;br /&gt;
Scamps rapidly form a pecking order of cleverness. Humanoids often confuse scamps when meeting such creatures for the first time. These confused scamps usually resort to an escalating series of pranks and mischief, seeing what they can get away with to establish their place in the hierarchy.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Cave_Fisher&amp;diff=930</id>
		<title>NPCs/Cave Fisher</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Cave_Fisher&amp;diff=930"/>
		<updated>2026-05-31T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Cave Fisher =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Cave Fisher&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/aberrant/eldritch/cave-fisher.webp&lt;br /&gt;
| level      = 2&lt;br /&gt;
| size       = Medium&lt;br /&gt;
| traits     = animal&lt;br /&gt;
| hp         = 30&lt;br /&gt;
| ac         = 18&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 15 ft., 15 ft. Climb&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Cave fishers lurk in dark corners near the ceilings of caves and underground structures, lying in wait for prey to approach. When it does, the cave fisher excretes thin, tough, and very sticky filaments at its prey with lightning speed to capture it.&lt;br /&gt;
&lt;br /&gt;
A cave fisher eats just about any live prey smaller than itself, though anything smaller than a rat isn&#039;t much of a meal for it. When a cave fisher captures such a creature, it often leaves the hapless animal entangled, using it as bait to attract larger creatures. Because the adhesive on its filament doesn&#039;t last long, the fisher frequently needs to eat one filament and excrete a new one. The filaments are translucent and can be hard to see when they&#039;re still and in darkness.&lt;br /&gt;
&lt;br /&gt;
Cave fishers hatch with the ability to excrete filaments, but they molt many times before reaching their adult size of about 7 feet long and 400 pounds. They often leave shed shells in conspicuous locations as decoys.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Crystal_Claw_Swarm&amp;diff=929</id>
		<title>NPCs/Crystal Claw Swarm</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Crystal_Claw_Swarm&amp;diff=929"/>
		<updated>2026-05-31T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Crystal Claw Swarm =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Crystal Claw Swarm&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/bestial/aquatic/hermit-crab-swarm.webp&lt;br /&gt;
| level      = 4&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = amphibious, animal, swarm&lt;br /&gt;
| hp         = 42&lt;br /&gt;
| ac         = 19&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 30 ft., 15 ft. Climb&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
When hermit crabs find a shell that is too large, they lie in wait for others to arrive and move into the shell, abandoning a possible replacement. This can form a large chain of queuing crabs waiting to upgrade their shells. Interruptions can aggravate the crabs, resulting in attacks against the unfortunate source of disruption.&lt;br /&gt;
&lt;br /&gt;
Hermit crabs have hard exoskeletons like other crabs, but with much weaker abdomens. They find and &amp;quot;wear&amp;quot; shells as homes and protection, getting around with their front legs and claws. Surprisingly fierce, hermit crabs fight for new shells as they grow bigger, using an assortment of hollow alternatives as substitutes when shells of the right size can&#039;t be found.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Reefclaw_Spawn&amp;diff=928</id>
		<title>NPCs/Reefclaw Spawn</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Reefclaw_Spawn&amp;diff=928"/>
		<updated>2026-05-31T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Reefclaw Spawn =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Reefclaw Spawn&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/mystery-man.svg&lt;br /&gt;
| level      = 0&lt;br /&gt;
| size       = Small&lt;br /&gt;
| traits     = aberration, amphibious, aquatic&lt;br /&gt;
| hp         = 17&lt;br /&gt;
| ac         = 18&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 10 ft., 30 ft. Swim&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Air_Wisp&amp;diff=927</id>
		<title>NPCs/Air Wisp</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Air_Wisp&amp;diff=927"/>
		<updated>2026-05-31T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Air Wisp =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Air Wisp&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/elemental/air/air-wisp.webp&lt;br /&gt;
| level      = 0&lt;br /&gt;
| size       = Tiny&lt;br /&gt;
| traits     = air, elemental&lt;br /&gt;
| hp         = 12&lt;br /&gt;
| ac         = 16&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 25 ft., 40 ft. Fly&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Air wisps are floating spheres of cloud and storm, perpetually humming a light, whispery tone. They&#039;re playful and capricious, with great curiosity toward strangers.&lt;br /&gt;
&lt;br /&gt;
Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting symphonies that traded members with their every meeting. These symphonies of free wisps created music out of their combined resonances, but when the wicked Elemental Lords realized the value of the wisps&#039; resonance, they captured whole symphonies for use as servants.&lt;br /&gt;
&lt;br /&gt;
Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the Universe, but they&#039;re usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades.&lt;br /&gt;
&lt;br /&gt;
Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity sometimes exhibited between elementals of different planes. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=NPCs/Ice_Worm_Swarm&amp;diff=926</id>
		<title>NPCs/Ice Worm Swarm</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=NPCs/Ice_Worm_Swarm&amp;diff=926"/>
		<updated>2026-05-31T03:28:57Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e NPC exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ice Worm Swarm =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name       = Ice Worm Swarm&lt;br /&gt;
| portrait   = https://foundry.atkennedy.com/modules/pf2e-tokens-bestiaries/portraits/bestial/invertebrate/empress-worm-ice-swarm.webp&lt;br /&gt;
| level      = 5&lt;br /&gt;
| size       = Large&lt;br /&gt;
| traits     = animal, swarm&lt;br /&gt;
| hp         = 60&lt;br /&gt;
| ac         = 20&lt;br /&gt;
| perception = +0&lt;br /&gt;
| speed      = 15 ft., 30 ft. Burrow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms.&lt;br /&gt;
&lt;br /&gt;
These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches-with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.&lt;br /&gt;
&lt;br /&gt;
Found tunneling through the glaciers beneath the Crown of the World, these pale-blue worms behave similarly to their soil-bred cousins, but their frigid acid inflicts marks similar to frostbite on anything they touch.&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=Characters/Greykor_Vonana&amp;diff=924</id>
		<title>Characters/Greykor Vonana</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Greykor_Vonana&amp;diff=924"/>
		<updated>2026-05-31T03:28:37Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greykor Vonana =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Greykor Vonana&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/tomb-guardian.webp?1780122814947&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 25/25&lt;br /&gt;
| ac          = 14&lt;br /&gt;
| perception  = +1&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +1&lt;br /&gt;
| reflex      = +0&lt;br /&gt;
| will        = +1&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +1 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +0 | &#039;&#039;&#039;CON&#039;&#039;&#039; +1 | &#039;&#039;&#039;INT&#039;&#039;&#039; +1 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +1 | &#039;&#039;&#039;CHA&#039;&#039;&#039; +0&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| age          = 58&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* &#039;&#039;&#039;Ancestry:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/ancestries/dwarf.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Dwarf&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Dwarf&lt;br /&gt;
* &#039;&#039;&#039;Heritage:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/ancestry/anvil-dwarf.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Anvil Dwarf&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Anvil Dwarf&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Alloysmith&lt;br /&gt;
* &#039;&#039;&#039;Class:&#039;&#039;&#039; Guardian&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 58&lt;br /&gt;
* &#039;&#039;&#039;Height:&#039;&#039;&#039; 4&#039; 4&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; 162 lbs&lt;br /&gt;
&lt;br /&gt;
== Personality &amp;amp; Beliefs ==&lt;br /&gt;
; &#039;&#039;&#039;Edicts&#039;&#039;&#039;&lt;br /&gt;
: Vigil Domain&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Greykor has the look of a man who spends more time with a hammer than a comb. His skin is the color of deep earth, permanently stained at the knuckles and forearms with the soot of the forge and the metallic dust of his trade. He possesses a barrel-chested build, with shoulders that seem almost too wide for the tunnel doorways he frequents.&lt;br /&gt;
&lt;br /&gt;
His beard is a thick, dark mahogany, meticulously braided with dull iron rings to keep it from catching fire or snagging in his armor—a practical choice over a vain one. His eyes are a sharp, piercing flint-grey, often squinted from years of staring into white-hot crucibles. A thin, jagged scar runs through his left eyebrow, a souvenir from the same geyser accident that took his pinky toe. He moves with a slight, rhythmic limp, and there is a constant, faint scent of sulfur and toasted charcoal that seems to follow him wherever he goes.oes.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
Born beneath the crushing rock of Aetoc, Greykor was the fourth of six children in the chaotic Vonana household. While most Dwarven clans are pillars of tradition and honor, the Vonanas were... flexible. His father, Darrak, was a charismatic entertainer—a teller of tall tales—while his mother, Barbena, was a wanderer with a penchant for &amp;quot;unclaimed&amp;quot; goods. They were neutral evil, looking out for themselves above all else, yet they loved their children in their own twisted, practical way.&lt;br /&gt;
&lt;br /&gt;
Greykor’s childhood ended abruptly when his mother was caught smuggling unauthorized gemstones past the watchful gaze of the Steel Eye’s spies near Mount Hoki. She was imprisoned, leaving Darrak to raise six children alone in a cramped, modest burrow. It was a loud, crowded house, but Darrak managed to keep them fed, mostly through charm and petty grifts.&lt;br /&gt;
&lt;br /&gt;
Greykor was different from his parents; he craved stability. One day, while wandering the industrial districts, he stumbled upon an old Alloysmith named Thrumbar melting down gold stamped with the seal of Erallin the Immense—embezzling from the Dragon Emperor himself. Instead of turning the smith in or blackmailing him, Greykor simply helped him hide the evidence before a patrol arrived. In exchange for his silence, Thrumbar took Greykor as an apprentice. It was during this time, amidst the heat of the forge, that Greykor witnessed a cloaked figure cast a spell over a set of ingots. The metal turned transparent as glass before solidifying back to steel. He never learned what the spell did, but it taught him that metal holds secrets.&lt;br /&gt;
&lt;br /&gt;
As he grew, Greykor watched his siblings drift. His older brother, Gardain, became a criminal enforcer and was left crippled by a botched job. His other brother, Kildak, became a merchant who drove himself into ruin with bad investments. When Kildak came begging for money, Greykor—tired of enabling the family’s vices—refused, and Kildak has hated him ever since. Fortunately, his sisters fared better: Werydd became a successful priest, Finellen a laborer, and Jillian a fellow artisan.&lt;br /&gt;
&lt;br /&gt;
Seeing his family crumble due to a lack of discipline, Greykor decided he would not just hammer metal; he would be the metal. He began training as a Guardian, using his knowledge of alloys to craft heavy plating that could withstand the crushing pincers of subterranean Cave Fishers. He fought not for glory, but to test his craft: &amp;quot;If I am to protect my kin, my steel must not yield.&amp;quot; Because Aetoc is isolated, the only place to meet off-worlders is near the volcanic spaceport of Mount Hoki. It was here he met Gladan Shuv, a human barbarian from the stars. Despite their differences, Gladan’s simple, good nature appealed to Greykor, and they remain close friends.&lt;br /&gt;
&lt;br /&gt;
However, the work is dangerous. During a contract to protect a shipment of Gemstone Crab shells, Greykor’s caravan was ambushed. In the chaos, Greykor held the line. He survived, but a splash of superheated mineral rain from a geyser melted through his boot, taking the pinky toe of his left foot. Not all his interactions with off-worlders were as successful as his friendship with Gladan. As his reputation as a smith grew, he was commissioned by a human Witch named Aias Colton to forge a ritual focus. Greykor, arrogant in his skill, used an experimental alloy. The focus shattered during Aias’s ritual, causing a magical backlash that ruined weeks of work. Aias is now a powerful and successful figure who holds a bitter grudge.&lt;br /&gt;
&lt;br /&gt;
Later, Greykor had a run-in with a human Cleric named Zara Starfollower. During a tavern brawl, Greykor &amp;quot;protected&amp;quot; Zara by shoving her into a supply closet and accidentally jamming the lock. She missed her transport ship because of it. Zara is alive and well; she doesn&#039;t actively hate Greykor, but he counts her as an enemy out of sheer embarrassment. Recently, Greykor has felt the walls of the tunnels closing in. Seeking direction, he visited a soot-stained diviner in the lower markets. The oracle cast bones into a pool of molten lead and gave him a choice: &amp;quot;Go forth into the void, or wait for a boon that may never come.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Greykor chose to move. He packed his heavy shield, checked the straps on his armor—ignoring the phantom ache in his foot—and prepared to leave the tunnels. He is a Guardian looking for someone worth protecting, trying to outrun the selfish legacy of the Vonana name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;⚔ Defense &amp;amp; Saves&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; 25/25&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 14&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +1 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 25 ft. (land)&lt;br /&gt;
* &#039;&#039;&#039;Fortitude:&#039;&#039;&#039; +1 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039; +1 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;📊 Ability Scores&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| +1 || +0 || +1 || +1 || +1 || +0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎓 Skills&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Skill !! Modifier !! Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Arcana || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafting || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Occultism || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Performance || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Plane Of Metal || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Society || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Survival || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;💰 Wealth &amp;amp; Carry&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Coin !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;✨ Feats &amp;amp; Features&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Heritage=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/ancestry/anvil-dwarf.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Anvil Dwarf&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Anvil Dwarf&#039;&#039;&#039;&lt;br /&gt;
: You are a descendant of a famed crafter and have your own amazing talent. Other dwarves might consider this a blessing from your ancestors or from the Forgefather himself, depending on where you grew up. You become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one.&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Alloysmith&#039;&#039;&#039;&lt;br /&gt;
: Blacksmithing might be an ancient profession, but you are its cutting edge. You&#039;ve studied the properties of different metals, experimented with them by combining them, exposing them to different elements and processes, and have even delved into the metaphysical nature of metal in your quest to master it. You might have taken up adventuring to acquire more funding and materials or to test your designs.&lt;br /&gt;
&lt;br /&gt;
Choose two attribute boosts. One must be to &#039;&#039;&#039;Strength&#039;&#039;&#039; or &#039;&#039;&#039;Intelligence&#039;&#039;&#039;, and one is a free attribute boost.&lt;br /&gt;
&lt;br /&gt;
You&#039;re trained in the Crafting skill and the Plane of Metal Lore skill. You gain the Specialty Crafting skill feat with the blacksmithing specialty.&lt;br /&gt;
&lt;br /&gt;
=====Feats=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/clan-dagger.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Clan Dagger&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Clan Dagger&#039;&#039;&#039; &amp;lt;small&amp;gt;(dwarf)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You get one Clan Dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Defensive Advance&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Defensive Advance&#039;&#039;&#039; &amp;lt;small&amp;gt;(champion, flourish, guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: With the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy.&lt;br /&gt;
&lt;br /&gt;
You can use Defensive Advance while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/chest/breastplate-helmet-metal.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Guardian&#039;s Armor&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Guardian&#039;s Armor&#039;&#039;&#039; &amp;lt;small&amp;gt;(guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Even when you are struck, your armor protects you from some harm. While wearing medium or heavy armor, you gain resistance to physical damage equal to 1 + half your level. In addition, you can rest normally while wearing medium and heavy armor.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/skills/melee/shield-block-bash-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Guardian&#039;s Techniques&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Guardian&#039;s Techniques&#039;&#039;&#039; &amp;lt;small&amp;gt;(guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: As a guardian, you have learned certain techniques to help keep your allies safe.&lt;br /&gt;
&lt;br /&gt;
==== Ever Ready ====&lt;br /&gt;
&lt;br /&gt;
You always gain a reaction whenever you roll initiative for combat, but you can use it only for reactions from guardian feats or class features. The GM might still rule that you can use other reactions before your first turn based on the situation, as normal.&lt;br /&gt;
&lt;br /&gt;
==== Intercept Attack ====&lt;br /&gt;
&lt;br /&gt;
You keep your charges safe from harm, even if it means you get hurt yourself. You gain the Intercept Attack reaction.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Shield Block&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Shield Block&#039;&#039;&#039; &amp;lt;small&amp;gt;(general)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.&lt;br /&gt;
&lt;br /&gt;
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield&#039;s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/shield/round-wooden-boss-gold-brown.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Shield Block&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Shield Block&#039;&#039;&#039; &amp;lt;small&amp;gt;(champion, commander, druid, exemplar, fighter, guardian, inventor)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Specialty Crafting (Blacksmithing)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Specialty Crafting (Blacksmithing)&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it&#039;s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.&lt;br /&gt;
&lt;br /&gt;
Specialty&lt;br /&gt;
Applicable Items&lt;br /&gt;
&lt;br /&gt;
Alchemy*&lt;br /&gt;
Alchemical items such as elixirs&lt;br /&gt;
&lt;br /&gt;
Artistry&lt;br /&gt;
Fine art, including jewelry&lt;br /&gt;
&lt;br /&gt;
Blacksmithing&lt;br /&gt;
Durable metal goods, including metal armor&lt;br /&gt;
&lt;br /&gt;
Bookmaking&lt;br /&gt;
Books and paper&lt;br /&gt;
&lt;br /&gt;
Glassmaking&lt;br /&gt;
Glass, including glassware and windows&lt;br /&gt;
&lt;br /&gt;
Leatherworking&lt;br /&gt;
Leather goods, including leather armor&lt;br /&gt;
&lt;br /&gt;
Pottery&lt;br /&gt;
Ceramic goods&lt;br /&gt;
&lt;br /&gt;
Shipbuilding&lt;br /&gt;
Ships and boats&lt;br /&gt;
&lt;br /&gt;
Stonemasonry&lt;br /&gt;
Stone goods and structures&lt;br /&gt;
&lt;br /&gt;
Tailoring&lt;br /&gt;
Clothing&lt;br /&gt;
&lt;br /&gt;
Weaving&lt;br /&gt;
Textiles, baskets, and rugs&lt;br /&gt;
&lt;br /&gt;
Woodworking&lt;br /&gt;
Wooden goods and structures&lt;br /&gt;
&lt;br /&gt;
* You must have the Alchemical Crafting skill feat to Craft alchemical items.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Specialty Crafting (Stonemasonry)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Specialty Crafting (Stonemasonry)&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it&#039;s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.&lt;br /&gt;
&lt;br /&gt;
Specialty&lt;br /&gt;
Applicable Items&lt;br /&gt;
&lt;br /&gt;
Alchemy*&lt;br /&gt;
Alchemical items such as elixirs&lt;br /&gt;
&lt;br /&gt;
Artistry&lt;br /&gt;
Fine art, including jewelry&lt;br /&gt;
&lt;br /&gt;
Blacksmithing&lt;br /&gt;
Durable metal goods, including metal armor&lt;br /&gt;
&lt;br /&gt;
Bookmaking&lt;br /&gt;
Books and paper&lt;br /&gt;
&lt;br /&gt;
Glassmaking&lt;br /&gt;
Glass, including glassware and windows&lt;br /&gt;
&lt;br /&gt;
Leatherworking&lt;br /&gt;
Leather goods, including leather armor&lt;br /&gt;
&lt;br /&gt;
Pottery&lt;br /&gt;
Ceramic goods&lt;br /&gt;
&lt;br /&gt;
Shipbuilding&lt;br /&gt;
Ships and boats&lt;br /&gt;
&lt;br /&gt;
Stonemasonry&lt;br /&gt;
Stone goods and structures&lt;br /&gt;
&lt;br /&gt;
Tailoring&lt;br /&gt;
Clothing&lt;br /&gt;
&lt;br /&gt;
Weaving&lt;br /&gt;
Textiles, baskets, and rugs&lt;br /&gt;
&lt;br /&gt;
Woodworking&lt;br /&gt;
Wooden goods and structures&lt;br /&gt;
&lt;br /&gt;
* You must have the Alchemical Crafting skill feat to Craft alchemical items.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Specialty Crafting (Woodworking)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Specialty Crafting (Woodworking)&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it&#039;s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.&lt;br /&gt;
&lt;br /&gt;
Specialty&lt;br /&gt;
Applicable Items&lt;br /&gt;
&lt;br /&gt;
Alchemy*&lt;br /&gt;
Alchemical items such as elixirs&lt;br /&gt;
&lt;br /&gt;
Artistry&lt;br /&gt;
Fine art, including jewelry&lt;br /&gt;
&lt;br /&gt;
Blacksmithing&lt;br /&gt;
Durable metal goods, including metal armor&lt;br /&gt;
&lt;br /&gt;
Bookmaking&lt;br /&gt;
Books and paper&lt;br /&gt;
&lt;br /&gt;
Glassmaking&lt;br /&gt;
Glass, including glassware and windows&lt;br /&gt;
&lt;br /&gt;
Leatherworking&lt;br /&gt;
Leather goods, including leather armor&lt;br /&gt;
&lt;br /&gt;
Pottery&lt;br /&gt;
Ceramic goods&lt;br /&gt;
&lt;br /&gt;
Shipbuilding&lt;br /&gt;
Ships and boats&lt;br /&gt;
&lt;br /&gt;
Stonemasonry&lt;br /&gt;
Stone goods and structures&lt;br /&gt;
&lt;br /&gt;
Tailoring&lt;br /&gt;
Clothing&lt;br /&gt;
&lt;br /&gt;
Weaving&lt;br /&gt;
Textiles, baskets, and rugs&lt;br /&gt;
&lt;br /&gt;
Woodworking&lt;br /&gt;
Wooden goods and structures&lt;br /&gt;
&lt;br /&gt;
* You must have the Alchemical Crafting skill feat to Craft alchemical items.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/creatures/magical/construct-iron-stomping-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Taunt&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Taunt&#039;&#039;&#039; &amp;lt;small&amp;gt;(guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Often, the best way to protect your allies is to have the enemy want to attack you instead. You gain the Taunt action.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Unburdened Iron&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Unburdened Iron&#039;&#039;&#039; &amp;lt;small&amp;gt;(dwarf)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You&#039;ve learned techniques first devised by your ancestors during their ancient wars, allowing you to comfortably wear massive suits of armor. Ignore the reduction to your Speed from any armor you wear.&lt;br /&gt;
&lt;br /&gt;
In addition, any time you&#039;re taking a penalty to your Speed for some other reason (such as from the Encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but this feat would reduce it to a –5-foot penalty. If your Speed is taking multiple penalties, pick only one penalty to reduce.&lt;br /&gt;
&lt;br /&gt;
=====Actions=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/Reaction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Intercept Attack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Intercept Attack&#039;&#039;&#039; &amp;lt;small&amp;gt;(guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; An ally within 10 feet of you takes physical damage.&lt;br /&gt;
&lt;br /&gt;
You fling yourself in the way of oncoming harm to protect an ally. You can Step, but you must end your movement adjacent to the triggering ally. You take the damage instead of the triggering ally. Apply your own immunities, weaknesses, and resistances to the damage, not the ally&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; You can extend this ability to an ally within 15 feet of you if the damage comes from your taunted enemy. If this ally is farther than you can Step to reach, you can Stride instead of Stepping; you still must end the movement adjacent to your ally.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Raise a Shield&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Raise a Shield&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You are wielding a shield.&lt;br /&gt;
&lt;br /&gt;
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Stand&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Stand&#039;&#039;&#039; &amp;lt;small&amp;gt;(move)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You stand up from Prone.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Step&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Step&#039;&#039;&#039; &amp;lt;small&amp;gt;(move)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; Your Speed is at least 10 feet.&lt;br /&gt;
&lt;br /&gt;
You carefully move 5 feet. Unlike most types of movement, Stepping doesn&#039;t trigger reactions, such as Reactive Strike, that can be triggered by move actions or upon leaving or entering a square.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t Step into difficult terrain, and you can&#039;t Step using a Speed other than your land Speed.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Take Cover&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Take Cover&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You are benefiting from cover, are near a feature that allows you to take cover, or are Prone.&lt;br /&gt;
&lt;br /&gt;
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become Unconscious, or end this effect as a free action.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Taunt&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Taunt&#039;&#039;&#039; &amp;lt;small&amp;gt;(concentrate, guardian)&amp;lt;/small&amp;gt;&lt;br /&gt;
: With an attention-grabbing gesture, noise, cutting remark, or threatening shout, you attempt to draw an enemy to you instead of your allies. Taunt gains the auditory trait, visual trait, or both, depending on how you draw the target&#039;s attention. Even mindless creatures are drawn to your taunts. Choose an enemy within 30 feet to be your taunted enemy. If your taunted enemy takes a hostile action that includes at least one of your allies but doesn&#039;t include you, they take a –1 circumstance penalty to their attack rolls and DCs for that action, and they also become Off-Guard until the start of their next turn.&lt;br /&gt;
&lt;br /&gt;
Your enemy remains taunted until the start of your next turn, and you can have only one Taunt in effect at a time. Taunting a new enemy ends this effect on any current target.&lt;br /&gt;
&lt;br /&gt;
Effect: Taunt&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎒 Inventory&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Weapons=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/clan-dagger.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Clan Dagger&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Clan Dagger]] || 1 || 0.1 || 0 || 2 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/javelin.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Javelin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Javelin]] || 5 || 0.1 || 0 || 1 sp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/hammers/hammer-war-rounding.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Warhammer&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Warhammer]] || 1 || 1 || 0 || 1 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Armor &amp;amp; Shields=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/armor/chainmail.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Chain Mail&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Chain Mail]] || 1 || 2 || 0 || 6 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/shields/steel-shield.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Steel Shield&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Steel Shield]] || 1 || 1 || 0 || 2 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Equipment=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/smithing/anvil.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Repair Toolkit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Repair Toolkit]] || 1 || 1 || 0 || 2 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Bags &amp;amp; Storage=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/bags/pack-leather-white-tan.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Backpack]] || 1 || 0 || 0 || 1 sp&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/lights/torch-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Torch ×5&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/chalk.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Chalk ×10&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/rations.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Rations ×2&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/ammunition/quiver-simple-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Bedroll&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/survival/rope-wrapped-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Rope&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Waterskin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Waterskin&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/survival/soap.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Soap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Soap&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/commodities/stone/geode-raw-tan.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Flint and Steel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Treasure &amp;amp; Currency=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Gold Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Gold Pieces]] || 2 || 1 || 0 || 1 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-05-30 22:28&#039;&#039;&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=Characters/Gemynd&amp;diff=923</id>
		<title>Characters/Gemynd</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Gemynd&amp;diff=923"/>
		<updated>2026-05-31T03:28:37Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Gemynd =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Gemynd&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/mystery-man.svg&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 14/14&lt;br /&gt;
| ac          = 14&lt;br /&gt;
| perception  = +0&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +1&lt;br /&gt;
| reflex      = +1&lt;br /&gt;
| will        = +0&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +0 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +1 | &#039;&#039;&#039;CON&#039;&#039;&#039; +1 | &#039;&#039;&#039;INT&#039;&#039;&#039; +1 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +0 | &#039;&#039;&#039;CHA&#039;&#039;&#039; +1&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
| languages   = ysoki&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* &#039;&#039;&#039;Ancestry:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/ancestries/goblin.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Goblin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Goblin&lt;br /&gt;
* &#039;&#039;&#039;Heritage:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/light/hand-sparks-smoke-green.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Dokkaebi Goblin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Dokkaebi Goblin&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Scout&lt;br /&gt;
* &#039;&#039;&#039;Class:&#039;&#039;&#039; Psychic&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; ysoki&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Height:&#039;&#039;&#039; 3 ft 2 in&lt;br /&gt;
* &#039;&#039;&#039;Weight:&#039;&#039;&#039; 37 lbs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;⚔ Defense &amp;amp; Saves&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; 14/14&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 14&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 25 ft. (land)&lt;br /&gt;
* &#039;&#039;&#039;Fortitude:&#039;&#039;&#039; +1 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +1 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039; +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;📊 Ability Scores&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| +0 || +1 || +1 || +1 || +0 || +1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎓 Skills&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Skill !! Modifier !! Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Arcana || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || +3 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafting || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Forest || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Occultism || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Performance || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Society || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Survival || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;💰 Wealth &amp;amp; Carry&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Coin !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;✨ Feats &amp;amp; Features&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Heritage=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/light/hand-sparks-smoke-green.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Dokkaebi Goblin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Dokkaebi Goblin&#039;&#039;&#039; &amp;lt;small&amp;gt;(goblin)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your ancestors mastered illusion-based magic, giving you an innate understanding of it. You can cast Figment as an innate occult cantrip at will. A cantrip is heightened to a spell rank equal to half your level rounded up. You also gain a +1 circumstance bonus to Will saves against illusions.&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
: You called the wilderness home as you found trails and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you served as a scout for soldiers and found you liked battle.&lt;br /&gt;
&lt;br /&gt;
Choose two attribute boosts. One must be to &#039;&#039;&#039;Dexterity&#039;&#039;&#039; or &#039;&#039;&#039;Wisdom&#039;&#039;&#039;, and one is a free attribute boost.&lt;br /&gt;
&lt;br /&gt;
You&#039;re trained in the Survival skill and a Lore skill related to one terrain you scouted in (such as Forest Lore or Cavern Lore). You gain the Forager skill feat.&lt;br /&gt;
&lt;br /&gt;
=====Feats=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/symbols/question-stone-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Conscious Mind&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Conscious Mind&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Whatever the subconscious source of a psychic&#039;s power, all find that a specific external manifestation of their magic comes most easily to them. This conscious outward expression adds several additional spells to your spell repertoire and grants you three psi cantrips. Two of these cantrips are common spells, though you gain an extra benefit with them that other spellcasters don&#039;t get, and the last is unique to your conscious mind. You also get two more unique psi cantrips at higher levels. Choose a conscious mind from the following options.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Distant Grasp:&#039;&#039;&#039; Manipulate physical objects with telekinesis.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Infinite Eye:&#039;&#039;&#039; Observe the world and weaponize your knowledge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Oscillating Wave:&#039;&#039;&#039; Redistribute thermal energy to create blazing heat and bone-chilling cold.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Silent Whisper:&#039;&#039;&#039; Tap into the thoughts of those around you to soothe or influence.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Tangible Dream:&#039;&#039;&#039; Weave your imagination into creations of force and light.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Unbound Step:&#039;&#039;&#039; Bend and traverse space with teleportation and phasing.&lt;br /&gt;
&lt;br /&gt;
Specific spells you learn come from your conscious mind, which shapes the raw psychic power from your subconscious into the forms and phenomena that you intentionally cast. You select your conscious mind at 1st level, and it detemines the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Granted Spells&#039;&#039;&#039; You automatically add the spells listed here to your spell repertoire, in addition to those you gain through psychic spellcasting. At 1st level, you gain a 1st-rank spell, and you learn the other spells on the list as soon as you gain the ability to cast psychic spells of that rank, learning the 2nd-rank spell at 3rd level, the 3rd-rank spell at 5th level, and so on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Psi Cantrips&#039;&#039;&#039; These are two common cantrips you automatically gain at 1st level. While these are the same cantrips used by other spellcasters, you cast them as psi cantrips, enabling you to amp them for greater effect. Your mastery of psychic magic also grants you a passive benefit that applies every time you cast these cantrips, even when you haven&#039;t amped them. These benefits apply only with cantrips you gain from your conscious mind; you would cast a cantrip you gained with your psychic spellcasting class feature, for example, as normal even if it appears in a different conscious mind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Psi Cantrips&#039;&#039;&#039; These psi cantrips are unique to your conscious mind. You automatically gain the surface psi cantrip at 1st level, automatically gain the deeper psi cantrip at 6th level, and automatically gain the deepest psi cantrip at 10th level.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Dokkaebi Fire&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Dokkaebi Fire&#039;&#039;&#039; &amp;lt;small&amp;gt;(goblin)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can create illusory wisps of ghostly blue flame. You can cast Ignition as an innate occult cantrip at will. A cantrip is heightened to a spell rank equal to half your level rounded up. Your Dokkaebi Fire is purely illusory; while it emits light, it deals mental damage instead of fire damage (so it can&#039;t light objects on fire or affect mindless creatures), and it has the illusion and mental traits instead of the fire trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; If you have the Burn It! feat, its effects apply to your dokkaebi fire even though it deals mental damage—dokkaebi consider these flames as real as any mortal fire, and so they are.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Forager&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Forager&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many additional creatures. You can choose to support half the number of creatures with a comfortable living.&lt;br /&gt;
&lt;br /&gt;
Increase the number of additional creatures you feed on a success to eight if you&#039;re an expert in Survival, 16 if you&#039;re a master, and 32 if you&#039;re legendary.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/psy-cantrips-and-amps.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Psi Cantrips and Amps&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Psi Cantrips and Amps&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: The magic of your mind manifests as psi cantrips, which you can modify by spending Focus Points. Like other cantrips, you can cast psi cantrips as often as you like, and they are automatically heightened to half your level rounded up. Your psi cantrips are in addition to the cantrips you choose from the occult list as part of your psychic spellcasting. Generally, only feats can give you more psi cantrips. Unlike other cantrips, you can&#039;t swap out psi cantrips gained from psychic feats at a later level, unless you swap out the specific feat via retraining. At 1st level, you learn three psi cantrips determined by your choice of conscious mind; one is a unique psi cantrip and two are common cantrips, typically from the occult spellcasting tradition, that you always cast as psi cantrips. You automatically gain more psi cantrips as you progress in your career as a psychic.&lt;br /&gt;
&lt;br /&gt;
You start with a focus pool of 2 Focus Points. However, unlike other spellcasters, you don&#039;t gain focus spells that cost Focus Points to cast. Instead, you use your Focus Points to boost or modify your psi cantrips by applying amps—specialized thoughtforms that alter the expression of your psychic power. Each of your psi cantrips has a special amp heading. Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point to add the amp effect. You can also gain additional amps through feats, allowing you to substitute a psi cantrip&#039;s normal amp effect for another one. You choose which amp to use, if you choose to use any, each time you cast a psi cantrip. Unless otherwise noted, you can apply only one amp to a given psi cantrip.&lt;br /&gt;
&lt;br /&gt;
You refill your focus pool during your daily preparations, and you can regain Focus Points by spending 10 minutes using the Refocus activity to explore your mind, whether via meditation, practicing a craft or activity that gives you the mental space to self-reflect, or talking through your thoughts and feelings with yourself or another. If you&#039;ve spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points when you Refocus, up to your maximum of 2. If you&#039;ve spent Focus Points on focus spells or abilities other than those from the psychic class (for instance, to cast a focus spell you gained from an archetype), you regain only 1 Focus Point.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/psychic-spellcasting.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Psychic Spellcasting&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Psychic Spellcasting&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You access the vast well of power that resides within your own mind, calling forth psychic magic with nothing but thought and will. You can cast occult spells using the Cast a Spell activity. You alter some of the standard spell components when casting spells you know from your psychic spellcasting. Instead of speaking, you substitute any verbal components with a special mental component determined by your subconscious mind class feature. This represents how you exert your mind toward your intended effect. Any of these components impart the concentrate trait to the spell you&#039;re casting. You also substitute any material components with somatic components, though these tend to be simple movements of the hand or head compared to those used by other spellcasters. Your spells still have clear and noticeable visual and auditory manifestations, as normal for a spellcaster.&lt;br /&gt;
&lt;br /&gt;
Each day, you can cast one 1st-rank spell. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.&lt;br /&gt;
&lt;br /&gt;
As you increase in level as a psychic, your number of spells per day increases, as does the highest rank of spells you can cast.&lt;br /&gt;
&lt;br /&gt;
Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is determined by your subconscious mind, your spell attack rolls and spell DCs use the modifier for the ability stated in your subconscious mind.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Heightening Spells&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell&#039;s rank to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast to heighten it to that rank. Many spells have specific improvements when heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Cantrips&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Some of your spells are cantrips. A cantrip is a special type of spell that doesn&#039;t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up-this is usually equal to the highest level of psychic spell slot you have. For example, as a 1st-level psychic, your cantrips are 1st-rank spells, and as a 5th-level psychic, your cantrips are 3rd-rank spells.&lt;br /&gt;
&lt;br /&gt;
As a psychic, you get the ability to improve some of your cantrips with special benefits and psi amps. Over the course of your career, your choice of conscious mind class feature gives you extra cantrips, benefits and psi amps for cantrips, and a collection of unique psi cantrips.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-symbol-spiral-silver-blue.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Spell Repertoire&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Spell Repertoire&#039;&#039;&#039; &amp;lt;small&amp;gt;(bard, oracle, psychic, sorcerer, summoner)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Bard&#039;&#039;&#039; The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.&lt;br /&gt;
&lt;br /&gt;
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.&lt;br /&gt;
&lt;br /&gt;
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn&#039;t give you another spell slot, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oracle&#039;&#039;&#039; The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells on the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.&lt;br /&gt;
&lt;br /&gt;
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.&lt;br /&gt;
&lt;br /&gt;
Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn&#039;t give you another spell slot, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic&#039;&#039;&#039; The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-rank occult spell of your choice and three occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. Your choice of conscious mind also grants you additional spells in your repertoire, starting with an additional 1st-rabk spell and two cantrips listed in your conscious mind, which you cast as psi cantrips.&lt;br /&gt;
&lt;br /&gt;
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-rank spell; at 3rd level, you select one 2nd-level spell, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher levels.&lt;br /&gt;
&lt;br /&gt;
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your conscious mind, it wouldn&#039;t give you another spell slot, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerer&#039;&#039;&#039; The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.&lt;br /&gt;
&lt;br /&gt;
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Sorcerer Spells per Day table above), you add a spell to your spell repertoire of the same rank. When you gain a new rank of spells, your first new spell is always the sorcerous gift spell for that rank that&#039;s listed in your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.&lt;br /&gt;
&lt;br /&gt;
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn&#039;t give you another spell slot or vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can&#039;t swap out bloodline spells. You can also swap out spells by retraining during downtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summoner&#039;&#039;&#039; The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it doesn&#039;t give you another spell slot, and vice versa.&lt;br /&gt;
&lt;br /&gt;
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2–4: Summoner Spells per Day), you add a spell of the same rank to your spell repertoire. At 2nd level, you select another 1st-rank spell. At 3rd level, you add the first 2nd-rank spell to your repertoire. At 4th level you gain your second and your spell repertoire reaches its maximum size of five spells.&lt;br /&gt;
&lt;br /&gt;
At 5th level, in addition to adding two 3rd-rank spells to your repertoire, you lose your lowest rank of spell slots. Any time you lose a rank of spell slots, you lose two spells in your repertoire as well. These can come from spells you already know or out of the number of new spells you&#039;re learning. On levels in which you don&#039;t change your spell slots, you can swap out multiple spells, as described below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swapping Spells in Your Repertoire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. If it&#039;s a rank at which you lose a set of lower-rank slots, you can replace the two in either order. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime.&lt;br /&gt;
&lt;br /&gt;
At 6th level and every even level thereafter, you can swap out any number of your spells for different spells of a rank you can cast. When you do, you must keep at least one spell you can cast with your lowest rank of spell slots so you don&#039;t end up with slots you can&#039;t use. For instance, at 6th level you would need to keep at least one 2nd-rank spell, but all your other spells could be 3rd rank.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/symbols/question-stone-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Subconscious Mind&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Subconscious Mind&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: A psychic&#039;s power is born in the depths of their psyche, far from the surface. Your subconscious mind might represent the way your power comes to you naturally, or it may be a framework you use to safely access the infinite potential of your mind. Either way, your subconscious mind fundamentally shapes how you access and wield psychic magic. Choose a subconscious mind from the options below. This choice will determine your key ability, special spellcasting components you use, and an action you can take while you have Unleashed your Psyche. The following options are available.&lt;br /&gt;
&lt;br /&gt;
* Emotional Acceptance (Cha): Throwing yourself headlong into your emotions is what lets you access your power.&lt;br /&gt;
&lt;br /&gt;
* Gathered Lore (Int): Tutors taught you specific axioms and lessons to help you harness your mind.&lt;br /&gt;
&lt;br /&gt;
* Precise Discipline (Int): Meticulously aligning your thoughts brings your mental power into reality.&lt;br /&gt;
&lt;br /&gt;
* Wandering Reverie (Cha): Your imagination fuels your magic through instinct and free association.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/the-silent-whisper.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;The Silent Whisper&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;The Silent Whisper&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Every mind murmurs constantly, and the static from those nearby reverberates in your head like wind through leaves. What better focus for your magic then, than the very thoughts of those around you? Your versatile telepathic abilities let you soothe and communicate with your allies or control your enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Granted Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1st: Mindlink&lt;br /&gt;
&lt;br /&gt;
* 2nd: Stupefy&lt;br /&gt;
&lt;br /&gt;
* 3rd: Heroism&lt;br /&gt;
&lt;br /&gt;
* 4th: Telepathy&lt;br /&gt;
&lt;br /&gt;
* 5th: Synaptic Pulse&lt;br /&gt;
&lt;br /&gt;
* 6th: Sending&lt;br /&gt;
&lt;br /&gt;
* 7th: Visions of Danger&lt;br /&gt;
&lt;br /&gt;
* 8th: Uncontrollable Dance&lt;br /&gt;
&lt;br /&gt;
* 9th: Telepathic Demand&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Psi Cantrips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Daze&lt;br /&gt;
&lt;br /&gt;
You can &#039;&#039;daze&#039;&#039; from a great distance. The range increases to 120 feet. Your &#039;&#039;daze&#039;&#039; also gains the following amp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp&#039;&#039;&#039; Your spell cracks the target&#039;s mental defenses, leaving it susceptible to further psychic attack. The spell&#039;s damage changes to 1d10. If the target fails its Will save, until the end of its next turn, it gains weakness 1 to mental damage and takes a –1 status penalty to Will saves. On a critical failure, the weakness is 3 (in addition to the target being Stunned 1). The weakness applies before daze deals damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp Heightened (+2)&#039;&#039;&#039; The spell&#039;s damage increases by 2d10, and the weakness on a failure or critical failure increases by 1.&lt;br /&gt;
&lt;br /&gt;
Message&lt;br /&gt;
&lt;br /&gt;
Your &#039;&#039;message&#039;&#039; is not so easily bound by obstacles. The spell can travel up to 120 feet to reach the target, bending around walls and obstacles; this means you don&#039;t need a straight line of effect or line of sight to cast &#039;&#039;message&#039;&#039; as long as you know the target&#039;s space and there is an unblocked path of 120 feet or less that can reach them. It also gains the following amp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp&#039;&#039;&#039; Your telepathic message allows you to coordinate your actions while you pass on information. The target of the message can immediately spend its reaction to Step or Stride.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp Heightened (4th)&#039;&#039;&#039; The target of the message can choose to Shove, Strike, or Trip with its reaction instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unique Psi Cantrips&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
surface: Forbidden Thought&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp&#039;&#039;&#039; Your telepathic push is particularly shocking to those who resist it. If the target fails its save, it&#039;s also Stunned 1.&lt;br /&gt;
&lt;br /&gt;
deeper: Shatter Mind&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp&#039;&#039;&#039; You increase the area of the spell to your choice of a @Template[cone|distance:30] or @Template[cone|distance:60], and the damage dice for the spell change to d10s. Creatures that fail are Stupefied 1 until the start of your next turn (or Stupefied 2 on a critical failure).&lt;br /&gt;
&lt;br /&gt;
deepest: Contagious Idea&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amp&#039;&#039;&#039; You can choose to spread the thought from the second target to a third target, in the same manner as spreading it from the first target to the second. A pleasant thought grants twice as many temporary Hit Points (10, plus an additional 2 for each level heightened).&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/unleash-psyche.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Unleash Psyche&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Unleash Psyche&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: When one thins the barrier between their inner mind and the outer world, one can unleash true psychic power. However, the mind wasn&#039;t meant to tap its full strength for long, leading to backlash once your unleashed psyche ends.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/wandering-reverie.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Wandering Reverie&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Wandering Reverie&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: The subconscious is by definition buried below the surface. Thus, only by stripping away the clamor and interference of everyday thought can you bring this more fundamental part of your mind to bear. Whether through sleep, self-hypnosis, or special exercises to empty your mind, you&#039;ve found a way to access a deeper, more chaotic state of free association that better channels your psychic power.&lt;br /&gt;
&lt;br /&gt;
Your thought components come from your imagination, images, and sensations your mind freely associates. You might have a passing daydream of small creatures bringing you an object as you telekinetically attract it or you may blink to find you&#039;ve teleported to your desired location. Spell manifestations from imagination components have surreal or indistinct qualities, and the exact details fade quickly from observers&#039; memory, as sensations from a dream.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Ability&#039;&#039;&#039; Your key ability score is Charisma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyche Action&#039;&#039;&#039; Fade Into Daydreams&lt;br /&gt;
&lt;br /&gt;
=====Actions=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Fade Into Daydreams&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Fade Into Daydreams&#039;&#039;&#039; &amp;lt;small&amp;gt;(illusion, psyche, psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your flights of imagination spill into the real world, causing you to become indistinct, hazy, or cloaked in figments. You become Concealed until the start of your next turn. This concealment can&#039;t be used to Hide, as normal for concealing effects that leave your location obvious.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/FreeAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Unleash Psyche&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Unleash Psyche&#039;&#039;&#039; &amp;lt;small&amp;gt;(psychic)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Trigger&#039;&#039;&#039; Your turn begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements&#039;&#039;&#039; You&#039;re in an encounter, you Cast a Spell on your previous turn, and you aren&#039;t Stupefied.&lt;br /&gt;
&lt;br /&gt;
You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall Unconscious, whichever comes first. You can&#039;t voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur.&lt;br /&gt;
&lt;br /&gt;
* You&#039;re constantly surrounded by the visual manifestation of your psychic magic.&lt;br /&gt;
&lt;br /&gt;
* When you cast a damaging spell, you gain a status bonus to its damage equal to double the spell&#039;s rank. This applies only to spells that don&#039;t have a duration and that you cast using psychic spellcasting.&lt;br /&gt;
&lt;br /&gt;
* You can use actions that have the psyche trait. After your unleashed psyche subsides, your mind must recover from the strain of channeling its full power. You can&#039;t use Unleash Psyche again for 2 rounds, and you&#039;re Stupefied 1 for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎒 Inventory&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Weapons=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/daggers/dagger-straight-blue.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Dagger&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Dagger]] || 1 || 0.1 || 0 || 2 sp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/sling.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Sling&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Sling]] || 1 || 0.1 || 0 || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Armor &amp;amp; Shields=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/chest/shirt-collared-pink.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Explorer&#039;s Clothing&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Explorer&#039;s Clothing]] || 1 || 0.1 || 0 || 1 sp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Ammunition=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/weapons/sling-bullets.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Sling Bullets&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Sling Bullets]] || 50 || 0.1 || 0 || 1 cp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Equipment=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/navigation/compass-worn-copper.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Compass&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Compass]] || 1 || 0 || 0 || 1 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/hand/lockpicks-steel-grey.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Thieves&#039; Toolkit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Thieves&#039; Toolkit]] || 1 || 0.1 || 0 || 3 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Bags &amp;amp; Storage=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/bags/pack-leather-white-tan.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Backpack]] || 1 || 0 || 0 || 1 sp&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/rations.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Rations ×2&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/chalk.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Chalk ×10&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/head/hood-leather-fur-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Clothing (Cold-Weather)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Clothing (Cold-Weather)&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/survival/rope-wrapped-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Rope&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/crowbar.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Crowbar&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Crowbar&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/environment/settlement/tent.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Tent (Pup)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Tent (Pup)&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/survival/soap.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Soap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Soap&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/ammunition/quiver-simple-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Bedroll&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/held-items/folding-ladder.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Folding Ladder&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Folding Ladder&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/fire/flame-burning-campfire-smoke.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Marvelous Miniature (Campfire)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Marvelous Miniature (Campfire)&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/hand/lockpicks-steel-grey.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Thieves&#039; Toolkit (Replacement Picks)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Thieves&#039; Toolkit (Replacement Picks) ×3&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/commodities/stone/geode-raw-tan.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Flint and Steel&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/lights/torch-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Torch ×5&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Waterskin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Waterskin&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/bags/pouch-simple-leather-tan.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Climbing Kit&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Climbing Kit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Treasure &amp;amp; Currency=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/copper-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Copper Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Copper Pieces]] || 5 || 1 || 0 || 1 cp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Gold Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Gold Pieces]] || 1 || 1 || 0 || 1 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Silver Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Silver Pieces]] || 9 || 1 || 0 || 1 sp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🔮 Spellcasting&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Occult Focus Spells (Occult) — Focus=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/daze.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Daze&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Daze]] &amp;lt;small&amp;gt;[cantrip, concentrate, manipulate, mental, nonlethal]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/forbidden-thought.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Forbidden Thought&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Forbidden Thought]] &amp;lt;small&amp;gt;[cantrip, concentrate, manipulate, mental, psychic]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/message.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Message&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Message]] &amp;lt;small&amp;gt;[auditory, cantrip, concentrate, illusion, linguistic, mental, subtle]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Occult Spontaneous Spells (Occult) — Spontaneous=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039; &amp;lt;small&amp;gt;(1/1 slots)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/magic-missile.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Force Barrage&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Force Barrage]] &amp;lt;small&amp;gt;[concentrate, force, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/phase-bolt.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Phase Bolt&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Phase Bolt]] &amp;lt;small&amp;gt;[attack, cantrip, concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Occult Innate Spells (Occult) — Innate=====&lt;br /&gt;
&lt;br /&gt;
=====Other Spells=====&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/ghost-sound.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Figment&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Figment]]&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/fire/explosion-embers-evade-silhouette.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Ignition&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Ignition]]&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/mindlink.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Mindlink&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Mindlink]]&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/shield.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Shield&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Shield]]&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/mage-hand.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Telekinetic Hand&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Telekinetic Hand]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-05-30 22:28&#039;&#039;&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=Characters/Ezren_(Level_1)&amp;diff=922</id>
		<title>Characters/Ezren (Level 1)</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Ezren_(Level_1)&amp;diff=922"/>
		<updated>2026-05-31T03:28:37Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ezren (Level 1) =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Ezren (Level 1)&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/pc-ezren-the-wizard.webp&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 16/16&lt;br /&gt;
| ac          = 14&lt;br /&gt;
| perception  = +1&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +1&lt;br /&gt;
| reflex      = +1&lt;br /&gt;
| will        = +1&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +0 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +1 | &#039;&#039;&#039;CON&#039;&#039;&#039; +1 | &#039;&#039;&#039;INT&#039;&#039;&#039; +1 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +1 | &#039;&#039;&#039;CHA&#039;&#039;&#039; +0&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| gender       = M/He/Him&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
| languages   = draconic, dwarven, halfling, sakvroth, varisian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* &#039;&#039;&#039;Ancestry:&#039;&#039;&#039; Human&lt;br /&gt;
* &#039;&#039;&#039;Heritage:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/navigation/map-chart-tan.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Skilled Human (Society)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Skilled Human (Society)&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Merchant&lt;br /&gt;
* &#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/classes/wizard.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Wizard&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Wizard&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; draconic, dwarven, halfling, sakvroth, varisian&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Ethnicity:&#039;&#039;&#039; Varisian&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
For many adventurers, wanderlust strikes at a young age when minds are impressionable and the urge to escape the doldrums of homelife become too much to resist. In other cases, there&#039;s never a choice at all—being raised on the streets leaves few other options available for those who do not wish to become criminals. Rarest are those who come to adventuring late in life.&lt;br /&gt;
&lt;br /&gt;
This was Ezren&#039;s path to adventure. Born to a successful spice merchant in one of Absalom&#039;s more affluent districts, Ezren&#039;s childhood was pleasantly safe. As the fourth of six siblings, he never knew the responsibility implicit in being the eldest (and therefore the one expected to carry on father&#039;s trade) or the freedom of being the youngest. He enjoyed the comforts of a well-to-do family, lived in a neighborhood relatively safe from crime, and seemed poised for a life of mediocrity.&lt;br /&gt;
&lt;br /&gt;
That changed when his father was taken away, charged with heresy by the church of Abadar. The charges were too spurious to stick, and while his father escaped excommunication, the damage had been done—his father&#039;s business fell to pieces. Shocked, dismayed, and convinced that his father was innocent, Ezren abandoned his future and spent his adult life trying to repair his father&#039;s ruined reputation. So when Ezren finally uncovered irrefutable proof of his father&#039;s guilt, and he realized he&#039;d wasted his life on a lie, he turned his evidence over to the church and said goodbye to his home, his family, and his life.&lt;br /&gt;
&lt;br /&gt;
At the age of 42, Ezren is full aware that he&#039;s missed his adulthood, yet at the same time he looks forward to discovering the world, and making a difference for a cause that he believes in. His dissatisfaction with family, religion, and government left him precious little to trust but his own intellect—in fighting for his father&#039;s redemption, he had become a gifted researcher, scholar, and intellectual. Lacking the spry limbs of youth, the trust in religion, the strong arm of the soldier, or the way with words of the politician, Ezren felt he had but one option open. He traveled to tarnished Oppara, capital of Taldor and one of the oldest cities of the continent of Avistan, hoping to join one of several prestigious schools of wizardry. Yet time and time again, he was turned away due to his age. No wizard seemed to want an apprentice who, in many cases, was older than them. So Ezren was forced to strike out on his own once again.&lt;br /&gt;
&lt;br /&gt;
Over the next decade, as he traveled Avistan, Ezren studied where he could, picking up tricks of the wizard&#039;s trade here and there. The combination of arcane study mixed with his worldly first-hand experiences have given him an edge over young wizards fresh out of apprenticeship and eager to make names for themselves. Ezren knows about the many ways the world can trick and betray you, but now he&#039;s finally begun to master the art of magic, giving him the tools to fight back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;⚔ Defense &amp;amp; Saves&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; 16/16&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 14&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +1 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 25 ft. (land)&lt;br /&gt;
* &#039;&#039;&#039;Fortitude:&#039;&#039;&#039; +1 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +1 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039; +1 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;📊 Ability Scores&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| +0 || +1 || +1 || +1 || +1 || +0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎓 Skills&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Skill !! Modifier !! Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Arcana || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafting || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Mercantile Lore || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Occultism || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Performance || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Society || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Survival || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;💰 Wealth &amp;amp; Carry&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Coin !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;✨ Feats &amp;amp; Features&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Heritage=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/navigation/map-chart-tan.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Skilled Human (Society)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Skilled Human (Society)&#039;&#039;&#039;&lt;br /&gt;
: Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Merchant&#039;&#039;&#039;&lt;br /&gt;
: In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a good deal on a suit of armor could prevent your death.&lt;br /&gt;
&lt;br /&gt;
Choose two attribute boosts. One must be to &#039;&#039;&#039;Intelligence&#039;&#039;&#039; or &#039;&#039;&#039;Charisma&#039;&#039;&#039;, and one is a free attribute boost.&lt;br /&gt;
&lt;br /&gt;
You&#039;re trained in the Diplomacy skill and the Mercantile Lore skill. You gain the Bargain Hunter skill feat.&lt;br /&gt;
&lt;br /&gt;
=====Feats=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/wands/wand-carved-pink.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Arcane Bond&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Arcane Bond&#039;&#039;&#039; &amp;lt;small&amp;gt;(wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/symbols/question-stone-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Arcane School&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Arcane School&#039;&#039;&#039; &amp;lt;small&amp;gt;(wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Most wizards acquire their knowledge of spells from a formal educational institution, such as the Arcanamirium or the Magaambya. At 1st level, you choose your arcane school, which grants you magical abilities.&lt;br /&gt;
&lt;br /&gt;
You gain additional spells and spell slots from the curriculum taught at the school you attended. Arcane schools are described in detail on page 198. Some wizards follow the school of unified magical theory, which attempts to forge a new school by studying independently and drawing information from a multitude of texts and tutors. Though a wizard with this approach lacks the focus of formal training, they have greater flexibility.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/scrolls/scroll-writing-tan-grey.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Arcane Thesis&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Arcane Thesis&#039;&#039;&#039; &amp;lt;small&amp;gt;(wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: During your studies to become a full-fledged wizard, you produced a thesis of unique magical research. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like &#039;&#039;&amp;quot;On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.&amp;quot;&#039;&#039;&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Bargain Hunter&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Bargain Hunter&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Cooperative Nature&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Cooperative Nature&#039;&#039;&#039; &amp;lt;small&amp;gt;(human)&amp;lt;/small&amp;gt;&lt;br /&gt;
: The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/scrolls/scroll-runed-brown-purple.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Experimental Spellshaping&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Experimental Spellshaping&#039;&#039;&#039; &amp;lt;small&amp;gt;(wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your thesis posits that the magical practice of spellshaping can be realized more efficiently by altering variables and parameters as you cast, imitating the wizards of long ago who had to work out their own spells themselves. This allows you efficient access to various spellshape effects.&lt;br /&gt;
&lt;br /&gt;
You gain one 1st-rank spellshape wizard feat of your choice. Starting at 4th level, during your daily preparations, you can gain a spellshape wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Reach Spell&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Reach Spell&#039;&#039;&#039; &amp;lt;small&amp;gt;(bard, cleric, concentrate, druid, oracle, sorcerer, spellshape, witch, wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can extend your spells&#039; range. If the next action you use is to Cast a Spell that has a range, increase that spell&#039;s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-rounded-teal.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;School of Unified Magical Theory&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;School of Unified Magical Theory&#039;&#039;&#039; &amp;lt;small&amp;gt;(wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You eschew the idea that magic can be neatly expressed by the teachings of any single school or college, instead directing your self-study to pick up the best of every school of magic. In doing so, you&#039;ll find the truths that lie at the intersection of each school, coming closer to the ideal nature of arcane magic. One day, you&#039;ll uncover that single elegant theory detailing all magic (perhaps a theory bearing your name?), but until then, your studies continue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Curriculum&#039;&#039;&#039; You don&#039;t have a set curriculum, and so you don&#039;t have curriculum spells and can&#039;t benefit from abilities that specifically affect them. Instead, you gain an additional 1st-level wizard class feat, and you add one 1st-rank spell of your choice to your spellbook to represent your diverse studies.&lt;br /&gt;
&lt;br /&gt;
Your studies into the very nature of magic itself have let you use it more efficiently—instead of using Drain Bonded Item only once per day, you can use it once per day for each rank of spell you can cast, recalling a spell of that rank each time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;School Spells&#039;&#039;&#039; initial: Hand of the Apprentice; advanced: Interdisciplinary Incantation&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Widen Spell&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Widen Spell&#039;&#039;&#039; &amp;lt;small&amp;gt;(druid, manipulate, oracle, sorcerer, spellshape, witch, wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-eye-purple.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Wizard Spellcasting&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Wizard Spellcasting&#039;&#039;&#039; &amp;lt;small&amp;gt;(wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Through dedicated study and practice, you can construct spells with academic rigor by shaping arcane magic. You are a spellcaster, and you can cast spells of the arcane tradition using the Cast a Spell activity. As a wizard, when you cast spells, your incantations likely specify exactly what forces you call on and how to shape them, and your gestures precisely shape and direct your magic while circles of arcane runes flare to life.&lt;br /&gt;
&lt;br /&gt;
At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spellbook (see below), as well as one extra curriculum cantrip and one extra curriculum spell of each rank you can cast from your arcane school. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.&lt;br /&gt;
&lt;br /&gt;
As you increase in level as a wizard, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Wizard Spells per Day table.&lt;br /&gt;
&lt;br /&gt;
Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier. Details on calculating these statistics appear on page 403.&lt;br /&gt;
&lt;br /&gt;
=== Heightening Spells ===&lt;br /&gt;
&lt;br /&gt;
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell&#039;s rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.&lt;br /&gt;
&lt;br /&gt;
=== Cantrips ===&lt;br /&gt;
&lt;br /&gt;
Some of your spells are cantrips. A cantrip is a special type of spell that doesn&#039;t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of wizard spell slot you have. For example, as a 1st-level wizard, your cantrips are 1st-rank spells, and as a 5th-level wizard, your cantrips are 3rd-rank spells.&lt;br /&gt;
&lt;br /&gt;
=== Spellbook ===&lt;br /&gt;
&lt;br /&gt;
Every arcane spell has a written version, which you record in your personalized book of spells. You start with a spellbook worth 10 sp or less, which you receive for free and must study each day to prepare your spells. Your spellbook&#039;s form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like &#039;&#039;The Tome of Silent Shadows&#039;&#039; or something more academic, like &#039;&#039;Advanced Pyromantic Applications of Jalmeri Elemental Theory&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The spellbook contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. You also add two 1st-rank spells from the curriculum of your arcane school (except in the case of the school of unified magical theory, as described in that school).&lt;br /&gt;
&lt;br /&gt;
Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to and learn via Learn a Spell. When you gain spell slots of a new rank, you also add an additional spell from your school&#039;s curriculum (unless it&#039;s the school of unified magical theory).&lt;br /&gt;
&lt;br /&gt;
=====Actions=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Cast a Spell&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Cast a Spell&#039;&#039;&#039; &amp;lt;small&amp;gt;(general)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell&#039;s stat block. As soon as the spellcasting actions are complete, the spell effect occurs.&lt;br /&gt;
&lt;br /&gt;
Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell&#039;s stat block-for example, &amp;quot;[reaction] verbal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long Casting&#039;&#039;&#039; Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it&#039;s not necessary to break down which one you&#039;re providing at a given time. You can&#039;t use other actions or reactions while casting such a spell, though at the GM&#039;s discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can&#039;t cast them in an encounter. If combat breaks out while you&#039;re casting one, your spell is disrupted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Components&#039;&#039;&#039; Each spell lists the spell components required to cast it after the action icons or text, such as &amp;quot;[three-actions] material, somatic, verbal.&amp;quot; The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can&#039;t provide the components, you fail to Cast the Spell.&lt;br /&gt;
&lt;br /&gt;
* Material (manipulate)&lt;br /&gt;
&lt;br /&gt;
* Somatic (manipulate)&lt;br /&gt;
&lt;br /&gt;
* Verbal (concentrate)&lt;br /&gt;
&lt;br /&gt;
* Focus (manipulate)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disrupted and Lost Spells&#039;&#039;&#039; Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you&#039;ve already expended the spell slot, spent the spell&#039;s costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately ends.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/FreeAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Drain Bonded Item&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Drain Bonded Item&#039;&#039;&#039; &amp;lt;small&amp;gt;(arcane, wizard)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Frequency&#039;&#039;&#039; once per day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Requirements&#039;&#039;&#039; Your bonded item is on your person.&lt;br /&gt;
&lt;br /&gt;
You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell&#039;s other requirements.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎒 Inventory&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Weapons=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/staves/staff-simple.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Staff&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Staff]] || 1 || 1 || 0 || —&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Armor &amp;amp; Shields=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/equipment/chest/shirt-collared-pink.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Explorer&#039;s Clothing&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Explorer&#039;s Clothing]] || 1 || 0.1 || 0 || 1 sp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Consumables=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Elixir of Life (Minor)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Elixir of Life (Minor)]] || 1 || 0.1 || 1 || 3 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/alchemical-items/alchemical-elixirs/elixir-of-life.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Elixir of Life (Minor)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Elixir of Life (Minor)]] || 1 || 0.1 || 1 || 3 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/scrolls/scroll-symbol-eye-brown.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Scroll of Grim Tendrils (Rank 1)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Scroll of Grim Tendrils (Rank 1)]] || 1 || 0.1 || 1 || 4 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Equipment=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/worn-items/other-worn-items/wayfinder.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Wayfinder&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Wayfinder]] || 1 || 0 || 2 || 28 gp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Bags &amp;amp; Storage=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/bags/pack-leather-white-tan.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Backpack&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Backpack]] || 1 || 0 || 0 || 1 sp&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/commodities/stone/geode-raw-tan.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Flint and Steel&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Flint and Steel&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/ammunition/quiver-simple-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Bedroll&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Bedroll&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-symbol-spiral-silver-blue.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Spellbook (Blank)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Spellbook (Blank)&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/rations.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Rations&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Rations ×2&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/grapling-hook.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Grappling Hook&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Grappling Hook&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/misc/ladder-improvised.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Marvelous Miniature (Ladder)&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Marvelous Miniature (Ladder)&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/survival/rope-wrapped-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Rope&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Rope&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/lights/torch-brown.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Torch&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Torch ×5&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/survival/soap.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Soap&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Soap&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Waterskin&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Waterskin&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/tools/scribal/ink-quill-red.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Writing Set&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Writing Set&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/adventuring-gear/chalk.webp&amp;quot; width=&amp;quot;16&amp;quot; height=&amp;quot;16&amp;quot; alt=&amp;quot;Chalk&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Chalk ×10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Treasure &amp;amp; Currency=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! !! Item !! Qty !! Bulk !! Level !! Price&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Gold Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Gold Pieces]] || 1 || 1 || 0 || 1 gp&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp&amp;quot; width=&amp;quot;24&amp;quot; height=&amp;quot;24&amp;quot; alt=&amp;quot;Silver Pieces&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; || [[Silver Pieces]] || 4 || 1 || 0 || 1 sp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🔮 Spellcasting&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Arcane Focus Spells (Arcane) — Focus=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/hand-of-the-apprentice.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Hand of the Apprentice&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Hand of the Apprentice]] &amp;lt;small&amp;gt;[attack, focus, manipulate, wizard]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Arcane Prepared Spells (Arcane) — Prepared=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rank 1&#039;&#039;&#039; &amp;lt;small&amp;gt;(0/2 slots)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/dragon-breath.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Breathe Fire&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Breathe Fire]] &amp;lt;small&amp;gt;[concentrate, fire, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/acid/orb-bubble-smoke-drip.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Caustic Blast&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Caustic Blast]] &amp;lt;small&amp;gt;[acid, cantrip, concentrate, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/detect-magic.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Detect Magic&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Detect Magic]] &amp;lt;small&amp;gt;[cantrip, concentrate, detection, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/lightning/bolt-strike-forked-blue.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Electric Arc&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Electric Arc]] &amp;lt;small&amp;gt;[cantrip, concentrate, electricity, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/magic-missile.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Force Barrage&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Force Barrage]] &amp;lt;small&amp;gt;[concentrate, force, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/grim-tendrils.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Grim Tendrils&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Grim Tendrils]] &amp;lt;small&amp;gt;[concentrate, manipulate, void]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/light.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Light&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Light]] &amp;lt;small&amp;gt;[cantrip, concentrate, light, manipulate]&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/spells/shield.webp&amp;quot; width=&amp;quot;18&amp;quot; height=&amp;quot;18&amp;quot; alt=&amp;quot;Shield&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; [[Shield]] &amp;lt;small&amp;gt;[cantrip, concentrate, force]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-05-30 22:28&#039;&#039;&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=Characters/Cap%27n_Robin_Stryker&amp;diff=921</id>
		<title>Characters/Cap&#039;n Robin Stryker</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Cap%27n_Robin_Stryker&amp;diff=921"/>
		<updated>2026-05-31T03:28:36Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Cap&#039;n Robin Stryker =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Cap&#039;n Robin Stryker&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/mystery-man.svg&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 22/22&lt;br /&gt;
| ac          = 14&lt;br /&gt;
| perception  = +0&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +1&lt;br /&gt;
| reflex      = +1&lt;br /&gt;
| will        = +0&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +1 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +1 | &#039;&#039;&#039;CON&#039;&#039;&#039; +1 | &#039;&#039;&#039;INT&#039;&#039;&#039; +0 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +0 | &#039;&#039;&#039;CHA&#039;&#039;&#039; +1&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| age          = 33&lt;br /&gt;
| gender       = He/Him&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* &#039;&#039;&#039;Ancestry:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/ancestries/tanuki.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Tanuki&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Tanuki&lt;br /&gt;
* &#039;&#039;&#039;Heritage:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/kitchenware/pot-meal.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Steadfast Tanuki&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Steadfast Tanuki&lt;br /&gt;
* &#039;&#039;&#039;Background:&#039;&#039;&#039; Aspiring Free-Captain&lt;br /&gt;
* &#039;&#039;&#039;Class:&#039;&#039;&#039; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/classes/swashbuckler.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Swashbuckler&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; Swashbuckler&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
== Identity ==&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 33&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;⚔ Defense &amp;amp; Saves&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; 22/22&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 14&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 25 ft. (land)&lt;br /&gt;
* &#039;&#039;&#039;Fortitude:&#039;&#039;&#039; +1 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +1 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039; +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;📊 Ability Scores&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| +1 || +1 || +1 || +0 || +0 || +1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎓 Skills&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Skill !! Modifier !! Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Arcana || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafting || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Occultism || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Performance || +4 || {{color|#2e8b57|&#039;&#039;&#039;Trained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Sailing || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Society || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Survival || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || +1 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;💰 Wealth &amp;amp; Carry&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Coin !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;✨ Feats &amp;amp; Features&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
=====Heritage=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/containers/kitchenware/pot-meal.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Steadfast Tanuki&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Steadfast Tanuki&#039;&#039;&#039; &amp;lt;small&amp;gt;(tanuki)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your pride in your true tanuki form knows no bounds. You gain your choice of Everyday Form or Teakettle Form as a bonus ancestry feat.&lt;br /&gt;
&lt;br /&gt;
=====Background Features=====&lt;br /&gt;
; &#039;&#039;&#039;Aspiring Free-Captain&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;&#039;Prerequisite&#039;&#039;&#039; Region - High Seas&lt;br /&gt;
&lt;br /&gt;
You seek to join the Free Captains of the Shackles and have learned everything you need to know about sailing and bossing people around. Now you just need a crew and a ship.&lt;br /&gt;
&lt;br /&gt;
Choose two attribute boosts. One must be to &#039;&#039;&#039;Wisdom&#039;&#039;&#039; or &#039;&#039;&#039;Charisma&#039;&#039;&#039;, and one is a free attribute boost.&lt;br /&gt;
&lt;br /&gt;
You&#039;re trained in the Intimidation skill and the Sailing Lore skill. You gain the Group Coercion skill feat.&lt;br /&gt;
&lt;br /&gt;
=====Feats=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/weapons/swords/scimitar-broad.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Confident Finisher&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Confident Finisher&#039;&#039;&#039; &amp;lt;small&amp;gt;(swashbuckler)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You gain an elegant finishing attack you can make when you have panache. The finisher trait is described below. You gain the Confident Finisher action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finisher&#039;&#039;&#039; Finishers are spectacular finishing moves that use your panache. Finishers can be used only with weapons that deal additional damage with precise strike (agile or finesse melee weapons or unarmed attacks, for most swashbucklers). You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can&#039;t use actions that have the attack trait for the rest of your turn.&lt;br /&gt;
&lt;br /&gt;
Some finisher actions also grant an effect on a failure. Effects added on a failure don&#039;t apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Dirty Trick&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Dirty Trick&#039;&#039;&#039; &amp;lt;small&amp;gt;(attack, general, manipulate, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Requirements&#039;&#039;&#039; You have a hand free and are within melee reach of an opponent.&lt;br /&gt;
&lt;br /&gt;
You hook a foe&#039;s bootlaces together, pull their hat over their eyes, loosen their belt, or otherwise confound their mobility through an underhanded tactic. Attempt a @Check[thievery|defense:reflex] check against the target&#039;s Reflex DC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Success&#039;&#039;&#039; The target is Clumsy 1 until they use an Interact action to end the impediment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Success&#039;&#039;&#039; As critical success, but the condition ends automatically after 1 round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Failure&#039;&#039;&#039; You fall Prone as your attempt backfires.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Disarming Flair&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Disarming Flair&#039;&#039;&#039; &amp;lt;small&amp;gt;(swashbuckler)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You knock weapons from the hands of your foes with style. When you Disarm, the action gains the bravado trait.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Group Coercion&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Group Coercion&#039;&#039;&#039; &amp;lt;small&amp;gt;(general, skill)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You can strong-arm people effectively, even when you don&#039;t have them isolated. When you Coerce, you can compare your Intimidation check result to the Will DCs of up to five targets instead of one.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to 10 if you&#039;re an expert, 25 if you&#039;re a master, and 50 if you&#039;re legendary.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/commodities/treasure/crown-gold-laurel-wreath.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Panache&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Panache&#039;&#039;&#039; &amp;lt;small&amp;gt;(swashbuckler)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular style, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This heightened state of flair is called panache.&lt;br /&gt;
&lt;br /&gt;
Effect: Panache&lt;br /&gt;
&lt;br /&gt;
You gain panache by performing actions that have the bravado trait. Tumble Through and additional actions determined by your swashbuckler&#039;s style gain the bravado trait when you use them. The GM might determine that a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, can gain the bravado trait. These checks typically involve at least a single action and a non-trivial DC. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.&lt;br /&gt;
&lt;br /&gt;
Powerful finisher actions, including Confident Finisher, can be used only while you have panache and cause you to lose your panache.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/precise-strike.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Precise Strike&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Precise Strike&#039;&#039;&#039; &amp;lt;small&amp;gt;(swashbuckler)&amp;lt;/small&amp;gt;&lt;br /&gt;
: When you make a Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the Strike is part of a finisher, the additional damage is 2d6 precision damage instead.&lt;br /&gt;
&lt;br /&gt;
As your swashbuckler level increases, so does your additional damage for precise strike. At 5th, 9th, 13th, and 17th level, increase the amount of additional damage on a Strike by 1 and the additional damage on a finisher by 1d6.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/gaming/playing-cards.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Rascal&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Rascal&#039;&#039;&#039; &amp;lt;small&amp;gt;(swashbuckler)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You aren&#039;t afraid to use underhanded tactics to get the edge over your opponents. You are trained in Thievery and gain the Dirty Trick general feat. When you use Dirty Trick, the action gains the bravado trait.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Scorched on the Crackling Mountain&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Scorched on the Crackling Mountain&#039;&#039;&#039; &amp;lt;small&amp;gt;(tanuki)&amp;lt;/small&amp;gt;&lt;br /&gt;
: By ritualistically marking your fur with fire, like an infamous tanuki of legend, you protect yourself against future flames. You gain a black stripe down your back that looks charred. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which can be reduced to DC 5 with appropriate assistance. The first time each day you would be reduced to 0 Hit Points by a fire effect, you avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. Two hairs plucked from your tail can be used as flint and steel to create a fire, emitting a strange crackling sound as they ignite.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/skills/melee/maneuver-greatsword-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Stylish Combatant&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Stylish Combatant&#039;&#039;&#039;&lt;br /&gt;
: You gain a +1 circumstance bonus to skill checks with the bravado trait while in a combat encounter. While you have panache, you gain a +5-foot status bonus to your Speeds.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/magic/symbols/question-stone-yellow.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Swashbuckler&#039;s Style&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Swashbuckler&#039;s Style&#039;&#039;&#039; &amp;lt;small&amp;gt;(swashbuckler)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your own distinctive style lets you gracefully handle any situation. Choose a swashbuckler&#039;s style. This style determines the additional actions you use to gain panache and makes you trained in the skill related to that action.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Teakettle Form&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Teakettle Form&#039;&#039;&#039; &amp;lt;small&amp;gt;(tanuki)&amp;lt;/small&amp;gt;&lt;br /&gt;
: Your shapeshifting is advanced enough to take the form of not just creatures, but objects as well. When you Change Shape, you can assume the form of a simple tool or object of 1 Bulk or less, such as a teakettle or umbrella. When transformed into an object, you can function as that object for allies to use; for instance, turning into a crowbar so you can help an ally pry open a crate. You can speak while in object form, but you can&#039;t attack, cast spells, or move except to Crawl (usually by hopping or flopping across the ground in an undignified manner).&lt;br /&gt;
&lt;br /&gt;
=====Actions=====&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Change Shape&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Change Shape&#039;&#039;&#039; &amp;lt;small&amp;gt;(concentrate, polymorph)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You return to your natural shape or adopt a new shape as described by the source of this action.&lt;br /&gt;
; &amp;lt;html&amp;gt;&amp;lt;img src=&amp;quot;https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp&amp;quot; width=&amp;quot;20&amp;quot; height=&amp;quot;20&amp;quot; alt=&amp;quot;Confident Finisher&amp;quot; style=&amp;quot;vertical-align:middle;&amp;quot; /&amp;gt;&amp;lt;/html&amp;gt; &#039;&#039;&#039;Confident Finisher&#039;&#039;&#039; &amp;lt;small&amp;gt;(finisher)&amp;lt;/small&amp;gt;&lt;br /&gt;
: You make an incredibly graceful attack, piercing your foe&#039;s defenses. Make a Strike with the following failure effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure&#039;&#039;&#039; You deal half your Precise Strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-05-30 22:28&#039;&#039;&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
	<entry>
		<id>https://wiki.atkennedy.com/index.php?title=Characters/Deekis&amp;diff=920</id>
		<title>Characters/Deekis</title>
		<link rel="alternate" type="text/html" href="https://wiki.atkennedy.com/index.php?title=Characters/Deekis&amp;diff=920"/>
		<updated>2026-05-31T03:28:36Z</updated>

		<summary type="html">&lt;p&gt;Oracle: Auto-sync: PF2e character exporter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Deekis =&lt;br /&gt;
&lt;br /&gt;
{{CharacterInfobox&lt;br /&gt;
| name        = Deekis&lt;br /&gt;
| portrait    = https://foundry.atkennedy.com/systems/pf2e/icons/default-icons/mystery-man.svg&lt;br /&gt;
| level       = 1&lt;br /&gt;
| size        = Medium&lt;br /&gt;
| hp          = 0/0&lt;br /&gt;
| ac          = 13&lt;br /&gt;
| perception  = +0&lt;br /&gt;
| speed       = 25 ft.&lt;br /&gt;
| fortitude   = +0&lt;br /&gt;
| reflex      = +0&lt;br /&gt;
| will        = +0&lt;br /&gt;
| attributes  = &#039;&#039;&#039;STR&#039;&#039;&#039; +0 | &#039;&#039;&#039;DEX&#039;&#039;&#039; +0 | &#039;&#039;&#039;CON&#039;&#039;&#039; +0 | &#039;&#039;&#039;INT&#039;&#039;&#039; +0 | &#039;&#039;&#039;WIS&#039;&#039;&#039; +0 | &#039;&#039;&#039;CHA&#039;&#039;&#039; +0&lt;br /&gt;
| key_ability  = STR&lt;br /&gt;
| hero_points  = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* &#039;&#039;&#039;Key Ability:&#039;&#039;&#039; STR&lt;br /&gt;
* &#039;&#039;&#039;Hero Points:&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;⚔ Defense &amp;amp; Saves&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;HP:&#039;&#039;&#039; 0/0&lt;br /&gt;
* &#039;&#039;&#039;AC:&#039;&#039;&#039; 13&lt;br /&gt;
* &#039;&#039;&#039;Perception:&#039;&#039;&#039; +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 25 ft. (land)&lt;br /&gt;
* &#039;&#039;&#039;Fortitude:&#039;&#039;&#039; +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Reflex:&#039;&#039;&#039; +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039; +0 ({{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}})&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;📊 Ability Scores&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| +0 || +0 || +0 || +0 || +0 || +0&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;🎓 Skills&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Skill !! Modifier !! Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Arcana || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Athletics || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafting || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Deception || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Intimidation || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Medicine || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Occultism || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Performance || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Religion || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Society || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Stealth || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Survival || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|-&lt;br /&gt;
| Thievery || +0 || {{color|#708090|&#039;&#039;&#039;Untrained&#039;&#039;&#039;}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;💰 Wealth &amp;amp; Carry&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Coin !! Bulk !! Invested&lt;br /&gt;
|-&lt;br /&gt;
| None || 0 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last synced: 2026-05-30 22:28&#039;&#039;&lt;br /&gt;
[[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Oracle</name></author>
	</entry>
</feed>